1 introduction
解释了HCI是什么
HCI就是一个告诉设计者该如何设计,评价,并实现交互系统的规则
当然因为HCI要实现的是和人的交互系统,所以他应该包括两部分
UI(机器上的界面) + UX(人的体验)
HCI的关键部分有哪些,human,computer(广义) ,交互
这里对于不同角度看待为什么HCI很重要就不写解释了,主要分为:
Economical, Social, and System View
2 Human
解释了作为交互设计关键因素的人的能力和一些限制
这里主要分为三类:信息的接受和输出,信息的储存,信息的处理
信息接受靠的是人的五感(听,视,触,嗅,味)
前三个为交互设计主要考虑对象( auditory channel,visual channel, haptic channel, movement)
信息的存储分为三类,瞬时记忆(Sensory Memory),短期记忆(Short-term Memory,STM),长期记忆(Long-term Memory,LTM)
瞬时记忆通过特别注意(attention)来形成短期记忆;
短期记忆通过反复演练(rehearsal)形成长期记忆;
瞬时记忆(sensory memory) 存储三种类型记忆
–iconic memory 图像记忆
–echoic memory 声音记忆
–haptic memory 触觉记忆
短期记忆(STM) 有三大特点
–rapid access访问快
–rapid decay遗忘快
–limited capacity存储小
长期记忆(LTM)的三个特点则和STM相反
信息的处理
通过reasoning来解决问题,大致有三类
deductive,inductive,abductive(每一请及一个列子)
简单介绍
【考的话,会涉及到相关例子的介绍】:
deductive 根据一些事物的普遍逻辑来推出一个特定事件的原因
列子:If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
inductive 根据一堆见过的事物来推测一个没见过的事物【不大可靠】
例子:all elephants we have seen have trunks
therefore all elephants have trunks.
abductive 根据一个事件来推出原因【不大可靠】
例子:Sam drives fast when drunk.
If I see Sam driving fast, assume drunk.
以上介绍的是人对于新信息的处理方式,也是人解决问题的一些前期准备
problem solving(解决问题)
•Process of finding solution to unfamiliar task using knowledge.
【总的来说就是通过已有的知识来解决没见过的东西】
一些原理:比如 Problem space theory
limited【对于后面设计一个对于残疾人友好的设计很有用】
当然人也有很多限制
残疾,年龄,性别都会对人的能力有很不同的影响
针对这些人的能力,我们要设计合理,一些公式可以起到辅助作用
•Fitt’s Law
人的视觉补偿是会同时带来好处和坏处的
好处是:将一些模糊信息变得准确
Positive Interpretation: context is used to resolve ambiguity
当过量的视觉补偿的时候会出现:
•Optical Illusion 视觉错误
Negative Interpretation: optical illusions sometimes occur due to over compensation
同时情感(Emotion)和环境(Environment)也会影响人的能力
3 computer
电脑也是人机交互三大关键组成部分之一,所以设计的时候也要了解他的能力和限制
简单的介绍了一下文字输入设备(QWERT),视屏显示设备(CRT,LCD),3d设备(VR),鼠标一类设备【大概知道一些,着重记忆黑体,以及他们的好处和坏处】
•Text entry device
–keyboards (QWERTY et al.), gesture-based keyboards, handwriting, speech
•Positioning and pointing
–mouse, touchpad, touch screens, tablets, eyegaze, cursors
•Display device
–bitmap screens (CRT & LCD), situated displays
4 interaction
交互是连接电脑和人之间的重要部分,人机交互也正是针对该部分进行研究
了解交互,首先要了解交互的模式(Interaction Models)(交互是怎么运行的)和交互的风格(Interaction Styles),以及重要的交互的物理方面的连接(Ergonomics人机工效学)
首先了解交互模式
先看几个术语,
domain 设计所涉及研究的领域
goal 交互想实现的效果
task 如何实现,最后落实到操作上,如点击一个按钮
然后是Donald Norman’s model(7 步)【这个模型是站在user’s view of the interface的角度构建的 重要!!!!!】
•establishes the goal
【execution】
