Human-Computer Interaction: Design & Usability
Computer Science

Human-Computer Interaction: Design & Usability

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Description

Human-computer interaction (HCI) designs, evaluates, and implements interactive systems, focusing on usability through effective, efficient, and enjoyable interfaces achieved via principles like cognitive fit and consistency across applications. Benefits include increased market share, productivity, and reduced support costs.

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HCI

Discipline concerned with design, evaluation & implementation of interactive computer systems for human use

ACM Definition

HCI studies major phenomena surrounding human-computer interaction

Carrolls Definition

HCI is the study and practice of usability in technology design

HCI Aspects

Nature of interaction (N), Use/context (U), Human characteristics (H), Computer systems (C), Development process (D)

HCI Physical Goals

Selection of appropriate input/output devices for interfaces

Safety Goal

Protecting users from dangerous conditions

Utility Goal

Providing right functionality for user needs

Effectiveness Goal

How well system performs intended functions

Efficiency Goal

How well system supports task completion

Usability Goal

Making products easy to learn, effective and enjoyable

Learnability

How easy system is to learn

Memorability

How easy system is to remember

Market Share Benefit

More usable products gain more users

Productivity Benefit

Better interfaces improve work speed

Support Cost Benefit

Good design reduces customer service needs

Development Cost Benefit

Proper HCI avoids unwanted features

Everyday Knowledge

Using familiar concepts (like folder icons) for intuitiveness

Natural Interaction

Well-designed interfaces feel clear and automatic

Ubiquitous Computing

HCI applies to ATMs, vending machines, etc.

Good Design Example

Nokia 6800's adaptable messaging interface

Design Principles

High-level goals based on HCI theories

Design Guidelines

Specific rules to achieve principles

Cognitive Fit

Matching system representation to user task strategies

Affordances

Design elements that suggest their use (like buttons)

Error Design

Planning for user mistakes and slips

Internal Consistency

Uniform appearance/operation within one application

Analogical Consistency

Matching real-world counterparts

External Consistency

Uniformity across different applications

Standardization Rule

Following published interface guidelines

Stability Rule

Minimizing unnecessary changes

Training Rule

Adding skills rather than modifying existing ones

Feedback

System responses supporting motivation, control and learning

Metaphors

Using familiar concepts to represent new ones

Direct Manipulation

Interface objects behave like real-world counterparts

Aesthetics

Visually pleasing designs that maintain usability