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CS 4750 User Interface Design

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You'll never look at doors the same way again ... Mobile/handheld (cars, tour guides, etc.) Wedding planner. Calendar agent (speech) ... – PowerPoint PPT presentation

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Title: CS 4750 User Interface Design


1
CS 4750User Interface Design
Spring 2004
  • Jeff Pierce
  • jpierce_at_cc.gatech.edu

2
Agenda
  • Introductions
  • Course Information
  • A little about HCI its History
  • Project Information

3
Introductions Jeff Pierce
  • Carnegie Mellon 01, CoC GVU 02
  • Human-Computer Interaction (with a CS flavor)
  • Cool projects
  • 3D Interaction
  • DisneyQuest
  • Alice
  • Sensing Techniques
  • for Mobile Devices
  • Opportunistic Annexing

4
Introductions You (Index Card)
  • Name, Degree, Research Focus, your N
  • What youd like to get out of the class
  • Previous HCI experience
  • An interesting fact about yourself
  • Pictures! (later)

5
Course Information
  • Books
  • Interaction Design by Preece, Rogers, and Sharp.
    Wiley 2002.
  • The Design of Everyday Things, by Donald Norman.
    Currency/Doubleday, 1990.
  • Web
  • http//www.cc.gatech.edu/classes/AY2004/cs4750b_sp
    ring/
  • Syllabus
  • Lectures
  • Assignments
  • Co-web (swiki)
  • HCI resources

6
Course Information
  • Grading
  • Mid-term final exams (30)
  • Group project, 4 parts (40)
  • More to come...
  • Homeworks (20)
  • Usually one week to do, 4 of them
  • Participation (10)
  • Class involvement
  • Extra Credit (up to 5 pts on final grade)
  • Case studies on co-web

7
Course Information
  • Resources
  • Previous courses, courses elsewhere
  • Content, lectures, projects,
  • Books
  • Web sites
  • Go further
  • Move beyond lectures book
  • Further courses
  • Step into research

8
Course Overview
  • Requirements Gathering
  • How do you know what to build?
  • Design
  • How do you build the best UI you can?
  • Evaluation
  • How do you make sure people can use it?
  • Human abilities
  • Also interface paradigms, human abilities, case
    studies, next-generation interfaces, etc.

9
Course Aims
  • 1. To make you notice interfaces, good and bad
  • Youll never look at doors the same way again
  • 2. To help you realize no one gets an interface
    right on the first try
  • Yes, even the experts
  • 3. To teach you tools and techniques to help you
    iteratively improve your designs
  • Because you can eventually get it right

10
Course Evolution
  • Were going to try something a little different
    this year

11
And Now A Little Background
  • HCI what is it?
  • Can you define / describe it?

12
HCI
  • What happens when a human and a computer get
    together to perform a task
  • task - write document, calculate budget, solve
    equation, learn about Bosnia, drive home,...
  • Yes, thats a little simplistic.
  • Key points are that user has to
  • Express task (execution)
  • Interpret results (evaluation)
  • Note not just desktop computers!

13
Goals of HCI
  • Allow users to carry out tasks
  • Safely
  • Effectively
  • Efficiently
  • Enjoyably

14
Usability
  • Important issue
  • Combination of
  • Ease of learning
  • High speed of user task performance
  • Low user error rate
  • Subjective user satisfaction
  • User retention over time

15
UI Design / Develop Process
  • User-Centered Design
  • Analyze users goals tasks
  • Create design alternatives
  • Evaluate options
  • Implement prototype
  • Test
  • Refine
  • IMPLEMENT

16
Know Thy Users!
  • Physical cognitive abilities ( special needs)
  • Personality culture
  • Knowledge skills
  • Motivation
  • Two Fatal Mistakes
  • Assume all users are alike
  • Assume all users are like the designer

You Are Here
17
Design Evaluation
  • Both subjective and objective metrics
  • Some things we can measure
  • Time to learn
  • Speed of performance
  • Rate of errors by user
  • Retention over time
  • Subjective satisfaction

18
The WIMP Plateau, or Where are We Now?
?
WIMP (Windows)
User Productivity
Command Line
Batch
?
1980s - Present
1940s 1950s
1960s 1970s
Time
19
Batch Processing
  • Computer had one task, performed sequentially
  • No interaction between operator and computer
    after starting the run
  • Punch cards, tapes for input
  • Serial operations

20
Innovator Vannevar Bush
  • As We May Think - 1945 Atlantic Monthly
  • publication has been extended far beyond our
  • present ability to make real use of the record.
  • Postulated Memex device
  • Stores all records/articles/communications
  • Items retrieved by indexing, keywords, cross
  • references (now called hyperlinks)
  • (Envisioned as microfilm, not computer)
  • Interactive and nonlinear components are key
  • http//www.theatlantic.com/unbound/flashbks/comput
    er/bushf.htm