•formulates intention
•specifies actions at interface
•executes action
【evaluate】
•perceives system state
•interprets system state
•evaluates system state with respect to goal
了解interaction frame交互框架
把人话转为机器语言,机器语言转为人话
第二大部分就是交互风格【大概了解】
–command line interface, menus, natural language, question/answer and query dialogue, form-fills and spreadsheets, WIMP(Windows Icons Menus Pointers), point and click, three–dimensional interfaces
最后就是Ergonomics人机工效部分
人机工效影响因素有很多比如:
–arrangement of controls and displays
–surrounding environment
–health issues
–use of colour
5 interaction design basics
在了解前面第四章关于 交互的具体运行模式 和 交互的风格 以及 对于交互效果印象的评判标准(人机功效)后,我们需要开始了解如何根据 交互的运行模式 来设计交互 并选择 合适的交互风格 来达到 满意的人机工效。
想要设计一个交互方式,首先要了解①什么是设计,②设计的过程,③面向的用户,和④用户使用时的场景,还有就是这个交互需要哪些⑤引导设计。最后就⑥原型设计和一次一次的产品迭代。【总的来说就是设计需要的东西】
①设计Design :
就是如何在有约束的条件下达成目标,这里的约束指的就比如是:你软件运行的平台或者你硬件的设备材料等。
一共三点(goals , constraints, trade-offs)
[设计的黄金法则(Golden Rule of Design)]明白你的材料:(对于HCI)你需要了解 电脑,人,他们之间的交互(ergonomics)
②设计过程(Design Process)
1.首先了解需求(requirements)
2.**分析(analysis)**需求并将其整理为一个个任务
3.根据分析来设计(design)
4.设计 原型(prototyping) 并 迭代(iteration)
5.实现(implementation) 并 部署(deployment)
③人物(persona)
设想描绘一个虚构但是比较真实的人
④场景 (Scenarios)
描述用户想干嘛,最好是一步一步的描述他从遇见到试用结束的整个场景。
场景 可以被用来:
- communicate with others(和这个产品相关的角色交流)
- validate other models(验证其他模型的有效性)
- express dynamics(可以更加动态地表达产品的样貌和行为)
⑤导航设计(Navigation Design)
导航有很多个层级:(导航的级别指的是导航的深度或层次结构。在一个系统或应用程序中,不同的页面或内容可以按照其在整体结构中的位置和层次进行分类。)
1.widget choice(装饰性选择):比如按钮设计
2.screen design(屏幕设计)
3.application navigation design(应用导航设计)
4.environment (环境)
导航也有三种结构:(结构决定了不同级别之间的关系和连接方式。)
**1.local:**局部结构指的是界面中较小范围内的导航和组织方式。它关注的是在特定页面或特定任务中的元素之间的关系和连接方式。
下面介绍用户界面设计的经典原则**(4 Golden Rules)**当然这属于local 导航结构中的设计
•knowing where you are
•knowing what you can do
•knowing where you are going
•knowing where you’ve been
2.global:全局结构指的是界面整体的导航和组织方式。它关注的是界面中不同页面之间的关系和组织结构。
介绍了两种全局结构:
Ⅰ.Hierarchical Diagrams
•parts of application
•typically functional separation
•Deep is difficult !
这种图形表示方式清晰地展示了页面的导航路径和层次关系。
Ⅱ.Network Diagrams
•show different paths through system
•task oriented
它展示了页面之间的相互连接和导航路径,不同页面之间可以存在多个连接。
3.wider still(略)
具体的页面设计和布局 Screen Design and Layout
遵循基本原则:
•ask
–what is the user doing?
•think
–what information, comparisons, order
•design
–layout follows function
设计提示**(Available Tools (Tips))**
•grouping of items
•decoration - fonts, boxes etc.
