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Title: University of Applied Sciences


1
Why talk about HCI?
  • Nuisance at the beginning ...

2
Why talk about HCI? (2)
  • ... nuisance in the middle of work ...

3
Why talk about HCI? (3)
  • ... nuisance at the end.

4
Why talk about HCI? (4)
  • The essential question

5
Why talk about HCI? (5)
  • You don't have to search long for examples of bad
    design.
  • How can we change it?
  • Everyone who develops application software
  • needs a basic knowledge of

Human-Computer Interaction.
6
Why talk about HCI? (6)
  • Andreas M. Heinecke, Friedrich Strauß, Astrid
    Beck, Markus Dahm, Kai-Christoph Hamborg, Rainer
    HeersWhat Every Software Developer Should Know
    about Human-Computer Interaction A Curriculum
    for a Basic Module in HCI in Informatics
    EducationProceedings of the ACM-IFIP IEEIII 2008
    Informatics Education Europe III Conference,
    Venice, Italy, December 4-5, 2008
  • Gesellschaft fürInformatik e.V. (GI)Fachgruppe
    Software-ErgonomieCurriculum für ein Basismodul
    zur Mensch-Computer-InteraktionGI-Empfehlungen
    Nr. 49, GI, Bonn 2006

7
Who talks about HCI here? (contact)
  • Prof. Dr. Andreas M. HeineckeFH Gelsenkirchen
    University of Applied Sciences Department of
    Informatics45877 Gelsenkirchen
  • Web www.DrHeinecke.de/fh_ge
  • Mail andreas.heinecke_at_informatik.fh-gelsenkirchen
    .de
  • Phone 49 209 9596-788 49 2389 951002
  • Mobile 49 172 9987871

8
Who talks about HCI here? (CV)
  • born in Lüneburg 1954
  • studied mathematics and informatics 1975 -
    1982at the University of Hamburg, Hamburg
  • received a PhD degree (Dr. rer. nat.) 1987at the
    University of Hamburg
  • worked as a
  • researcher 1982 - 1983, 1992 - 1993
  • assistant professor 1983 - 1990
  • freelancer in software development 1990 - 1991,
    1994 1996
  • professor of general informatics /
    multimedia 1996 - 1999at FH Dortmund University
    of Applied Sciences
  • professor of interactive systems since 1999at FH
    Gelsenkirchen University of Applied Sciences

9
Who talks about HCI here? (areas of work /1)
  • curriculum and didactics of informatics
  • lecture notes / book for distance / presence
    learning
  • curriculum human-computer interaction
  • Bologna process
  • ergonomic design of graphical user interfaces
  • ergonomics of hypermedia applications
  • ergonomics of CAD systems
  • ergonomics of process control systems

10
Who talks about HCI here? (areas of work /2)
  • hypermedia applications
  • hypermedia for learning / teaching
  • hypermedia for museums
  • evaluation of hypermedia applications
  • database applications
  • databases in maritime environmental protection
  • databases in administration

11
Who talks about HCI here? (projects /1)
  • The way of change An accessible inter-cultural
    multimedia guided tour
  • project for RUHR.2010 European capital of culture
  • guided tour through the town of Werne
  • using handhelds, GPS, RFIDs
  • special emphasis on accessibility
  • Target group specific teaching of medication
    informationby computer games on the internet
  • different computer games for young people with
    cystic fibrosis
  • teaching the appropriate dosage of lipasewith
    respect to different types and amounts of food
  • in collaboration with a Medical University and a
    pharmaceuticals company

12
Who talks about HCI here? (projects /2)
  • A multimedia project aidefor environmentally
    sound construction
  • assists, guides, and documents the design process
    of resource saving construction techniques
  • for students of architecture as well as
    architects and engineers
  • in collaboration with the Technical University of
    Dortmund and the BUGH University of Wuppertal
  • Evaluation of hypermedia or multimedia POI
    systems in museums
  • evaluation of use
  • recommendations for design
  • in collaboration with the German Salt Museum, the
    Museum of Arts and Cultural History of Dortmund
    and the Museum of Werne

13
Who talks about HCI here? (activities)
  • peer reviewer for ASIIN (a German accreditation
    agency) since 2000in more than 25 accreditation
    proceedingswith more than 60 bachelor and / or
    master programmesat more than 20 universities or
    universities of applied sciences
  • member / deputy chairman of ASIIN's 2000 - 2008
    technical committee on informatics
  • member of the steering committee / since
    1991chairman of the steering committee since
    2008of the special interest group software
    ergonomicsof the GI e.V. (German Informatics
    Society)
  • mentor for Friedrich-Ebert-Stiftung FES(German
    political foundation)