21
Paradigm Command Line (Mid 1960s)
  • Computers too expensive for individuals -gt
    timesharing
  • increased accessibility
  • interactive systems, not jobs
  • text processing, editing
  • email, shared file system

Need for HCI
22
Innovator Ivan Sutherland
  • SketchPad - 63 PhD thesis at MIT
  • Hierarchy - pictures subpictures
  • Master picture with instances (ie, OOP)
  • Constraints
  • Icons
  • Copying
  • Light pen as input device
  • Recursive operations

23
Innovator Douglas Englebart
  • Landmark system/demo
  • hierarchical hypertext, multimedia, mouse,
    high-res display, windows, shared files,
    electronic messaging, CSCW, teleconferencing, ...

Inventor of mouse
24
Innovator Alan Kay
  • Dynabook - Notebook sized computer loaded with
    multimedia and can store everything
  • Personal
  • computing
  • Desktop
  • interface
  • Overlapping
  • windows

25
Paradigm WIMP / GUI
  • Windows, Icons, Menus, Pointers
  • Graphical User Interface
  • Timesharingmulti-user now we need multitasking
  • WIMP interface allows you to do several things
    simultaneously
  • Has become the familiar GUI interface
  • Xerox Alto, Star early Apples

26
PCs with GUIs
  • Xerox PARC - mid 1970s
  • Alto
  • local processor, bitmap display, mouse
  • Precursor to modern GUI,windows, menus,
    scrollbars
  • LAN - Ethernet

27
Xerox Star - 1981
  • First commercial PC designed for business
    professionals
  • desktop metaphor, pointing, WYSIWYG, high degree
    of consistency and simplicity
  • First system based on usability engineering
  • Paper prototyping and analysis
  • Usability testing and iterative refinement

28
Xerox Star - 1981
  • Commercial flop
  • 15k cost
  • closed architecture
  • lacking key functionality(spreadsheet)

29
Apple Lisa - 1982
  • Based on ideas of Star
  • More personal rather than office tool
  • Still
  • Failure

30
Apple Macintosh - 1984
  • Aggressive pricing - 2500
  • Not trailblazer, smart copier
  • Good interface guidelines
  • 3rd party applications
  • High quality graphics and laser printer

31
Next Paradigms?
  • Several candidates, including
  • Ubiquitous Computing
  • Mobile Computing
  • 3D Interaction

32
Paradigm Ubiquitous Computing
  • Person is no longer user of single device but
    occupant of computationally-rich environment
  • Can no longer neglect macro-social aspects
  • Desktops, laptops, PDAs, cell phones,

33
Paradigm Mobile Computing
  • Devices used in a variety of contexts
  • Employ sensors to understand how user is working
    with devices

34
Paradigm 3D Interaction
  • Six degree-of-freedom input
  • Draw on spatial memory, proprioception,
    kinesthesis, two-handed interaction

35
  • And now more about that project thing.

36
Project Structure
  • Design and evaluate an interface
  • 0 - Team formation topic choice
  • 1 - Understand the problem
  • 2 - Design alternatives
  • 3 - Prototype evaluation plan
  • 4 Evaluation revision
  • Main 4 parts worth 10 each

37
Project Details
  • Part 0 - Topic definition 1/15
  • Identify team topic, create swiki page
  • Part 1 - Understanding the problem 2/5
  • Describe tasks, users, environment, social
    context
  • What are implications for design?

38
Project Details
  • Part 2 - Design alternatives 2/26
  • Storyboards, mock-ups for multiple different
    designs
  • Explain decisions
  • Part 3 - System prototype eval plan - 3/25
  • Semi-working interface functionality
  • Plan for conducting evaluation

39
Project Details
  • Part 4 Evaluation Revision 4/22
  • Conduct evaluation with example users
  • Characterize whats working and whats not
  • Fix what you can, explain how youd fix the rest

40
Project Groups
  • 4 people
  • You decide
  • Diverse is best!
  • Consider schedules
  • Cool name
  • Thursday brainstorm idea, meet potential group
    members

41
Project Presentations
  • Informal poster session
  • Feedback on ideas, both class periods
  • Feb. 24
  • Other students and expert gallery
  • Formal project presentation
  • Final week of classes
  • 10-15 minute summary

42
What Makes a Good Project
  • Access to domain experts users
  • Real clients
  • Interesting human issues
  • Rich domain for design

43
Previous Project Topics
  • Mobile/handheld (cars, tour guides, etc.)
  • Wedding planner
  • Calendar agent (speech)
  • Audio / Web sites
  • More on Class Co-Web
  • http//swiki.cc.gatech.edu8080/cs4750

44
Whats Next
  • Overview of Interaction Design
  • Project Brainstorming
  • Start reading (ch. 6)
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