•alignment of items
•white space between items
⑥原型设计**(Prototyping)**
就是设计出原型后再根据评价再改,直到合适为止。
原型设计涉及两个技术 Storyboards 和 Limited functionality simulations’
6.HCI in the Software Process/Engineering
在了解 HCI 的 关键部分 和 交互设计后 这里正式进入 软件的交互设计过程
设计遵循遵循软件工程的通用框架 更加强调**可迭代式(iterative)**的设计
这里先讲讲软件工程和可用性工程之间的联系:
软件工程关注整个软件开发生命周期的规划、设计、实施和维护(UI),而可用性工程则专注于确保系统在用户使用时具有良好的可用性和用户体验(UX)。
要了解软件工程首先要了解
1.软件生命周期
生命周期里的事件
architectural design
high-level description of how the system will provide the services satisfying both functional and non-functional requirements
Detailed design
identify modules to be implemented
2.交互式系统设计的目标:maximize the usability
•Designing for usability is not as a single isolated activity
接下来我们将提到
可用性工程 (Usability engineering ):
•Usability engineering promotes the use of explicit criteria to judge the success of a product in terms of its usability.
可用性工程提倡使用明确的标准来判断产品的可用性是否成功。是一种以用户为中心的设计方法和过程,旨在优化产品或系统的可用性和用户体验。
The ultimate test of usability is based on the measurement of user experience
Usability engineering demands that specific usability measures be made explicit as requirements(可用性工程要求将具体的可用性措施明确化为需求)
Usability specification
–usability attribute/principle
–measuring concept
–measuring method
–now level/ worst case/ planned level/ best case
ISO Usability Standard 9241
adopts traditional usability categories:【采用传统的可用性分类,从以下三个方面评价可用性】
effectiveness
efficiency
satisfaction
以上是 对于可用性的定义和分类,下面将介绍具体的可用是测量方式
1.Questionnaire-Based Usability Measures
重点介绍
•Data collection with questionnaires
–Open-ended questions(就是答案可以是任意的想法没有格式限制)
–System Usability Scale (SUS)
奇数问题 值-1 偶数问题 5- 值 然后加起来 乘以2.5 【理想值是68 低于68 要重做】备注:值就是下面表格你选的值
【注意不同标准,计算不一样,如果表格从零开始就是值 奇数问题 值-0 偶数问题 4- 值 然后加起来 乘以2.5】
最后是Iterative Design and Prototyping
•Iterative design (好处)overcomes inherent problems of incomplete requirements
在iterative design 和 prototyping 的过程中要注意时间管理
•Management issues
–time
–planning
–non-functional features
prototyping的技巧
Storyboards:–Telling a story of how they accomplish the task.
Paper prototyping-Paper prototyping is about the interface
Wizard of Oz technique- Make an interactive application without (much) code
6-B Design Rules
按照设计规则来可以使得设计的可用性最大化(也就是满足 交互设计的目标)
这些设计规则可以供过两个维度来评价(Authority 和 Generality)
Authority:means the rule must be followed in design or whether it is only suggested.
Generality:means rule can be applied to many design situations or whether it is focussed on a more limited application situation.(通用性)
当然设计规则也可也从如下几个方向来评价
他们按照抽象程度来分
•Principles of usability–general understanding
–abstract design rules
–low authority
–high generality
Principles to Support Usability
Learnability【好不好使】
Flexibility:the multiplicity of ways the user and system exchange information
Robustness:level of support provided to user in determining successful achievement and assessment of goals
•Standards and guidelines–direction for design
Standards
–specific design rules
–high authority
–limited application
Guidelines
–lower authority
–more general application
•Golden Rules–More detailed and easy-to-adopt
•Key principles of interface design
•Useful check list for good design
•Simple rules to produce a well-designed system
•Better design using these than using nothing!