14
What to say about HCI now? (contents /1)
  • Introduction
  • HCI as a field of study
  • importance of HCI for software developers
  • Goals of a curriculum for a basic module in HCI
  • learning outcomes of a basic module
  • target groups for a basic module
  • Overview of the curriculum
  • structure
  • workload
  • lectures and exercises

15
What to say about HCI now? (contents /2)
  • Learning objectives of the curriculum
  • part 1 Introduction to software ergonomics
  • part 2 Usability of Software
  • part 3 User-centred design process
  • Conclusions
  • current state of HCI teaching
  • implementation of the basic module
  • extensions and additional modules
  • garnished with many examples!

16
HCI as a field of study (1)
  • What is HCI?
  • 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. Hewett T T, Baecker
    R, Card S, Carey T, Gasen J, Mantei M, Perlman G,
    Strong G, Verplank W. ACM SIGCHI curricula for
    human-computer interaction. New York, ACM
    1992Web version http//www.sigchi.org/cdg/ 2008
    April
  • What is the goal of HCI in designing interactive
    systems?
  • To improve the usability of the system.
  • What is usability?
  • The extent to which a product can be used by
    specified users to achieve specified goals with
    effectiveness, efficiency and satisfaction in a
    specified context of use.ISO 9241 Ergonomic
    requirements for office work with visual display
    terminals (VDTs) Part 11 Guidance on
    usability. ISO 1998

17
HCI as a field of study (2)
  • Usability of an interactive system
  • functionality
  • user interface design
  • Software ergonomics
  • task allocation between human being and computer
  • functionality of the software
  • design of the user interface
  • (design or choice of input / output hardware)

18
The importance of HCI for software developers (1)
  • Legal issues
  • improve health protection at workð general
    usability of applications for work
  • prevent discrimination of disabled persons ð
    accessibility
  • Economical issues
  • competitive advantage
  • better usable software sells better

19
The importance of HCI for software developers (2)
  • Usability of applications for work
  • EEC Council Directive on the minimum safety and
    health requirements for work with display screen
    equipment 1990
  • The principles of software ergonomics must be
    applied.
  • thus referring to International Standards like
    ISO EN 9241
  • national regulations in all Member States of the
    EEC,in Germany, e.g., Bildschirmarbeitsverordnun
    g 1996

20
The importance of HCI for software developers (3)
  • Accessibility
  • usability of software for people with the widest
    range of physical, sensory and cognitive
    abilities, including those who are temporarily
    disabled, and the elderly
  • web applications or applications provided by
    governmental institutions or both
  • USA Section 508 of the US Rehabilitation Act ð
    Web Content Accessibility GuidelinesW3C. Web
    Content Accessibility Guidelines 1.0 - W3C
    Recommendation 5-May-1999. http//www.w3.org/TR/WC
    AG10/ 2008 May
  • Germany Barrierefreie Informationstechnik-Verordn
    ung BITV
  • additional Standards
  • ISO/TS 16071 Ergonomics of human-system
    interaction Guidance on accessibility for
    human-computer interfaces
  • ISO 9241 Ergonomics of human-system interaction
    Part 171 Guidance on software accessibility

21
Learning outcomes of a basic module
  • Demands
  • a practical design competence in man-machine
    interactionBachelor- und Masterprogramme im
    Studienfach Informatik an Hochschulen.
    Empfehlungen der Gesellschaft für Informatik
    e.V. (GI) No. 48, 2005.
  • able to model man-machine interfaces adequate to
    the application and ergonomicalFachausschuss
    Informatik. Fachspezifisch ergänzende Hinweise
    zur Akkreditierung von Bachelor- und
    Masterstudiengängen der Informatik (Stand 08.
    Dezember 2006). Düsseldorf, ASIIN 2006.
  • Aims
  • basic understanding of findings, methods and
    processes in developing usable software
  • able to avoid serious offences against usability
    and to fulfill basic requirements of usability
  • able to realize whether participation of
    usability experts is necessary

