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⁄  A Project
⁄  Communication
   Design M1
⁄  HTWG Constance




Touch Research
P2: HCI
Overview
Human-computer interaction is a
discipline concerned with the design,
evaluation and implementation
 of interactive
              computing
systems for human use and
 with the study of major phenomena
          surrounding them.
⁄  H1 Human Information
   Processing
⁄  H2 Language,
   Communication, Interaction
⁄  H3 Ergonomics
⁄  C1 Input and Output
     Devices
⁄    C2 Dialogue
     Techniques
⁄    C3 Dialogue Genre
⁄    C4 Computer Graphics
⁄    C5 Dialogue
     Architecture
⁄  D1 Design Approaches
⁄  D2 Implementation Techniques
⁄  D3 Evaluation Techniques
⁄  D4 Example Systems and Case Studies
Use and Context
⁄  U1 Human Social Organization and Work
⁄  U2 Application Areas
⁄  U3 Human-Machine Fit and Adaptation
The uses to which computers are put
  are spoken of as 'applications‘ (U2) in the

   computer world. These uses and the extent to

 which the interface (and the application logic
 in the rest of the system) fits (U3) them can have a
      profound impact on every part of the interface and its
                   social, work, and
success. Moreover, the general

  business context (U1) may be important.
human as an interacting
⁄  U1 Relates to the

  social being. It includes a concern with the nature of
  work, and with the notion that human systems and technical
  systems mutually adapt to each other and must be
  considered as a whole.


⁄  E.g. models of work, workflow,   cooperative
  activity, office work
⁄  U2 The focus of this section is on classes of application

  domains and particular application           areas where
  characteristic interfaces have developed.


⁄  E.g. characterization of application areas (e.g.,

  individual vs. group, paced vs. unpaced)
⁄  E.g. on-line tutorial systems and help systems
⁄  U3 Part of the purpose of design is to arrange a   fit between
  the designed object and its use. Adjustments can be made (1)
  either at design time or at time of use (2) by either changing
  the system or the user and (3) the changes can be made by
  either the users themselves or, sometimes, by the system.


⁄  E.g.   user guidance: help techniques, documentation,
   error-handling techniques
⁄  E.g. adaptive systems
Human
⁄  H1 Human Information
   Processing
⁄  H2 Language,
   Communication, Interaction
⁄  H3 Ergonomics
It is important to understand something about human
                                       human
 information-processing characteristics, how

action (H1) is structured, the nature of human
  communication (H2), and human
    physical and physiological
 requirements (ergonomics, H3).
⁄  H1 Characteristics of the human as a   processor of
     information.

⁄  E.g.   learning
⁄    E.g. motor skills
communication and
⁄  H2 Language as a

  interface medium. Communication phenomena.

⁄  E.g.   graphical interaction language
Anthropometric and physiological
⁄  H3

  characteristics of people and their relationship to
  workspace and environmental parameters.


⁄  E.g. arrangement of   displays and control
⁄  E.g. fatigue and health issues
Interface
⁄  C1 Input and Output
     Devices
⁄    C2 Dialogue
     Techniques
⁄    C3 Dialogue Genre
⁄    C4 Computer Graphics
⁄    C5 Dialogue
     Architecture
Machines have specialized components for interacting with
                                     basically
  humans. Some of these components are

transducers for moving information
  (C1) physically between human and machine. Other
components have to do with the control structure

and representation of aspects of the
           interaction (C2-C5).
⁄  C1 The technical construction of devices for

  mediating between humans and machines.
⁄  Everything about output and input devices

⁄  In our case:   Hands on a surface
⁄  C2 The basic software architecture and
     techniques for interacting with humans.

                             gesture
⁄  E.g. touch-based input techniques,

⁄    E.g. scrolling and panning display
⁄  C2 The basic software architecture and
     techniques for interacting with humans.

                             gesture
⁄  E.g. touch-based input techniques,

⁄    E.g. scrolling and panning display
⁄  C3 The   conceptual uses to which the technical
  means are put. Such concepts arise in any media discipline
  (e.g., film, graphic design, etc.).