•Different collections
–Shneiderman’s 8 Golden Rules【考的时候可能会让你说出一个设计的哪些设计遵循这些规则】
–Norman’s 7 Principles
7Advanced Topics for Design
Universal design:
•is the process of designing products so that they can be used by
–as many people as possible
–in as many situations as possible.
Universal Design Principles【重要,考的时候可能会让你说出一个设计的哪些设计遵循这些规则】
1.Equitable use: equivalent use should be supported.
2.Flexibility in use:the design allows for a range of ability and preference
3.simple and intuitive to use:regardless of the knowledge, experience, language or level of concentration of the user.
4.Perceptible information:the design should provide effective communication of information regardless of the environmental conditions or the user’s abilities.
【Redundancy of presentation is important: information should be represented in different forms or modes (e.g., graphic, verbal, text, touch). 】
5.Tolerance for error
6.Low physical effort: systems should be designed to be comfortable to use, minimizing physical effort and fatigue.
7.Size and space for approach and use: it can be reached and used by any user regardless of body size, posture or mobility.
Multi-Sensory Systems
•More than one sensory channel for interactions
•Used in a range of applications:
particularly good for users with special need
Usable Senses
The 5 senses (sight, sound, touch, taste and smell)
Multi-modal vs. Multi-media
•Multi-modal/multi-sensory systems
–use more than one sense (or mode ) of interaction (advantage choose the most appropriate to their abilities and situations)
•Multi-media systems
–use a number of different media to communicate information
在speech 方面产品所面临的问题
语音识别方面的
•Different people speak differently
•The syntax of semantically similar sentences may vary.
•Background noises can interfere.
•Words not enough - semantics needed as well
语音生成方面的
–intrusive - needs headphones, or creates noise in the workplace
–transient - harder to review and browse
优势:
consider both the disability and occupation issue
visually impaired people友好
–spoken information sometimes presented to pilots/drivers whose visual and haptic skills are already fully occupied
Non-Speech Sounds优势
•Language/culture independent, unlike speech
Touch方面
好处
Other channels are disabled or occupied
Gesture方面
•benefits
–natural form of interaction - pointing
–enhance communication between signing and non-signing users
•problems
–user dependent, learning cost (e.g. gesture-based keyboard)
Designing for User with Disabilities
have not only a moral responsibility to provide accessible products**, but often also a legal responsibility**.
Socio-organization issues and stakeholder requirements
–people and groups have conflicting goals
解决冲突的关键
Keys:
(1) Identify stakeholders – not just the users
(2) Requirements and Design should consider each stakeholder (avoid conflict, enable cooperation)
Who are the Stakeholders?
•stakeholder is anyone affected by success or failure of the system
–primary - actually use the system
–secondary - receive output or provide input
–tertiary - no direct involvement but affected by success or failure (third)
–facilitating - involved in the development or deployment of the system
•designers need to meet as many stakeholder needs as possible
–usually in conflict so have to decide which is priority
often priority decreases as move down categories
Participatory Design
•Users should have a say about what’s actually being designed.
•Methods for user-designer communication
–brain-storming
–storyboarding
–workshops
–pencil and paper exercises
Benefits
•Make workers feel valued in design
•Encourage workers to own the products
8.Evaluation of an Interactive System
•assesses usability and functionality of system
两种测试方法
•Laboratory studies
•Advantages:
–specialist equipment available
–uninterrupted environment
•Disadvantages:
–lack of context
–difficult to observe several users cooperating
•Appropriate
–if system location is dangerous or impractical for constrained single user systems to allow controlled manipulation of use
•Field Studies
•Advantages:
–natural environment
–context retained (though observation may alter it)
–longitudinal studies possible
•Disadvantages:
–distractions
–noise
•Appropriate
–where context is crucial for longitudinal studies
评价方面(usability)
•effectiveness
–can you achieve what you want to?
•efficiency
–can you do it efficiently?
