SM2701 Theories of Interactivity – Class 03 Where am I? Users Systems Designers Interface
SM2701 Theories of Interactivity – Class 03 Modern Times (Charles Chaplin)
SM2701 Theories of Interactivity – Class 03 Modern Times (Charles Chaplin) Industrial revolution Assembly line production Automation of factory If we look into the human machine interaction, what is the role of the designer?
SM2701 Theories of Interactivity – Class 03 Modern Times (Charles Chaplin) Divide the production process into small tasks. Sequence the tasks into assembly lines. Assign human operator to work on one task repetitively. Remember how you write a computer program. Are there any similarities?
SM2701 Theories of Interactivity – Class 03 Modern Times (Charles Chaplin) The concerns are: Speed of the assembly lines Human fatigue Accident/error rate Mismatch between two tasks Productivity and efficiency
SM2701 Theories of Interactivity – Class 03 Another example Let’s watch another video on automation and control.
SM2701 Theories of Interactivity – Class 03 Homer Simpson Operator at a nuclear power plant
SM2701 Theories of Interactivity – Class 03 Homer Simpson Operator at a nuclear power plant
SM2701 Theories of Interactivity – Class 03 Mission Impossible CIA and other agents at headquarters
SM2701 Theories of Interactivity – Class 03 Mission Impossible CIA and other agents at headquarters
SM2701 Theories of Interactivity – Class 03 Control Room What do the human operators do besides sleeping?
SM2701 Theories of Interactivity – Class 03 Control Room What do the human operators do besides sleeping? Constant monitoring of the screen/signals. Wait for something to happens. Respond to the exceptions. Computer does most of the jobs.
SM2701 Theories of Interactivity – Class 03 Ergonomics Let’s see something about this topic.
SM2701 Theories of Interactivity – Class 03 Ergonomics
SM2701 Theories of Interactivity – Class 03 Ergonomics
SM2701 Theories of Interactivity – Class 03 Ergonomics
SM2701 Theories of Interactivity – Class 03 Human machine interaction Users
SM2701 Theories of Interactivity – Class 03 What is Human Computer Interaction? In modern workplace, a large number of white collar workers use computer software to perform their daily works. Designers and programmers assume the role to design useful and usable software for them.  Users are assumed to be dumb. What can the designers do?
SM2701 Theories of Interactivity – Class 03 What is Human Computer Interaction? It is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.
SM2701 Theories of Interactivity – Class 03 What is Human Computer Interaction? Join efforts of software engineering and human factor engineering. Verify the usability of software products.
SM2701 Theories of Interactivity – Class 03 Software Development Lifecycle Linear approach Requirement collection Analysis Specification Design Implementation Testing Production
SM2701 Theories of Interactivity – Class 03 Software Development Lifecycle Linear approach Requirement collection Analysis Specification Design Implementation Testing Production Very time consuming to go back to previous stage to re-design.
SM2701 Theories of Interactivity – Class 03 Software Development Lifecycle User interaction matters are considered  cosmetics  and often left to the very late stage.
SM2701 Theories of Interactivity – Class 03 Models for HCI Initial reference of the HCI is psychology.
SM2701 Theories of Interactivity – Class 03 Early work environment with computers
SM2701 Theories of Interactivity – Class 03 Early work environment with computers In designing early interactive software, it models upon the  repetitive  nature of work in the  office  environment. GOMS model Goals Operators Methods Selection rules
SM2701 Theories of Interactivity – Class 03 GOMS Users formulate goals (e.g. edit document) and sub-goals (insert word), each of which they achieve by using methods or procedures (move cursor and pressing arrow keys). The operators are “elementary perceptual, motor, or cognitive acts, whose execution is necessary to change any aspect of user’s mental state or to affect the task environment”. Designing the user interface, Ben Shneiderman
SM2701 Theories of Interactivity – Class 03 Cognitive Science In the 70s, cognitive science is one of the major driving principles to develop a systematic view of the human computer interaction discipline. It combines studies of linguistics, anthropology, philosophy, psychology and computer science. The major direction is the representational theory and information processing model of mind. Human behaviour and experience can be explained by explicit mental structure and operations.