22
Target groups for a basic module
  • Students in programmes with
  • 55 to 70 of informatics (informatics type 1
    according to GI)
  • 40 to 55 of informatics (informatics type 2
    according to GI)
  • Other students who will develop interactive
    software
  • communications design
  • media design
  • information technology
  • cognitive science
  • psychology
  • Training on the job

23
Structure of the curriculum
24
Workload
  • Bachelor programmes of informatics (type 1 / type
    2)
  • at least 120 hours (presence and home work)
  • equivalent to 4 ECTS credit points
  • Programmes with focus on design of interactive
    systems(media informatics, communications design
    etc.)
  • extended and more detailed
  • split into several modules
  • higher workload
  • Programmes with focus on software developmentof
    interactive systems
  • additional topics like tools and methods for
    implementation and design of user interfaces and
    interactive software
  • higher workload

25
Lectures and exercises
  • Teaching time
  • at least 30 hours at 45 minutes
  • University teaching
  • 15 weeks with a lecture of 90 minutes each week
  • practical work required
  • practical work focussed on ergonomics
  • necessary skills for implementation in other
    courses
  • software engineering
  • programming of user interfaces (Java Swing, e.g.)
  • Continuing education
  • four to five days

26
Part 1 Introduction to software ergonomics (1)
  • Human task - software
  • layers of human-computer interaction
  • relations between design of software and design
    of workflows
  • different types of applications
  • different roles of people involved in software
    development
  • opportunities of optimizing user interfaces by
    software ergonomics

27
2.1.2 Levels of Design
  • Levels of design

28
1.3.2 Use in Context (5)
  • Integrated Model of HCI
  • Combination of different models
  • H. Oberquelle Formen der Mensch-Computer-Interakt
    ion. In E. Eberleh, H. Oberquelle R.
    Oppermann, Einführung in die Software-Ergonomie.
    Walter de Gruyter, Berlin 1994.

29
Part 1 Introduction to software ergonomics (2)
  • Students shall
  • understand how important an ergonomical user
    interface is for the quality of a software
    product
  • realize the influence of software design on the
    tasks the user has to fulfil using the software
  • know some fields in which software ergonomics are
    applied
  • know the benefits of a user-centred design
    process
  • understand that software ergonomics are a
    necessary part of the software engineering
    process and thus a part of software quality
  • understand that interdisciplinary knowledge is
    required for software development

30
Part 1 Introduction to software ergonomics (3)
  • History of software ergonomics
  • evolution of computer technology and its
    influence on human-computer interaction
  • terminal systems
  • personal computers
  • client-server systems
  • embedded and mobile systems
  • contributions of different disciplines to
    software ergonomics
  • work sciences
  • psychology
  • physiology

31
1.1.1 First Computer Applications
1941 First fully automatic program-controlled
and free programmable computing device working in
binary floating point arithmetic
Zuse Z3 (Reconstruction in the Deutsches
Museum) Lit. Konrad Zuse, Der Computer Mein
Lebenswerk. Springer-Verlag, Berlin u.a., 3.
unveränderte Auflage 1993.
32
1.1.1 Konrad Zuse
  • 1910 1995
  • Inventor of the computer, the Graphomat
    (plotter), the Plankalkül (programming language)
    ...
  • Artist
  • First computer applications Hardware Engineer
    Programmer User

33
1.1.3 Teleprinters and Commands
Teletype 33 ASR (USA 1965) Lit. Christian
Wurster, Computer Eine illustrierte
Geschichte. Taschen, Köln 2002.
  • as terminals of main frames in timesharing
    operation
  • alternating lines of input and output
  • high paper consumption

34
1.1.4 Alphanumeric Displays, Masks, Menus
  • as terminals and later on as Personal Computers
  • easy editing, cursor control on the screen by
    keyboard
  • repetition of output without consumption of
    materials

35
1.1.5 Semigraphics and Positioning Devices
  • in process control often use of light pens
  • quick selection of objects and functions
  • later on as block graphics with given symbols on
    the PC

36
1.1.6 Full Graphics and Direct Manipulation
  • Manipulation of objects directly on the screen
  • WIMP-Interfaces windows, icons, menus, pointing
    devices
  • WYSIWYG What you see is what you get

37
1.1.7 Audio Processing and Speech Input
  • Saying commands
  • Dictating texts

38
1.1.8 Video Processing and Gesture Recognition
  • Acting person scanned by video or infra-red
  • Image recognition of static or dynamic gestures
  • Simplified version for free input on devices like
    touchpads
  • Gesture recognition by special devices like data
    gloves, too

