1. HCI Foundations¶
1.1. Introduction¶
Human–Computer Interaction (HCI) studies the design, evaluation and implementation of interactive computing systems for human use and the major phenomena surrounding them [M1:1]. It is an interdisciplinary field that incorporates expertise from computer science, psychology, sociology, anthropology, cognitive science, and linguistics [M1:2]. The goal of this module is to provide you with a general introduction to some of the foundational topics in HCI, including common terms, paradigm shifts, historical figures, and major milestones.
Food for Thought
Before you continue to the required reading, please take a look at the picture in the figure below. I found it associated with a “plaque set for doors” product on an online store for home builders. Can you spot any issues with the scenario depicted in that picture?
Fig. 1.1 This picture was associated with a “plaque set for doors” product on an online store for home builders. Retrieved circa August 2020.¶
In the picture, we see a classic example of diametrically opposed signifiers. Although the door plaque clearly signifies that the door affords pushing, the almost unnoticed door handle signifies that the door affords pulling. What are affordances and signifiers, and why are they important? Can it get worse than the picture above? You will read about all of that and more in The Design of Everyday Things (DOET) by Donald A. Norman.
1.2. Required Reading¶
Please read the items in the list of required readings below. If you are in CSCI 6800, then there may be some additional required readings. Whenever possible, direct links to articles are provided using UGA Library Links so that you can access them online using your MyID.
Required Reading for Everyone
I. Scott MacKenzie. Chapter 1: Historical Context. In Human-Computer Interaction: An Empirical Research Perspective, pages 1–26. Morgan Kaufmann, Amsterdam, 2013.
Donald A. Norman. Chapter 1: The Psychopathology of Everyday Things. In The Design of Everyday Things, pages 1–36. Basic Books, New York, New York, Revised and Expanded Edition edition, 2013.
Ben Shneiderman, Catherine Plaisant, Maxine Cohen, Steven Jacobs, Niklas Elmqvist, and Nicholas Diakopoulos. Chapter 1: Usability and Interactive Systems. In Designing the User Interface. Pearson, Boston, 6 edition, 2017.
1.3. Key Terms¶
- accessibility
The extent to which a system, product or service is usable by all users, regardless of disability type or severity of impairment.
- affordance
A relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used [M1:3].
- conceptual model
A high-level, usually simplified, description of how a system is organized and works [M1:3][M1:4].
- effectiveness
The accuracy and completeness with which users achieve specified goals [M1:5].
- efficiency
The resources expended in relation to the accuracy and completeness with which users achieve goals [M1:5].
- feedback
Information that is communicated about the results of an action [M1:3].
- IRB
- Institutional Review Board
An administrative body within an institution tasked with protecting the rights and welfare of human research subjects recruited to participate in research activities conducted under the auspices of the institution. Most IRBs are charged with the responsibility of reviewing, prior to its initiation, all research (whether funded or not) involving human participants.
Many researchers also use “IRB” to refer to the IRB paperwork that must be approved before an applicable study can begin.
- system
- interactive system
A combination of hardware and/or software and/or services and/or people that users interact with in order to achieve specific goals. This includes, where appropriate, packaging, user documentation, online and human help, support and training [M1:6].
- mapping
A relationship between the elements of two sets [M1:3].
- satisfaction
Freedom from discomfort and positive attitudes towards the use of the product [M1:5].
- signifier
Any perceivable indicator that communicates appropriate behavior to a person [M1:3].
- system image
What can be perceived from a physical structure that has been built [M1:3].
- usability
The extent to which a system, product or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use [M1:6].
1.4. Homework¶
1.5. DDQs¶
Day |
Date |
Title |
|---|---|---|
THU |
2020-08-20 |
First day of class! |
MON |
2020-08-24 |
|
TUE |
2020-08-25 |
|
THU |
2020-08-27 |
|
MON |
2020-08-31 |
|
TUE |
2020-09-01 |
|
THU |
2020-09-03 |
1.6. References¶
- M1:1
Thomas T. Hewett, Ronald Baecker, Stuart Card, Tom Carey, Jean Gasen, Marilyn Mantei, Gary Perlman, Gary Strong, and William Verplank. ACM SIGCHI Curricula for Human-Computer Interaction. Technical Report, ACM SIGCHI, New York, NY, USA, 1992.
- M1:2
I. Scott MacKenzie. Chapter 1: Historical Context. In Human-Computer Interaction: An Empirical Research Perspective, pages 1–26. Morgan Kaufmann, Amsterdam, 2013.
- M1:3(1,2,3,4,5,6)
Donald A. Norman. The Design of Everyday Things. Basic Books, New York, New York, Revised and Expanded Edition edition, 2013. ISBN 978-0-465-05065-9.
- M1:4
Jeff Johnson and Austin Henderson. Conceptual Models: Begin by Designing What to Design. Interactions, 9(1):25–32, January 2002. doi:10.1145/503355.503366.
- M1:5(1,2,3)
ISO/TC 159/SC 4. Ergonomics of Human-System Interaction – Part 210: Human-Centred Design for Interactive Systems. Standard ISO 9241-210:2019, International Organization for Standardization, Geneva, CH, 2019. URL: https://www.iso.org/standard/77520.html.
- M1:6(1,2)
ISO/TC 159/SC 4. Ergonomics of Human-System Interaction – Part 110: Interaction Principles. Standard ISO 9241-110:2020, International Organization for Standardization, Geneva, CH, 2020. URL: https://www.iso.org/standard/77520.html.