SM2701 Theories of Interactivity – Class 03 Cognitive Science
SM2701 Theories of Interactivity – Class 03 Alternatives We may question if human computer interaction is just about formulating mental process to achieve goals.
SM2701 Theories of Interactivity – Class 03 The Human-Machine relation On the interaction between one or more humans and one or more computational machines.
SM2701 Theories of Interactivity – Class 03 The Human-Machine relation On the interaction between one or more humans and one or more computational machines. It is, not necessary to be one human to one machine interaction.
SM2701 Theories of Interactivity – Class 03 What are the machines?
SM2701 Theories of Interactivity – Class 03 What are the machines?
SM2701 Theories of Interactivity – Class 03 What are the machines?
SM2701 Theories of Interactivity – Class 03 What are the machines?
SM2701 Theories of Interactivity – Class 03 What are the machines? Where is the computer?
SM2701 Theories of Interactivity – Class 03 What are the machines? How many buttons do you want?
SM2701 Theories of Interactivity – Class 03 What are the machines?
SM2701 Theories of Interactivity – Class 03 What are the machines?
SM2701 Theories of Interactivity – Class 03 What are the machines?
SM2701 Theories of Interactivity – Class 03 What are the machines? Workstations Embedded computational machines Portable information appliances Mechanical tools?
SM2701 Theories of Interactivity – Class 03 What are the machines? Have you said that computer is a tool?
SM2701 Theories of Interactivity – Class 03 Human factors It is about the design of machines, systems, work methods, and environments to take into account of the safety, comfort, and productivity of human users and operators. Think about physical computing and environmental interaction.
SM2701 Theories of Interactivity – Class 03 Who are the humans? Individual users Groups Organizations Networked systems, groupware Task design, job satisfaction …
SM2701 Theories of Interactivity – Class 03 Models for HCI We may need different models/theories for HCI. Let’s start again to look at the  interface .
SM2701 Theories of Interactivity – Class 03 Early encounter with  Computers Besides the cables, switches, we  have the command line  interaction. We suppose to have a direct  dialog-like conversation with the  computer.
SM2701 Theories of Interactivity – Class 03 Conversation with computers Joseph Weizenbaum   Eliza at  http://abcguides.com/abcsoftware/eliza_js_noframe.htm   But clearly, the command line interaction with computers is far from a true human to human conversation.
SM2701 Theories of Interactivity – Class 03 Conversation with computers? Luc Courchesne – Portrait One
SM2701 Theories of Interactivity – Class 03 Some issues Related to the office and work context Time to learn Speed of performance Rate of errors by users Retention of skills over time Subjective satisfaction
SM2701 Theories of Interactivity – Class 03 Some issues Related to the office and work context Time to learn Speed of performance Rate of errors by users Retention of skills over time Subjective satisfaction What can help to address the issues? Can we turn to another invention, the GUI?