⁄  E.g.   tool metaphor
⁄  E.g. personae, point of view
⁄  E.g. workspace models
⁄  C4 Basic concepts from   computer graphics that
 are especially useful to know for HCI.

⁄  E.g. solid modeling, splines, surface modeling, hidden
 surface removal …
⁄  C5Software architectures and
  standards for user interfaces.

⁄  E.g.   multi-user interface architectures "Look and
   feel“
⁄  E.g. standardization and interoperability
Design
⁄  D1 Design Approaches
⁄  D2 Implementation Techniques
⁄  D3 Evaluation Techniques
⁄  D4 Example Systems and Case Studies
The construction of human interfaces is both a matter of
 design and engineering. These topics are
     concerned with the methodology and practice of
interface design (D1). Other aspects of the
 development process include the relationship of interface
              engineering (both
    development to the

software and hardware, D2-D4) of the
                    rest of the system.
⁄  D1 The   process of design. Relevant topics from
  other design disciplines.

⁄  E.g. typography
⁄  E.g. use of color

⁄  E.g. temporal   sequencing
⁄  E.g. industrial design basics
⁄  D2 Tactics and tools for   implementation.

⁄  E.g.   prototyping techniques
⁄  E.g. object-oriented methods
⁄  E.g. data representation and algorithms
⁄  D3 Philosophy and specific methods for   evaluations.

⁄  E.g.   productivity
⁄  E.g. usability testing
⁄  E.g. interviewing techniques
⁄  D4 Classic designs to serve as extended   examples of
  human interface design.


⁄  E.g. everything we visited in   Phase 1: Inspiration
  - Microsoft Surface, iPhone, Jeffrey Han, Mice, CLI,
  historic keyboards
⁄  D4 Classic designs to serve as extended   examples of
  human interface design.


⁄  E.g. everything we visited in   Phase 1: Inspiration
  - Microsoft Surface, iPhone, Jeffrey Han, Mice, CLI,
  historic keyboards
Goal
⁄  Next Milestone (#3)
  ⁄  Please send me your presentations!
  ⁄  Concentrate on the relevant HCI areas
  ⁄  Choose some of those areas to be described in the concept
  ⁄  Detail the concept along the chosen areas
  ⁄  Written, with graphics, with images …
⁄  U1 Human Social Organization and Work: Cooperative
   activity …
⁄  U2 Application Areas: Individual versus group …
⁄  U3 Human-Machine Fit and Adaptation: User guidance …
⁄  H1 Human Information Processing: Learning and motor
   skills …
⁄  H2 Language, Communication, Interaction: Graphical
   interaction language …
⁄  H3 Ergonomics. Displays and control …
⁄  C1 Input and Output Devices: Hands on a surface ...
⁄  C2 Dialogue Techniques: Gesture, scrolling and panning ...
⁄  C3 Dialogue Genre: Tool metaphor ...
⁄  C5 Dialogue Architecture: Multi-user interface look and feel
 …
⁄  D1 Design Approaches: Sequencing ...
⁄  D2 Implementation Techniques: Prototyping (paper?) ...
⁄  D3 Evaluation Techniques: Productivity ...


⁄  D4 Example Systems and Case Studies: That’s where we
 started!
Credits
www.flickr.com/creativecommons
/8471692@N07/1557956107/




                                                                /kitcowan/712113879/


/keylosa/184606430/                                          /onkel_wart/2377883376/


                                                                   /liewcf/894035077/


                                                               /cssa_ucsd/150160784/




/dmealiffe/171720479/                                       /sparktography/374064022/
⁄  ACM SIGCHI Curricula for Human-Computer Interaction:
  ⁄  http://sigchi.org/cdg/cdg2.html
  ⁄  Original Print Media: Copyright © 1992 by the Association for
     Computing Machinery, Inc.
  ⁄  Web Version: Copyright © 1996 by the Association for Computing
     Machinery, Inc.