39
1.1.9 Virtual Reality and Augmented Reality
  • Immersion using VR
  • Overlay of different levels of information using
    AR

40
Part 1 Introduction to software ergonomics (4)
  • Students shall
  • know the history of software ergonomics in
    context of the history of computing
  • know how different disciplines contribute to
    software ergonomics

41
Part 1 Introduction to software ergonomics (5)
  • Standards and legal issues
  • product standards
  • ISO 9241
  • ISO 14915
  • ISO/TS 16701
  • process standards
  • ISO 13407
  • laws and regulations
  • BildschArbV
  • BITV

42
11.4.1 Def. Behindertengleichstellungsgesetz (1)
  • Barrierefreiheit
  • Barrierefrei sind bauliche und sonstige Anlagen,
    Verkehrsmittel, tech-nische Gebrauchsgegenstände,
    Systeme der Informationsverarbeitung, akustische
    und visuelle Informationsquellen und
    Kommunikations-einrichtungen sowie andere
    gestaltete Lebensbereiche, wenn sie für
    behinderte Menschen in der allgemein üblichen
    Weise, ohne beson-dere Erschwernis und
    grundsätzlich ohne fremde Hilfe zugänglich und
    nutzbar sind.

43
11.4.1 Def. Behindertengleichstellungsgesetz (2)
  • behindert sind Personen
  • wenn ihre körperliche Funktion, geistige
    Fähigkeit oder seelische Gesundheit mit hoher
    Wahrscheinlichkeit länger als sechs Monate von
    dem für das Lebensalter typischen Zustand
    abweichen und daher ihre Teilhabe am Leben in
    der Gesellschaft beeinträchtigt ist.

44
11.4.3 Example BITV
45
11.4.3 Example ISO/TS 16071
46
11.4.3 Example DIN EN ISO 9241-171
  • Ausgaben
  • 10.1 Allgemeine Richtlinien zur Ausgabe
  • 10.1.1
  • 10.4 Farbe
  • 10.4.1 Informationen nicht allein durch Farbe
    übermitteln (Anforderung)
  • 10.4.2 Für Sehbehinderte entwickelte Farbschemata
    zur Verfügung stellen
  • 10.4.3 Individualisierung der Farbschemata
    ermöglichen
  • 10.4.4 Benutzern die Individualisierung der
    Farbkennzeichnung ermöglichen
  • 10.4.5 Für Kontrast zwischen Vordergrund und
    Hintergrund sorgen
  • 10.5 Erscheinungsbild und Verhalten von Fenstern

47
Part 1 Introduction to software ergonomics (6)
  • Students shall
  • be able to quote definitions which are central
    to human-computer interaction
  • know the standards of software ergonomics and be
    able to use them for their own work
  • know the legal issues and the fields in which
    they have to be met
  • know the fields of application in which
    accessibility is required
  • know about advantages and disadvantages of
    standardization

48
Part 2 Usability of software (1)
  • Human information processing and behaviour
  • human perception and human memory
  • colour perception
  • Gestalt theory
  • selective attention
  • human learning and acting
  • mental models
  • stress and strain
  • error handling
  • cultural and individual differences

49
3.3.1 Visual System (1)
  • Structure of the Eye
  • about 120.000.000 cells
  • rods recognizing brightness
  • cones recognizing colours
  • cones blue, gree, yellow(S-, M- und L-Typ)
  • only about 7.000.000 cones
  • unevenly distributed

50
3.3.1 Visual System (5)
  • Pseudoisochromatic Panels (1)

8 Red-Green Weakness
12 Blue-Yellow Weakness
182 assumed to be correct
Quelle www.fielmann.de/sehtest/index.php
51
3.3.1 Visual System (9)
  • Range of vision horizontal ellipse
  • horizontal
  • -100 to 100 perception
  • -60 to 60 recognition of colours
  • -30 to 30 recognition of symbols
  • -10 to 10 ability to read words
  • vertical
  • -55 to 80 perception
  • -30 to 40 recognition of colours
  • normal direction of view 10 to 15 (below
    horizontal)

Quelle M. Herczeg, Software-Ergonomie
Grundlagen der Mensch-Computer-Kommunikation.
Addison-Wesley, Bonn 1994.
52
4.1.1 Law of Proximity
  • spatial proximity
  • temporal proximity