SM2701 Theories of Interactivity – Class 03 Interactive computer graphics Sketchpad (Ivan Sutherland)
SM2701 Theories of Interactivity – Class 03 Human machine symbiosis Augmentation of human intellect (Engelbart)
SM2701 Theories of Interactivity – Class 03 Human machine symbiosis Augmentation of human intellect (Engelbart)
SM2701 Theories of Interactivity – Class 03 Human machine symbiosis Augmentation of human intellect (Engelbart)
SM2701 Theories of Interactivity – Class 03 Human machine symbiosis Dynabook (Kay, Goldberg)   http://xirdal.lmu.de/xirdalium/xpix/dynabook.jpg
SM2701 Theories of Interactivity – Class 03 Xerox Star Alan Kay
SM2701 Theories of Interactivity – Class 03 Xerox Star Alan Kay
SM2701 Theories of Interactivity – Class 03 An early model of the WIMP Window  Icon  Menu Pointer
SM2701 Theories of Interactivity – Class 03 Describe your first encounter with a mouse
SM2701 Theories of Interactivity – Class 03 Compare with this again
SM2701 Theories of Interactivity – Class 03 Affordance James J. Gibson It refers to all “action possibilities” latent in the environment, objectively measurable, and independent of the individual's ability to recognize those possibilities. Further, those action possibilities are dependent on the capabilities of the actor.  From  http://en.wikipedia.org
SM2701 Theories of Interactivity – Class 03 Affordance James J. Gibson Gibson proposed that the world is directly perceived based on abundant sensory information. He also claimed that what is perceived is not simply the layout and shape of objects in space, but rather the possibilities for action, which he called affordances.  From HCI Models, Theories and Frameworks, edited by John M. Carroll
SM2701 Theories of Interactivity – Class 03 Affordance It deals with the physical properties of objects and environment directly perceived. A good design should make the appropriate affordances explicit.  It sounds ok when designing physical devices. But what about virtual objects on screen?
SM2701 Theories of Interactivity – Class 03 Perceived affordance Donald Norman All of our currently used icons, menus and interactions work on the principle of perceived affordance. They do not possess any real physical and tangible properties. They are governed by Convention Feedback (audio and/or visual) Constraint
SM2701 Theories of Interactivity – Class 03 Conventions
SM2701 Theories of Interactivity – Class 03 Constraints
SM2701 Theories of Interactivity – Class 03 Visual mapping
SM2701 Theories of Interactivity – Class 03 Visual mapping
SM2701 Theories of Interactivity – Class 03 The Design of Everyday Things A book by Donald Norman
SM2701 Theories of Interactivity – Class 03 Direct manipulation Defined by Ben Shneiderman as what involves continuous representation of objects of interest, and rapid, reversible, incremental actions and feedback.
SM2701 Theories of Interactivity – Class 03 Direct manipulation
SM2701 Theories of Interactivity – Class 03 Direct manipulation Defined by Ben Shneiderman as what involves continuous representation of objects of interest, and rapid, reversible, incremental actions and feedback.  It relies much on the coupling of the continuous visual feedback of the objects on screen and the hand movements. What if the coupling breaks? See the mouse games in the web.
SM2701 Theories of Interactivity – Class 03 Direct manipulation If you take a ruler to measure the distance the mouse travels and compare it with the distance the cursor moves, it is often that they are not the same. The manipulation is not so direct anyway.
SM2701 Theories of Interactivity – Class 03 Direct manipulation Compare it with mouse interaction
SM2701 Theories of Interactivity – Class 03 Direct manipulation Compare it with mouse interaction
SM2701 Theories of Interactivity – Class 03 Direct manipulation Mouse actions Mouse press Mouse release Mouse move Mouse stop
SM2701 Theories of Interactivity – Class 03 Direct manipulation Mouse actions Mouse press (committing?) Mouse release (confirming?) Mouse move (approaching and intention?) Mouse stop (matching or hesitating?)
SM2701 Theories of Interactivity – Class 03 Direct manipulation Exercise If you have a mouse with no button, try to implement all the mouse actions with this mouse.
SM2701 Theories of Interactivity – Class 03 Input device - keyboard Can you think of alternative uses of your keyboard? http://yugop.com/ver2/
SM2701 Theories of Interactivity – Class 03 Input device - keyboard
SM2701 Theories of Interactivity – Class 03 Fitt’s law It is a model of human movement, predicting the time required to rapidly move from a starting position to a final target area, as a function of the distance to the target and the size of the target.  (from  http://en.wikipedia.org/ )  T = a + b * log 2 (D/W + 1) It is often used to model the mouse movement time in evaluating an interface.