⁄  University of Applied Sciences Constance, Faculty for
 Communication Design, Project “Touch Research”:
  ⁄  http://www.htwg-konstanz.de
  ⁄  http://www.kd.fh-konstanz.de/dina8/daten_e.php?wodenn=will
  ⁄  http://www.felgner.ch/2008/04/touch_research.html

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Touch Research 2: HCI Details

  • 1. ⁄  A Project ⁄  Communication Design M1 ⁄  HTWG Constance Touch Research
  • 4. Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.
  • 5.
  • 6. ⁄  H1 Human Information Processing ⁄  H2 Language, Communication, Interaction ⁄  H3 Ergonomics
  • 7. ⁄  C1 Input and Output Devices ⁄  C2 Dialogue Techniques ⁄  C3 Dialogue Genre ⁄  C4 Computer Graphics ⁄  C5 Dialogue Architecture
  • 8. ⁄  D1 Design Approaches ⁄  D2 Implementation Techniques ⁄  D3 Evaluation Techniques ⁄  D4 Example Systems and Case Studies
  • 9.
  • 11. ⁄  U1 Human Social Organization and Work ⁄  U2 Application Areas ⁄  U3 Human-Machine Fit and Adaptation
  • 12. The uses to which computers are put are spoken of as 'applications‘ (U2) in the computer world. These uses and the extent to which the interface (and the application logic in the rest of the system) fits (U3) them can have a profound impact on every part of the interface and its social, work, and success. Moreover, the general business context (U1) may be important.
  • 13. human as an interacting ⁄  U1 Relates to the social being. It includes a concern with the nature of work, and with the notion that human systems and technical systems mutually adapt to each other and must be considered as a whole. ⁄  E.g. models of work, workflow, cooperative activity, office work
  • 14. ⁄  U2 The focus of this section is on classes of application domains and particular application areas where characteristic interfaces have developed. ⁄  E.g. characterization of application areas (e.g., individual vs. group, paced vs. unpaced) ⁄  E.g. on-line tutorial systems and help systems
  • 15. ⁄  U3 Part of the purpose of design is to arrange a fit between the designed object and its use. Adjustments can be made (1) either at design time or at time of use (2) by either changing the system or the user and (3) the changes can be made by either the users themselves or, sometimes, by the system. ⁄  E.g. user guidance: help techniques, documentation, error-handling techniques ⁄  E.g. adaptive systems
  • 16. Human
  • 17. ⁄  H1 Human Information Processing ⁄  H2 Language, Communication, Interaction ⁄  H3 Ergonomics
  • 18. It is important to understand something about human human information-processing characteristics, how action (H1) is structured, the nature of human communication (H2), and human physical and physiological requirements (ergonomics, H3).
  • 19. ⁄  H1 Characteristics of the human as a processor of information. ⁄  E.g. learning ⁄  E.g. motor skills
  • 20. communication and ⁄  H2 Language as a interface medium. Communication phenomena. ⁄  E.g. graphical interaction language
  • 21. Anthropometric and physiological ⁄  H3 characteristics of people and their relationship to workspace and environmental parameters. ⁄  E.g. arrangement of displays and control ⁄  E.g. fatigue and health issues
  • 23. ⁄  C1 Input and Output Devices ⁄  C2 Dialogue Techniques ⁄  C3 Dialogue Genre ⁄  C4 Computer Graphics ⁄  C5 Dialogue Architecture
  • 24. Machines have specialized components for interacting with basically humans. Some of these components are transducers for moving information (C1) physically between human and machine. Other components have to do with the control structure and representation of aspects of the interaction (C2-C5).
  • 25. ⁄  C1 The technical construction of devices for mediating between humans and machines. ⁄  Everything about output and input devices ⁄  In our case: Hands on a surface
  • 26. ⁄  C2 The basic software architecture and techniques for interacting with humans. gesture ⁄  E.g. touch-based input techniques, ⁄  E.g. scrolling and panning display
