Dr Charles Martin
Senior Lecturer, ANU School of Computing
computer musician, percussionist, computer scientist
It’s “Human Computer Interaction”.
But what does that mean?
Research that:
All HCI research is interdisciplinary:
Starting with ergonomics & human factors.
Now:
In short, this is what we will do in this course.
Understanding people
Designing interfaces
Evaluating interfaces
There are 10 tutorials in this course and one set of marked pre- and in-class tasks associated with each one. Worth 1% each week = 10% total over the semester.
Choose a computer or digital technology that played an important role in your early life. It could be a device, an application, or a website. Upload an image of this technology on the forum. You can upload a photo, sketch, or an image found online (remember to provide a reference). Write a reflective post (100-200 words) about this technology (see prompts on canvas)
TL;DR: Animals are smart now. Sketch and prototype a computer system for an everyday task that works for one kind of animal as well as humans. More details on Canvas.
Every assessment submission has a place for references.
You must provide at least two references
You must reference any code/ideas taken from other places (internet, books, classmates)
You must use ACM referencing format, look on the assessment pages for examples
You must reference any text/code/ideas drawn from generative AI systems
This is about integrity: respect for your sources and your classmates.
????
Turn to the person next to you, find out their name, and then discuss:
An example of a technology you find easy/interesting/enjoyable to use (and why)
and:
An example of a technology you find difficult/annoying/frustrating to use (and why)
We’ll chat for 3 minutes and then share a few with the room.
Depends on the users, settings, contexts, and activities. Need to consider:
Some practical goals that can be tested:
(Shneiderman et al., 2018) (one version, another coming right up…)
This version from: (Rogers et al., 2023)
“It is not enough that we build products that function, that are understandable and usable, we also need to build joy and excitement, pleasure and fun, and yes, beauty into people’s lives” (Norman, 2013)
How can we test for joy? Is this compatible with the usability goals?
:w
)“How people feel about a product and their pleasure and satisfaction when using it, looking at it, holding it, and opening and closing it” (Rogers et al., 2023, p. 13)
Desirable aspects: Satisfying, Helpful, Fun, Enjoyable, Motivating, Provocative, Engaging, Challenging, Surprising, Pleasurable, Enhances Socialibility, Rewarding, Exciting, Supporting creativity, Emotionally fulfilling, Cognitively stimulating, Experiencing flow.
Undesirable aspects: Boring, Unpleasant, Frustrating, Patronising, Makes you feel guilty, Annoying, Cutesy, Childish, Gimmicky.
Rogers/Sharpe/Preece illustrate user experience as surrounding usability.
Can we unpack how we experience technology? (McCarthy & Wright, 2004)
Compositional, Sensual, Emotional, Spatio-temporal.
Anticipating, Connecting, Interpreting, Reflecting, Appropriating, Recounting.
Is the marble answering machine a good design?
Why?
What can we do to ensure good usability and good user experience?
From Design of Everyday things (Norman, 2013)
Which mapping is natural? (Source: Wikimedia)
Images from the paper “Never Too Old: Engaging Retired People Inventing the Future with MaKey MaKey” (Rogers et al., 2014)
Exploit similarities to user’s knowledge of other domains. E.g.,
Five types of interaction models:
Who has a question?