SM2701 Theories of Interactivity – Class 03 Bughavior Jeff Ettenhofer A software to discover interaction design flaws in an interface.
SM2701 Theories of Interactivity – Class 03 Flow The psychology of optimal experience – Mihaly Csikszentmihalyi Challenging activity Demand and development of skills Clear goals Direct, immediate feedback Merge of action and awareness Concentration Control Loss of self-consciousness  Loss sense of time
SM2701 Theories of Interactivity – Class 03 Flow The psychology of optimal experience – Mihaly Csikszentmihalyi Image from  http://austega.com/education/articles/flow.htm
SM2701 Theories of Interactivity – Class 03 Flow The psychology of optimal experience – Mihaly Csikszentmihalyi Image from  http://austega.com/education/articles/flow.htm
SM2701 Theories of Interactivity – Class 03 Flow A game by Jenova Chen at  http://intihuatani.usc.edu/cloud/flowing/
SM2701 Theories of Interactivity – Class 03 More issues Assume users were the designers? Assume all users are novice users? Task description / job description does not reflect real use. Interaction at group level rather than individual. Any craftsmanship of using computing technology? Is emotion in the picture?
SM2701 Theories of Interactivity – Class 03 More issues Assume users were the designers? Assume all users are novice users? Task description / job description does not reflect real use. Interaction at group level rather than individual. Any craftsmanship of using computing technology? Is emotion in the picture? Need to study the human machine interaction from other social science disciplines.

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SM2701 Class 03

  • 1. SM2701 Theories of Interactivity – Class 03 Where am I? Users Systems Designers Interface
  • 2. SM2701 Theories of Interactivity – Class 03 Modern Times (Charles Chaplin)
  • 3. SM2701 Theories of Interactivity – Class 03 Modern Times (Charles Chaplin) Industrial revolution Assembly line production Automation of factory If we look into the human machine interaction, what is the role of the designer?
  • 4. SM2701 Theories of Interactivity – Class 03 Modern Times (Charles Chaplin) Divide the production process into small tasks. Sequence the tasks into assembly lines. Assign human operator to work on one task repetitively. Remember how you write a computer program. Are there any similarities?
  • 5. SM2701 Theories of Interactivity – Class 03 Modern Times (Charles Chaplin) The concerns are: Speed of the assembly lines Human fatigue Accident/error rate Mismatch between two tasks Productivity and efficiency
  • 6. SM2701 Theories of Interactivity – Class 03 Another example Let’s watch another video on automation and control.
  • 7. SM2701 Theories of Interactivity – Class 03 Homer Simpson Operator at a nuclear power plant
  • 8. SM2701 Theories of Interactivity – Class 03 Homer Simpson Operator at a nuclear power plant
  • 9. SM2701 Theories of Interactivity – Class 03 Mission Impossible CIA and other agents at headquarters
  • 10. SM2701 Theories of Interactivity – Class 03 Mission Impossible CIA and other agents at headquarters
  • 11. SM2701 Theories of Interactivity – Class 03 Control Room What do the human operators do besides sleeping?
  • 12. SM2701 Theories of Interactivity – Class 03 Control Room What do the human operators do besides sleeping? Constant monitoring of the screen/signals. Wait for something to happens. Respond to the exceptions. Computer does most of the jobs.
  • 13. SM2701 Theories of Interactivity – Class 03 Ergonomics Let’s see something about this topic.
  • 14. SM2701 Theories of Interactivity – Class 03 Ergonomics
  • 15. SM2701 Theories of Interactivity – Class 03 Ergonomics
  • 16. SM2701 Theories of Interactivity – Class 03 Ergonomics
  • 17. SM2701 Theories of Interactivity – Class 03 Human machine interaction Users
  • 18. SM2701 Theories of Interactivity – Class 03 What is Human Computer Interaction? In modern workplace, a large number of white collar workers use computer software to perform their daily works. Designers and programmers assume the role to design useful and usable software for them. Users are assumed to be dumb. What can the designers do?