Objects near each other tend to be grouped
together even if they differ in form, size
and/or colour.
53
4.1.1 Applying the Law of Proximity
  • emphasize similarities by proximity
  • emphasize differences by distance

54
4.1.1 Law of Proximity and Law of Similarity (1)
  • Applying the law of proximity to visualize rows

Weakened / neutralized by similarity
Emphasized by similarity
55
4.1.1 Law of Proximity and Law of Similarity (2)
  • Example Table

bad readability due to law of proximity
improved readability by law of similarity
56
4.1.1 Law of Continuity (1)
  • Continuity will be constructed
  • spatial or temporal
  • so that the picture appears as simple, harmonic,
    consistent as possible

Objects, which appear in a simple, harmonic,
consistent sequence in space or time, are
regarded as belonging together and thus as a
figure.
57
4.1.1 Law of Continuity (2)
  • Interference with law of similarity
  • similar shape has a weak effect
  • similar colour has a strong effect

58
4.1.4 Colour Illusions (1)
  • Colour and brightness are perceived with respect
    to the surroundings

The two middle squares areof same brightness and
same size.
59
4.1.4 Colour Illusions (2)
  • Be careful using colour / brightness as a code

Once againThe two middle squares areof same
brightness and same size.
60
4.1.4 Illusions of Length (1)
  • Example Müller-Lyer's illusion 1889
  • Estimation of length is affected by surrounding
    objects

61
4.1.4 Illusions of Length (2)
  • Example Oppel-Kundt's illusion 1895
  • important for design of technical displays

On both sides the distance between the tall
vertical lines is the same.
62
4.1.4 Illusions of Size
  • Example Ebbinghaus's illusion
  • important for visualization of values in pie
    charts

The two yellow pieces are of the same size.
63
4.2.1 Santa's Experiments (1)
  • Test 1

Test stimulus
fast recognition
slow recognition
64
4.2.1 Santa's Experiments (2)
  • Test 2

Test stimulus
slow recognition
fast recognition
65
5.1.4 Levels of Action in HCI
stimuli
states
decisions
F
S
I
task
syntax
methods
plans
66
5.2.1 Errors on Different Levels of Control
  • Error levels

67
Fatal errors an example
  • Dialogue 1
  • TF
  • TF CD
  • COPY DISK FROM FIX
  • COPY DISK TO D0
  • COPY DISK FROM FIX TO D0 YES / NO? Y
  • Dialogue 2
  • CD
  • CLEAR DIRECTORY YES / NO? Y

68
Part 2 Usability of software (2)
  • Students shall
  • know about performance and limits of human
    perception and be able to apply such knowledge
    to the presentation of information
  • be able to apply knowledge of human information
    processing and behaviour when designing means of
    interaction
  • know how system design can ease learning the use
    of interactive systems
  • be able to design systems according to concepts
    of error avoidance and error management
  • know about the significant differences between
    users which have to be taken into account in
    design of interactive systems
  • know about the factors of strain and stress on
    users of software applications

69
Part 2 Usability of software (3)
  • Input and output devices
  • standard interaction devices
  • two-dimensional colour display
  • keyboard
  • pointing device
  • devices for people with special needs
  • assistive technologies
  • devices for special applications
  • tree-dimensional output devices
  • multi-dimensional input devices
  • immersive ./. non-immersive devices

70
6.1.2 Keyboards (4)
  • Keyboards made of plastics (Standard)
  • Data transmission
  • by wire
  • wireless
  • for standard office use
  • left-handed versions available

71
6.1.2 Keyboards (6)
  • Steel keyboard
  • protected against vandalism
  • protected against environmental pollution
    (moisture, dirt, etc.)
  • precious impression

72
6.1.2 Keyboards (7)
  • Keyboard with sensor keys
  • protected against vandalism
  • no haptic feedback
  • same techniques as in touch screens
  • same advantages and disadvantages

73
6.1.2 Keyboards (8)
  • Virtual keyboard
  • on a touch screen
  • Problems
  • Reflexions
  • Soiling
  • height of attachment
  • Parallaxis
  • Touch screen technique
  • Alphabetical order
  • Colours and contrasts

74
6.1.2 Keyboards (12)
  • Requirements by the task
  • typing with 10 fingers requires angled keyboard