  • 27. ⁄  C2 The basic software architecture and techniques for interacting with humans. gesture ⁄  E.g. touch-based input techniques, ⁄  E.g. scrolling and panning display
  • 28. ⁄  C3 The conceptual uses to which the technical means are put. Such concepts arise in any media discipline (e.g., film, graphic design, etc.). ⁄  E.g. tool metaphor ⁄  E.g. personae, point of view ⁄  E.g. workspace models
  • 29. ⁄  C4 Basic concepts from computer graphics that are especially useful to know for HCI. ⁄  E.g. solid modeling, splines, surface modeling, hidden surface removal …
  • 30. ⁄  C5Software architectures and standards for user interfaces. ⁄  E.g. multi-user interface architectures "Look and feel“ ⁄  E.g. standardization and interoperability
  • 32. ⁄  D1 Design Approaches ⁄  D2 Implementation Techniques ⁄  D3 Evaluation Techniques ⁄  D4 Example Systems and Case Studies
  • 33. The construction of human interfaces is both a matter of design and engineering. These topics are concerned with the methodology and practice of interface design (D1). Other aspects of the development process include the relationship of interface engineering (both development to the software and hardware, D2-D4) of the rest of the system.
  • 34. ⁄  D1 The process of design. Relevant topics from other design disciplines. ⁄  E.g. typography ⁄  E.g. use of color ⁄  E.g. temporal sequencing ⁄  E.g. industrial design basics
  • 35. ⁄  D2 Tactics and tools for implementation. ⁄  E.g. prototyping techniques ⁄  E.g. object-oriented methods ⁄  E.g. data representation and algorithms
  • 36. ⁄  D3 Philosophy and specific methods for evaluations. ⁄  E.g. productivity ⁄  E.g. usability testing ⁄  E.g. interviewing techniques
  • 37. ⁄  D4 Classic designs to serve as extended examples of human interface design. ⁄  E.g. everything we visited in Phase 1: Inspiration - Microsoft Surface, iPhone, Jeffrey Han, Mice, CLI, historic keyboards
  • 38. ⁄  D4 Classic designs to serve as extended examples of human interface design. ⁄  E.g. everything we visited in Phase 1: Inspiration - Microsoft Surface, iPhone, Jeffrey Han, Mice, CLI, historic keyboards
  • 39. Goal
  • 40. ⁄  Next Milestone (#3) ⁄  Please send me your presentations! ⁄  Concentrate on the relevant HCI areas ⁄  Choose some of those areas to be described in the concept ⁄  Detail the concept along the chosen areas ⁄  Written, with graphics, with images …
  • 41.
  • 42. ⁄  U1 Human Social Organization and Work: Cooperative activity … ⁄  U2 Application Areas: Individual versus group … ⁄  U3 Human-Machine Fit and Adaptation: User guidance …
  • 43. ⁄  H1 Human Information Processing: Learning and motor skills … ⁄  H2 Language, Communication, Interaction: Graphical interaction language … ⁄  H3 Ergonomics. Displays and control …
  • 44. ⁄  C1 Input and Output Devices: Hands on a surface ... ⁄  C2 Dialogue Techniques: Gesture, scrolling and panning ... ⁄  C3 Dialogue Genre: Tool metaphor ... ⁄  C5 Dialogue Architecture: Multi-user interface look and feel …
  • 45. ⁄  D1 Design Approaches: Sequencing ... ⁄  D2 Implementation Techniques: Prototyping (paper?) ... ⁄  D3 Evaluation Techniques: Productivity ... ⁄  D4 Example Systems and Case Studies: That’s where we started!
  • 47. www.flickr.com/creativecommons /8471692@N07/1557956107/ /kitcowan/712113879/ /keylosa/184606430/ /onkel_wart/2377883376/ /liewcf/894035077/ /cssa_ucsd/150160784/ /dmealiffe/171720479/ /sparktography/374064022/
  • 48. ⁄  ACM SIGCHI Curricula for Human-Computer Interaction: ⁄  http://sigchi.org/cdg/cdg2.html ⁄  Original Print Media: Copyright © 1992 by the Association for Computing Machinery, Inc. ⁄  Web Version: Copyright © 1996 by the Association for Computing Machinery, Inc. ⁄  University of Applied Sciences Constance, Faculty for Communication Design, Project “Touch Research”: ⁄  http://www.htwg-konstanz.de ⁄  http://www.kd.fh-konstanz.de/dina8/daten_e.php?wodenn=will ⁄  http://www.felgner.ch/2008/04/touch_research.html