  • 19. SM2701 Theories of Interactivity – Class 03 What is Human Computer Interaction? It is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.
  • 20. SM2701 Theories of Interactivity – Class 03 What is Human Computer Interaction? Join efforts of software engineering and human factor engineering. Verify the usability of software products.
  • 21. SM2701 Theories of Interactivity – Class 03 Software Development Lifecycle Linear approach Requirement collection Analysis Specification Design Implementation Testing Production
  • 22. SM2701 Theories of Interactivity – Class 03 Software Development Lifecycle Linear approach Requirement collection Analysis Specification Design Implementation Testing Production Very time consuming to go back to previous stage to re-design.
  • 23. SM2701 Theories of Interactivity – Class 03 Software Development Lifecycle User interaction matters are considered cosmetics and often left to the very late stage.
  • 24. SM2701 Theories of Interactivity – Class 03 Models for HCI Initial reference of the HCI is psychology.
  • 25. SM2701 Theories of Interactivity – Class 03 Early work environment with computers
  • 26. SM2701 Theories of Interactivity – Class 03 Early work environment with computers In designing early interactive software, it models upon the repetitive nature of work in the office environment. GOMS model Goals Operators Methods Selection rules
  • 27. SM2701 Theories of Interactivity – Class 03 GOMS Users formulate goals (e.g. edit document) and sub-goals (insert word), each of which they achieve by using methods or procedures (move cursor and pressing arrow keys). The operators are “elementary perceptual, motor, or cognitive acts, whose execution is necessary to change any aspect of user’s mental state or to affect the task environment”. Designing the user interface, Ben Shneiderman
  • 28. SM2701 Theories of Interactivity – Class 03 Cognitive Science In the 70s, cognitive science is one of the major driving principles to develop a systematic view of the human computer interaction discipline. It combines studies of linguistics, anthropology, philosophy, psychology and computer science. The major direction is the representational theory and information processing model of mind. Human behaviour and experience can be explained by explicit mental structure and operations.
  • 29. SM2701 Theories of Interactivity – Class 03 Cognitive Science
  • 30. SM2701 Theories of Interactivity – Class 03 Alternatives We may question if human computer interaction is just about formulating mental process to achieve goals.
  • 31. SM2701 Theories of Interactivity – Class 03 The Human-Machine relation On the interaction between one or more humans and one or more computational machines.
  • 32. SM2701 Theories of Interactivity – Class 03 The Human-Machine relation On the interaction between one or more humans and one or more computational machines. It is, not necessary to be one human to one machine interaction.
  • 33. SM2701 Theories of Interactivity – Class 03 What are the machines?
  • 34. SM2701 Theories of Interactivity – Class 03 What are the machines?
  • 35. SM2701 Theories of Interactivity – Class 03 What are the machines?
  • 36. SM2701 Theories of Interactivity – Class 03 What are the machines?
  • 37. SM2701 Theories of Interactivity – Class 03 What are the machines? Where is the computer?
  • 38. SM2701 Theories of Interactivity – Class 03 What are the machines? How many buttons do you want?
  • 39. SM2701 Theories of Interactivity – Class 03 What are the machines?
  • 40. SM2701 Theories of Interactivity – Class 03 What are the machines?
  • 41. SM2701 Theories of Interactivity – Class 03 What are the machines?
  • 42. SM2701 Theories of Interactivity – Class 03 What are the machines? Workstations Embedded computational machines Portable information appliances Mechanical tools?
  • 43. SM2701 Theories of Interactivity – Class 03 What are the machines? Have you said that computer is a tool?
  • 44. SM2701 Theories of Interactivity – Class 03 Human factors It is about the design of machines, systems, work methods, and environments to take into account of the safety, comfort, and productivity of human users and operators. Think about physical computing and environmental interaction.