75
6.1.5.3 Resistive Touch Screen (1)
  • Principle

AccuTouch Touch Screen by elo Touchsystems
http//www.elotouch.de/Produkte/Touchscreens/Accu
Touch/accworks.asp
76
6.1.6.2 Data Glove (1)
  • Technique
  • sensors measuring the position in a 3D
    environment
  • sensors measuring the direction in a3D
    environment
  • sensors measuring the grip / the force of the
    grip
  • sensor measuring the spread of the fingers
  • force feedback available

77
6.1.6.3 Data Helmet (1)
  • Technique
  • sensors measuring the position in a 3D
    environment
  • sensors measuring the direction in a3D
    environment
  • tracking
  • electromagnetic
  • radio direction finding
  • ultrasound
  • data transmission usually by wire

78
6.2.3 3D Visual Output Devices (3)
  • Data helmet
  • one medium resolution LCD for each eye
  • optical lenses providing the necessary distance
  • advantages
  • rather high quality of images
  • disadvantages
  • unable to see the environment
  • can only be used by one person at a time

79
E 6.1.7 Optical Tracking in a 3D Environment
  • Technique
  • ball markings on
  • glasses
  • input device (fly stick)
  • infrared spotlights
  • two infrared cameras monitoring
  • the user's position and direction of view
  • position and direction of the fly stick

80
6.2.5 Tactile Output (1)
  • Braille line
  • pins work as pixels
  • display of Braille texts
  • up to 80 characters
  • expensive (several thousand )
  • Braille display
  • like a monochrome display with low resolution
  • display of text (Braille and standard)
  • display of graphics
  • very expensive

81
E 6.1.9 Other Input Devices (1)
  • Brain Computer Interface BCI
  • computer control by electric currents within
    the brain
  • slow cortical potentials
  • choice of a letter by concentrating on it
  • potentials for movements
  • control of the cursor by thinking the movement
  • Research project BBCI

82
Part 2 Usability of software (4)
  • Students shall
  • know the important input and output devices,
    their technical properties and their ergonomic
    advantages and disadvantages
  • be able to state the ergonomic requirements that
    input and output devices have to fulfil
  • know the input and output devices for persons
    with special needs and for non-standard
    applications
  • be able to choose adequate input and output
    devices for a given context of use

83
Part 2 Usability of software (5)
  • Interaction techniques
  • principles and criteria for presentation of
    information
  • use of colours, fonts, effects
  • use of widgets
  • screen layout
  • principles and criteria for the design of
    dialogues
  • types of dialogues (command, menu, multimedia
    etc.)
  • structures of information and navigation

84
7.1.2.1 Use of Colours (1)
  • Don't use colours as the only coding.
  • Use colours meaningful (orientation, coding).
  • Use well-known colour codes.
  • Number of colour in a code 6 2
  • Colours in a code should differ in saturation,
    hue, and lightness.

Fatal error occurred
Fatal error occurred
85
7.1.2.1 Use of Colours (2)
  • Don't use saturated red and saturated blue
    together.
  • Don't use saturated blue for small
    objects,especially not against a dark
    background.
  • Don't use saturated colours in the background.
  • In a bright environment the background of the
    display has to be bright.

Read this text
Read this text
Read this text
Read this text
Read this text
86
An example of wrong use
87
7.1.2.3 Use of Special Effects (2)
  • Use blinking very sparingly (at most 1 location
    cursor).
  • applies to other kinds of animated objects, too
  • Blinking rate shall not exceed 2 Hz.
  • applies to other kinds of animated objects, too
  • Texts must not blink.

88
7.2.2.4 Check Box (1)
German Kontrollkästchen Topic button (German
Schaltfläche)
  • Use
  • permanent switch
  • n binary selections
  • m-out-of-n choice, n lt 7
  • operated like a push button
  • toggles state after each operation

89
7.2.2.5 Radio Button (1)
German Optionsfeld Topic button (German
Schaltfläche)
  • Use
  • permanent switch
  • n binary selections excluding each other
  • 1-out-of-n choice, n lt 7
  • operated like a push button
  • each operation cancels previous selection

90
An example of wrong use
91
7.3.3 Layout (2)
  • Screen layout

92
8.3.1 Design Principles
  • DIN EN ISO 9241-110 Grundsätze der
    Dialoggestaltung (Dialogue Principles)
  • Principles for design and evaluation of dialogues
  • suitability for the task Aufgabenangemessenheit
  • self-descriptivness Selbstbeschreibungsfähigkeit
  • conformity with user expectations
    Erwartungskonformität
  • suitability for learning Lernförderlichkeit
  • controllability Steuerbarkeit
  • error tolerance Fehlertoleranz
  • suitability for individualisation
    Individualisierbarkeit
  • General recommendations
  • independent of the style of interaction
  • independent of the type of dialogue

