2. Lecturer
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Education
B.Sc in Computer Science, Silpakorn University
M.Sc in Computer Management, Mahidol University
Ph.D. in Management Science, Silpakorn University, 2013 - now
3. Evaluation
Group Assignment 10 points
Individual Assignments 10 points
Class & Activities Attendance 10 points
Midterm examination 30 points
Final Examination 40 points
Total 100
5. Materials
Yvonne Rogers, Helen
Sharp, Jenny Preece,
Interaction Design: Beyond
Human - Computer Interaction,
3rd Edition, John Wiley & Sons,
April 2011
Shneiderman, B. and
Plaisant, C., Designing the U
ser Interface: Strategies for E
ffective Human-Computer Int
eraction:.
6. Todays Topics
1. Introduction - What is Humancomputer interface ?
2. Importance of user Interface
3. Importance of good design
4. Benefits of good design
5. Good and Poor Designs
6. The User Experience
7. The Process of Interaction Design
8. Assignments
7. Introduction
Humancomputer interface (HCI),alternatively man
machine interaction (MMI) or computerhuman inter
action (CHI) is the study of interaction between peo
ple (users) and computers.
8. Introduction
With today's technology and tools, and our motivation to
create really effective and usable interfaces and screens,
why do we continue to produce systems that are
inefficient and confusing or, at worst, just plain unusable?
Is it because:
1. We don't care?
2. We don't possess common sense?
3. We don't have the time?
4. We still don't know what really makes good
design?
14. Why is HCI
important?
1. User-centered design is getting a crucial role!
2. Users lose time with badly designed products and
services
3. Users even give up using bad interface
15. The Importance of
the User Interface
A well-designed interface and screen is terribly
important to our users. It is their window to view the cap
abilities of the system.
It is also the vehicle through which many critical tasks
are presented. These tasks often have a direct impact o
n an organization's relations with its customers, and its
profitability. (Facebook VS Hi5)
16. The Importance of the
User Interface (Cont.)
A screen's layout and appearance affect a person in a
variety of ways. If they are con-fusing and inefficient,
people will have greater difficulty in doing their jobs and
will make more mistakes.
Poor design may even chase some people away from a
system permanently. It can also lead to aggravation,
frustration, and increased stress.
18. The Benefits of
Good Design
The benefits of a well designed screen have also been under
experimental scrutiny for many years.
One researcher, for example, attempted to improve screen clarity
and readability by making screens less crowded.
Separate items, which had been combined on the same display line
to conserve space, were placed on separate lines instead.
The result screen users were about 20 percent more productive
with the less crowded version.
19. Bad Designs
Bad designs
Elevator controls and labels on the bottom row all look
the same, so it is easy to push a label by mistake instead
of a control button
People do not make same mistake for the labels and
buttons on the top row. Why not?
From: www.baddesigns.com
20. Good and bad
design
What is wrong with the
right hand remote?
Why is the left hand
remote so much better
designed?
Peanut shaped to fit in
hand
Logical layout and color-coded,
distinctive buttons
Easy to locate buttons
21. My Choice
iPod
Pros:
portable
power
ease of use
Cons:
scratches easily
no speech for car use
proprietary
28. Understanding
users needs
Need to take into account what people are good and
bad at
Listen to what people want and get them involved
Use tried and tested user-centered methods
29. Activity
How does making a call differ when using
a:
Cell phone
VS
Public phone box?
Consider the kinds of user, type of activity
and context of use
30. Human vs Computer
Computers
Fast
Efficient
Rigid
finite.
Humans
Slower
Inefficient
Flexible
expansive.
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5 犖犖犖萎犖迦牽
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1.犖犖萎権犖萎犖о献犖迦犖犖犖迦牽犢犖犖朽権犖犖犖項 (Time to Learn)
2.犖犖о顕犖÷牽犖о犢犖犢犖о犖犖犖迦牽犖犖犖萎検犖о献犖犖(Speed of
Performance)
3.犖犖園犖犖迦犖о顕犖÷犖巌犖犖ム顕犖犖犖迦犖犖迦牽犢犖犢犖犖迦(Rate of Errors)
4.犖犖迦牽犢犖犖朽権犖犖犖項 (Retention Over Time)
5.犖犖迦牽犖о険犖犖犖о顕犖÷犖謹犖犖犢犖犖犖犖犖犖項犢犖犢 (Subjective
Satisfaction)
32. Usability
Motivations
Life-critical system
Industrial and commercial uses
Home & Entertain
Exploratory, Creative
Sociotechnical system
33. What to design
Need to take into account:
Who the users are
What activities are being carried out
Where the interaction is taking place
Need to optimize the interactions users have
with a product
So that they match the users activities and
needs
34. Interaction
Styles
1. Batch interface
2. Command-line user interface
3. Graphical user interface
4. Direct manipulation