Chapter 19 – Human-Computer Interaction

Chapter Summary

Introduction

  • What is human–computer interaction?: Provides an introduction to the field. Defines the term HCI and mentions some previously used terms. Briefly compares cyberpsychology and HCI. Explains the three key components to consider in an HCI project: user, task, and computer. Explains the three key goals in interface design: useful, usable &used. Highlights the consequences of bad interface design,
  • Who is involved?: Outlines the multiple disciplines involved in HCI, e.g., human factors, computer science, cognitive psychology, sociology, communication, design, engineering, information science, and cyberpsychology.
  • The origins of human–computer interaction: Outlines some of the key milestones in early HCI, such as:
    • Vannevar Bush – As We May Think: Author of visionary “As We May Think” article.
    • J.C.R. Licklider – Man-Computer Symbiosis: Author of seminal “Man-Computer Symbiosis” article.
    • Ivan Sutherland – Sketchpad: Developed the first direct manipulation GUI – Sketchpad
    • Douglas Engelbart – The Mother of All Demos: First demo of many modern GUI components, e.g., mouse, windows, icons, folders, etc.
    • Alan Kay and Xerox PARC – Dynabook and Xerox Star: First commercial GUI.
    • Birth of the field: Initial foundations of the field, i.e. first book published and conference held.
  • The current state of the field
    • Technological shifts: Describes the advances the field has made along with technologies such as the web, touchscreens, gestural interfaces, speech recognition and synthesis, virtual reality displays, wearables, augmented reality, and gaze tracking. Discusses potential future advances in artificial intelligence and brain-computer interfaces.
    • Philosophical shifts: Outlines the field shift in focus to encompass user experience and the rise of Interaction Design.

Human–Computer Interaction in Practice

  • The process of designing interactive experiences: Outlines the four-stage HCI process – 1) Gathering requirements; 2) Designing a solution(s); 3) Constructing a prototype(s); 4) Evaluating.
  • Gathering requirements: Discuss the data that must be gathered before attempting to design an interface:
    • Task: What should the interface do? Who performs this task? When do they perform it? How frequently is the task performed? What tasks occur before/after this task? Is this task made up of subtasks? If so, how are these subtasks organised? Lists techniques that can be used to model and document the task structure, often referred to as the task organisation model.
    • User: Describes how to gather user data using questionnaires and interviews. Explains that user personas can be used to represent a profile of the user.
    • Computer: Explains the platform capabilities and constraints that must be considered.
  • Designing and prototyping:
    • Design guidelines and heuristics: Outlines how existing design principles can be used to guide design. List Nielsen’s 10 heuristics.
    • Prototyping: Describes the various types of prototypes that may be constructed during a project (from low- to high-fidelity).
  • Evaluation: Discusses the three categories of evaluation (Controlled settings involving users, natural settings involving users & no user involvement) and provides examples of each.

Cyberpsychology and human–computer interaction: Summarises the link between psychology and HCI. Discusses the ways in which HCI and cyberpsychology can complement one another.

Conclusion: Outlines the prospects for the future of HCI and cyberpsychology.

Chapter 19 – Quiz

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