•satisfaction
–do you enjoy the process?
•Two ways to assign conditions to participants:
HCI Research and Hypothesis Testing
之前是设计交互模式,现在是设计测试交互模式的实验
–Experiment design is the process of deciding what variables to use, what tasks and procedures to use, how many participants to use and so on
一般的调查框架
一些不太技术性的东西
Ethics Approval
Researchers must respect the safety, welfare, and dignity of human participants in their research and treat them equally and fairly.
正式开始设计:
Getting Started With Experiment Design
1.What are the experimental variables?
四个variables
Independent Variables
•Definition: An independent variable (IV) is a circumstance or characteristic that is manipulated in an experiment to elicit a change in a human response while interacting with a computer.
•Independent: there is nothing a participant can do to influence an independent variable
•Examples:
–interface, device, feedback mode, button layout, visual layout, age, gender, background noise, expertise, etc.
IV: Test Conditions
•An independent variable (IV) must have at least two levels (values)
•The levels (values) for an IV are the test conditions
Dependent Variables
•A dependent variable is a measured human behavior
•Dependent: depends on what the participant does
•Examples:
–task completion time, speed, accuracy, error rate, throughput, target re-entries, task retries, presses of backspace, etc.
•Dependent variables must be clearly defined
–Research must be reproducible!
Control Variables
•A control variable is a circumstance (condition) that is kept constant while testing the effect of an independent variable
•More control means the experiment is less generalizable (i.e., less applicable to other people and other situations)
•Example: Is there an effect of font color on online reading comprehension?
–Control variables
•Font size (e.g., 12 point)
•Font family (e.g., Times)
•Ambient lighting (e.g., fluorescent, fixed intensity)
Random Variables
•A random variable is a circumstance (condition) that is allowed to vary randomly
•Example: Does user stance affect performance while playing the game Honor of Kings?
–Random variables
•Prior knowledge of the heroes
•Prior experience playing Honor of Kings
•Amount of coffee consumed prior to testing
2.Hypothesis Testing Techniques
步骤
•Procedure: everything that occurs with participants in the experiment task
–Arriving, welcoming
–Signing a consent form
–Instructions given to participants about the experiment task
–Demonstration trials, practice trials
–Management of questionnaires or interviews
Instructions
•Give the same instructions to all participants
•If a participant asks for clarification, do not change the instructions in a way that may cause the participant to behave differently from the other participants (keep the consistency)
Participants
•For results to apply generally to a population, the participants used in the experiment must be…
–Members of the desired population
–Selected at random from the population
参与者要控制好数量
•Too few -> experimental effects fail to achieve statistical significance
•Too many -> statistical significance for effects, but not practical
Questionnaires
•Questionnaires are used in most HCI experiments
•Two purposes
–Collect information about the participants
•Demographics (gender, age, first language, handedness, visual acuity, etc.)
•Prior experience related to the current research
–Obtain feedback, comments, impressions, suggestions, etc., about participants’ use of the experimental apparatus
•Questionnaires are usually brief for clarity
Questionnaires包括
Information Questions
Participant Feedback
Data Collection
e differently from the other participants (keep the consistency)
Participants
•For results to apply generally to a population, the participants used in the experiment must be…
–Members of the desired population
–Selected at random from the population
参与者要控制好数量
•Too few -> experimental effects fail to achieve statistical significance
•Too many -> statistical significance for effects, but not practical
Questionnaires
•Questionnaires are used in most HCI experiments
•Two purposes
–Collect information about the participants
•Demographics (gender, age, first language, handedness, visual acuity, etc.)
•Prior experience related to the current research
–Obtain feedback, comments, impressions, suggestions, etc., about participants’ use of the experimental apparatus
•Questionnaires are usually brief for clarity
Questionnaires包括
Information Questions
Participant Feedback
Data Collection
•Data for IV(independent var) and DV(dependent var)