Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty are working on design research concerning multi-touch interfaces during summer term 2008. Detailing HCI Research ... Completely based on the ACM SIGCHI Curricula for Human-Computer Interaction.
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
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
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
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
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!