93
9.1.4 Suitability for Exploration (3)
  • ExampleLüneburg eine Großstadt um 1600

94
11.2.2 Error Messages (2)
  • Display of error messages
  • providing alternative input if number of options
    is small
  • as fast as possible
  • at most as long as the error hasn't been
    corrected
  • providing means for calling up additional help
  • consistently at a certain location

95
Part 2 Usability of software (6)
  • Students shall
  • know the basic principles and criteria for
    presentation of information and design of
    dialogues and be able to apply them to screen
    design of software applications
  • know the different ways of interaction and the
    different types of dialogues and be able to
    choose the adequate ones for a given context of
    use
  • know the essential rules of design for each type
    of dialogue and be able to apply them
  • be able to establish usable structures of
    contents and navigation in information systems
  • be able to choose media and combinations of media
    which are appropriate to the prospective users
  • know the different means of user guidance and be
    able to implement them

96
Part 2 Usability of software (7)
  • Design of work and tasks
  • user task analysis
  • organization of work and tasks
  • Students shall
  • know the interdependencies between design of
    work, tasks and software and be able to explain
    them
  • know the influence of software design on the
    design of tasks and work of the users

97
Part 3 User-centred design process (1)
  • Models of user-centred development
  • overview
  • requirement analysis
  • prototyping
  • evaluation
  • roles of people involved in the design process
  • user participation

98
13.2.2 Structure of a User Centred Design Process
99
Part 3 User-centred design process (2)
  • Students shall
  • know the benefits of integrating software
    ergonomics into the process of software
    engineering
  • be able to explain models of user-centred design
    processes and to illustrate them by examples
  • be able to explain which phases of system
    development are influenced by user-centred
    requirements
  • be able to explain means of user participation in
    the design process
  • know the necessity of analysis-design-evaluation
    cycles
  • be able to name supports and obstacles of
    user-centred process models

100
Part 3 User-centred design process (3)
  • Requirements analysis
  • analysis of
  • work flows and tasks
  • conditions of the environment
  • properties of the users
  • properties of the organisation
  • methods and techniques
  • personas
  • contextual enquiry
  • scenario based development

101
Part 3 User-centred design process (4)
  • Students shall
  • be able to explain how methods for analyzing the
    context of use support the development of usable
    software
  • know methods of user-centred requirements
    analysis
  • be able to name different means of user
    participation and explain their advantages and
    disadvantages

102
Part 3 User-centred design process (5)
  • Specification and prototyping
  • means for communication between developers and
    users
  • scribbles
  • mock-ups
  • story boards
  • prototyping
  • vertical ./. horizontal
  • low fidelity ./. high fidelity
  • evolutionary
  • style guides

103
Part 3 User-centred design process (6)
  • Students shall
  • be able to rate methods of software specification
    in relation to their comprehensibility to the
    users
  • know methods of prototyping and of evaluation of
    prototypes and be able to explain their value
    for a user-centred design process
  • be able to turn results of a user and task
    analysis into a design concept of a software
  • know about differences between style guides of
    software companies, users and projects

104
Part 3 User-centred design process (6)
  • Evaluation
  • methods
  • inspections
  • walkthroughs
  • questionnaires
  • usability tests
  • Students shall
  • know methods of evaluation and how they can be
    used within the software life cycle
  • be able to name advantages and disadvantages of
    different methods of evaluation
  • be able to carry out simple evaluations
  • know the differences between software tests and
    usability tests

105
Conclusions (1)
  • Current state of HCI teaching
  • no HCI at all
  • HCI split into different courses
  • Software-Engineering
  • Programming
  • basic course in HCI
  • special courses in HCI
  • CSCW
  • gesture recognition

106
Conclusions (2)
  • Next steps
  • implementation of the basic module in all
    programmes
  • definition of interfaces to other courses
  • software engineering
  • GUI programming
  • authoring systems
  • development of additional special courses in HCI

107
HCI in Our Bachelor-Programmes
ISY 1 Human-Computer-Interaction
MED1 Basics Layout, Typogr.
SWT1 Requirements Analysis and Definition
MED2 Colour, Image Design
PPR Programming Project
WP MED3
WP AUT1
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