  • 45. SM2701 Theories of Interactivity – Class 03 Who are the humans? Individual users Groups Organizations Networked systems, groupware Task design, job satisfaction …
  • 46. SM2701 Theories of Interactivity – Class 03 Models for HCI We may need different models/theories for HCI. Let’s start again to look at the interface .
  • 47. SM2701 Theories of Interactivity – Class 03 Early encounter with Computers Besides the cables, switches, we have the command line interaction. We suppose to have a direct dialog-like conversation with the computer.
  • 48. SM2701 Theories of Interactivity – Class 03 Conversation with computers Joseph Weizenbaum Eliza at http://abcguides.com/abcsoftware/eliza_js_noframe.htm But clearly, the command line interaction with computers is far from a true human to human conversation.
  • 49. SM2701 Theories of Interactivity – Class 03 Conversation with computers? Luc Courchesne – Portrait One
  • 50. SM2701 Theories of Interactivity – Class 03 Some issues Related to the office and work context Time to learn Speed of performance Rate of errors by users Retention of skills over time Subjective satisfaction
  • 51. SM2701 Theories of Interactivity – Class 03 Some issues Related to the office and work context Time to learn Speed of performance Rate of errors by users Retention of skills over time Subjective satisfaction What can help to address the issues? Can we turn to another invention, the GUI?
  • 52. SM2701 Theories of Interactivity – Class 03 Interactive computer graphics Sketchpad (Ivan Sutherland)
  • 53. SM2701 Theories of Interactivity – Class 03 Human machine symbiosis Augmentation of human intellect (Engelbart)
  • 54. SM2701 Theories of Interactivity – Class 03 Human machine symbiosis Augmentation of human intellect (Engelbart)
  • 55. SM2701 Theories of Interactivity – Class 03 Human machine symbiosis Augmentation of human intellect (Engelbart)
  • 56. SM2701 Theories of Interactivity – Class 03 Human machine symbiosis Dynabook (Kay, Goldberg) http://xirdal.lmu.de/xirdalium/xpix/dynabook.jpg
  • 57. SM2701 Theories of Interactivity – Class 03 Xerox Star Alan Kay
  • 58. SM2701 Theories of Interactivity – Class 03 Xerox Star Alan Kay
  • 59. SM2701 Theories of Interactivity – Class 03 An early model of the WIMP Window Icon Menu Pointer
  • 60. SM2701 Theories of Interactivity – Class 03 Describe your first encounter with a mouse
  • 61. SM2701 Theories of Interactivity – Class 03 Compare with this again
  • 62. SM2701 Theories of Interactivity – Class 03 Affordance James J. Gibson It refers to all “action possibilities” latent in the environment, objectively measurable, and independent of the individual's ability to recognize those possibilities. Further, those action possibilities are dependent on the capabilities of the actor. From http://en.wikipedia.org
  • 63. SM2701 Theories of Interactivity – Class 03 Affordance James J. Gibson Gibson proposed that the world is directly perceived based on abundant sensory information. He also claimed that what is perceived is not simply the layout and shape of objects in space, but rather the possibilities for action, which he called affordances. From HCI Models, Theories and Frameworks, edited by John M. Carroll
  • 64. SM2701 Theories of Interactivity – Class 03 Affordance It deals with the physical properties of objects and environment directly perceived. A good design should make the appropriate affordances explicit. It sounds ok when designing physical devices. But what about virtual objects on screen?
  • 65. SM2701 Theories of Interactivity – Class 03 Perceived affordance Donald Norman All of our currently used icons, menus and interactions work on the principle of perceived affordance. They do not possess any real physical and tangible properties. They are governed by Convention Feedback (audio and/or visual) Constraint
  • 66. SM2701 Theories of Interactivity – Class 03 Conventions
  • 67. SM2701 Theories of Interactivity – Class 03 Constraints
  • 68. SM2701 Theories of Interactivity – Class 03 Visual mapping
  • 69. SM2701 Theories of Interactivity – Class 03 Visual mapping
  • 70. SM2701 Theories of Interactivity – Class 03 The Design of Everyday Things A book by Donald Norman
  • 71. SM2701 Theories of Interactivity – Class 03 Direct manipulation Defined by Ben Shneiderman as what involves continuous representation of objects of interest, and rapid, reversible, incremental actions and feedback.
