Chapter 18 - Human-Computer Interaction

Chapter Summary

Introduction

  • What is human–computer interaction? The chapter provides an introduction to the field. It defines the term HCI and mentions some previously used terms. It briefly compares cyberpsychology and HCI, and explains the three key components to consider in an HCI project: user, task and computer. It explains the three key goals in interface design – useful, usable and used – and highlights the consequences of bad interface design.
  • Who is involved? The chapter outlines the multiple disciplines involved in HCI – e.g. human factors, computer science, cognitive psychology, sociology, communication, design, engineering, information science and cyberpsychology.
  • The origins of human–computer interaction: the chapter outlines some of the key milestones in early HCI, such as:
    • Vannevar Bush – author of visionary ‘As we may think’ article.
    • J. C. R. Licklider – author of seminal ‘Man–computer symbiosis’ article.
    • Ivan Sutherland – developed the first direct manipulation GUI, the Sketchpad.
    • Douglas Engelbart – ‘The Mother of All Demos’: first demo of many modern GUI components – e.g. mouse, windows, icons, folders, etc.
    • Alan Kay and Xerox PARC – Dynabook and Xerox Star: first commercial GUI.
    • Birth of the field: initial foundations of the field – i.e. first book published and conference held.
  • The current state of the field
    • Technological shifts: describes the advances the field has taken along with technologies such as the Web, touchscreens, gestural interfaces, speech recognition and synthesis, virtual reality displays, wearables, augmented reality and gaze tracking. Defines natural user interfaces and ubiquitous computing.
    • Philosophical shifts: outlines the fields shift in focus to encompass user experience and the rise of Interaction Design.

Human–computer interaction in practice

  • The process of designing interactive experiences. Outlines the four-stage HCI process: 1) gathering requirements; 2) designing a solution(s); 3) constructing a prototype(s); 4) evaluating.
  • Gathering requirements: discusses the data that must be gathered before attempting to design an interface.
    • Task: What should the interface do? Who performs this task? When do they perform it? How frequently is the task performed? What tasks occur before/after this task? Is this task made up of subtasks? If so, how are these subtasks organised? Lists techniques that can be used to model and document the task structure, often referred to as the task organisation model.
    • User: describes how to gather user data using questionnaires and interviews. Explains that user personas can be used to represent a profile of the user.
    • Computer: explains the platform capabilities and constraints that must be considered.
  • Designing and prototyping
    • Design guidelines and heuristics: outlines how existing design principles can be used to guide design. Lists Nielsen’s ten heuristics.
    • Prototyping: describes the various types of prototypes that may be constructed during a project (from low- to high-fidelity).
  • Evaluation: discusses the three categories of evaluation (controlled settings involving users, natural settings involving users and no user involvement) and provides examples of each.

Cyberpsychology and human–computer interaction

  • Summarises the link between psychology and HCI. Discusses the ways in which HCI and cyberpsychology can complement one another.

Conclusion

  • Outlines the prospects for the future of HCI and cyberpsychology.

Further Reading

Tariq, A. R. (2015). A brief history of user experience design. Fast Company. A look back at some of the milestones in the history of user experience design.

Hassenzahl, M. (2014). User experience and experience design. In M. Soegaard and R. F. Dams (eds) The Encyclopedia of Human–Computer Interaction (2nd edn). Aarhus, Denmark: The Interaction Design Foundation. This chapter discusses interactive user experience, including many examples, and how to purposely design such experiences.

Harper, R., Rodden, T., Rogers, Y. & Sellen, A. (eds) (2010) Being Human: Human–computer interaction in the year 2020. Cambridge: Microsoft Research. A report discussing the ramifications of our digital future and the agenda for HCI over this decade and beyond. Based on a 2007 forum of HCI luminaries entitled ‘HCI 2020: Human Values in a Digital Age’.

Morville, P. (2004) User Experience Design. A description of the popular UX honeycomb that outlines 7 key facets of the user experience.

Video links

Lee, J. (2013). Reach into the computer and grab a pixel. TED2013.

Jinha Lee, a designer and engineer, demonstrates a range of interfaces that combine the physical world and virtual worlds, including a pen that penetrates into a screen to draw 3D models.

Underkoffler, J. (2010). Pointing to the future of UI. TED2010.

John Underkoffler, Minority Report science adviser and inventor, demos a range of gesture controlled user interfaces.

A demonstration of Ivan Sutherland’s (1963) Sketchpad system can be viewed here.

Useful websites

ACM Transactions on Computer–Human Interaction

International Journal of Human-Computer Interaction

HCI Bibliography – Human–Computer Interaction Resources

An interactive visualisation of Fitts’ Law

Video and additional resources relating to Douglas Engelbart’s ‘Mother of All Demos’.

Multiple Choice Questions

Essay Questions

  1. Explain the differences between usability and user experience. Provide examples to illustrate your answer.
  2. Human–computer interaction is a multidisciplinary field. Discuss the various fields that contribute to human–computer interaction and the manner in which they can contribute.
  3. State and describe the four stages of a typical human–computer interaction project. Include diagrams to support your answer.
  4. Describe the three categories of user evaluation techniques. Discuss at least one example evaluation technique from each category.
  5. Technology X will have a massive impact on future human–computer interfaces. Suggest a possible technology X to complete this sentence. Describe the technology you have chosen and provide a justification for your choice.