  • 72. SM2701 Theories of Interactivity – Class 03 Direct manipulation
  • 73. SM2701 Theories of Interactivity – Class 03 Direct manipulation Defined by Ben Shneiderman as what involves continuous representation of objects of interest, and rapid, reversible, incremental actions and feedback. It relies much on the coupling of the continuous visual feedback of the objects on screen and the hand movements. What if the coupling breaks? See the mouse games in the web.
  • 74. SM2701 Theories of Interactivity – Class 03 Direct manipulation If you take a ruler to measure the distance the mouse travels and compare it with the distance the cursor moves, it is often that they are not the same. The manipulation is not so direct anyway.
  • 75. SM2701 Theories of Interactivity – Class 03 Direct manipulation Compare it with mouse interaction
  • 76. SM2701 Theories of Interactivity – Class 03 Direct manipulation Compare it with mouse interaction
  • 77. SM2701 Theories of Interactivity – Class 03 Direct manipulation Mouse actions Mouse press Mouse release Mouse move Mouse stop
  • 78. SM2701 Theories of Interactivity – Class 03 Direct manipulation Mouse actions Mouse press (committing?) Mouse release (confirming?) Mouse move (approaching and intention?) Mouse stop (matching or hesitating?)
  • 79. SM2701 Theories of Interactivity – Class 03 Direct manipulation Exercise If you have a mouse with no button, try to implement all the mouse actions with this mouse.
  • 80. SM2701 Theories of Interactivity – Class 03 Input device - keyboard Can you think of alternative uses of your keyboard? http://yugop.com/ver2/
  • 81. SM2701 Theories of Interactivity – Class 03 Input device - keyboard
  • 82. SM2701 Theories of Interactivity – Class 03 Fitt’s law It is a model of human movement, predicting the time required to rapidly move from a starting position to a final target area, as a function of the distance to the target and the size of the target. (from http://en.wikipedia.org/ ) T = a + b * log 2 (D/W + 1) It is often used to model the mouse movement time in evaluating an interface.
  • 83. SM2701 Theories of Interactivity – Class 03 Bughavior Jeff Ettenhofer A software to discover interaction design flaws in an interface.
  • 84. SM2701 Theories of Interactivity – Class 03 Flow The psychology of optimal experience – Mihaly Csikszentmihalyi Challenging activity Demand and development of skills Clear goals Direct, immediate feedback Merge of action and awareness Concentration Control Loss of self-consciousness Loss sense of time
  • 85. SM2701 Theories of Interactivity – Class 03 Flow The psychology of optimal experience – Mihaly Csikszentmihalyi Image from http://austega.com/education/articles/flow.htm
  • 86. SM2701 Theories of Interactivity – Class 03 Flow The psychology of optimal experience – Mihaly Csikszentmihalyi Image from http://austega.com/education/articles/flow.htm
  • 87. SM2701 Theories of Interactivity – Class 03 Flow A game by Jenova Chen at http://intihuatani.usc.edu/cloud/flowing/
  • 88. SM2701 Theories of Interactivity – Class 03 More issues Assume users were the designers? Assume all users are novice users? Task description / job description does not reflect real use. Interaction at group level rather than individual. Any craftsmanship of using computing technology? Is emotion in the picture?
  • 89. SM2701 Theories of Interactivity – Class 03 More issues Assume users were the designers? Assume all users are novice users? Task description / job description does not reflect real use. Interaction at group level rather than individual. Any craftsmanship of using computing technology? Is emotion in the picture? Need to study the human machine interaction from other social science disciplines.