FOCS Human Computer Interaction Flashcards
What is HCI and Why do we care?
- HCI refers to human and nonhuman interaction
- Specifically how people interact with machine in general and with computing systems in particular
- Computing Systems: Smartphone, Smart television and smart cars to algorithems examining AI
- HCI is the crossroad between social sciences (human side) and computer science (on the side of technology)
- 1st Industrial Revolution: Agrarian Society [Handcraft/Farming] to Industrial Society [Machine/Mechanical Production] → New energy source: Steam engine
- 2nd Industrial Revolution: Mass Production, Electricity, Assembly Line → New synthetic materials like alloys and plastics → Assign people to many tiny tasks
- 3rd Industrial Revolution: Computer/Digital Revolution → Computing technologies/Early forms of technology. Also, nuclear energy was discovered → Reliance on electronic, computers, IT
- 4th Industrial Revolution: Physical Digital, Biological Technologies, Fusion between the physical and digital world. Blurred boundaries between the natural and synthetic news ways of interacting with people and machines. Ubiquitous of Internet (Fridges), Mobility of Internet (Phones), Quantum Computer that allows computers to process information faster (Communicate in a dual state)
New examples of doing old things:
Transportation: Grab, Gojek
Dining: Grab Food, Deliveroo
Driving: Autonomous Vehicles
- Person uses digital world to ask person at another end to do certain things like bringing cars/food to current location
- Different way of doing things from calling a restaurant to book → Asking 3rd party (Artificial Intelligence technologies) to do work for you
The future of employment → More jobs will grow but replaced by artificial intelligence. Jobs like clerks, cleaners, factory workers are at risk→ Yet some jobs like teachers, police officers do not run such risks
→ Yet some jobs like teachers, police officers do not run such risks
Human Computer Interaction
Dominant name for the study of human and intelligent artifact interaction
- Discipline concerned with
- Design, evaluation, and implementation of interactive computing systems for human use → Designers, engineers
- Study of phenomena HC Interaction → Communication, psychology
Old HCI (1)
- Focus was mainly on these kind of technologies in 3rd Industrial Revolution
- How to make transistors, integrated circuits, semiconductors
- Make a faster and a smaller computer
- A computer at home
- Type a command language → Communicate with machine
Graphical User Interface (GUI) + Mouse (2)
- Took over the role a command line by making it obsolete
- Do point and click
- Mouse was a huge development, where movements in the physical space is mapped onto the GUI to send commands
Smartphones with Internet (3)
- Design that is better and more intuitive for users
- Motion that is even more convenient (Facial recognition)
- To this extent, smartphones (a HCI) become part of us
Kiosus (2002) on Interactivity
- Interactivity = Features of technology that enable interaction
- Press button and the action understands your intention
- Interactivity = Human perception of the interactive technological features
- Locus of technology that lies with the perceiver
- Wall-E and Eva eyes gives them personality / interactive
Kiosis argues
- Some technological features may be necessary to be seen as interactive
- But not all technologically interactive things will be perceived as such
- Not necessary that certain interactive features are actually technically available for somebody to have interactivity
- Eg. Doll
- Not all technologically interactive things will be perceived as interactive
- Eg. Washing Machine
- Affordance (1988) Norman
- Definition: Action possibilities that are readily perceived by an actor
- Function of both technology and people’s perception of the technology
- Perceived affordance is more important
- What the user understands the affordance to be
- Relationships between the person and object
- Person and Block → Chair, Lifting, Throwing, Hiding
- The value of a well-designed object is when it has such a rich set of affordances that the people who use it can do things with it that the designer never imagined
- Interactivity → About interaction and responsiveness
- Affordances → What the product can be used for
2 Principles
Principle #1: Affordances need to be perceptible
- Design of the object must communicate to the user how to use it
- Affordance vs Affordance cues
- Ways to use something vs Clues that tell us these ways
- Affordance Cues: Sometimes less stuff is more useful
Principle #2: Affordances need to be intuitive
- Intuitive needs to learn
- Need visuals only (Press Button)
- Signal, instead of explicitly telling the user what to do
- Sometimes there is a struggle between the intuitive and verbally explicit tool
Computers are Social Actors (CASA) Paradigm [Theory]
- Social cues from computers trigger mindless responses from humans as if the computers were social actors
- Battery of smartphone is lower → Humans telling phone to tahan tahan
- Clippy Microsoft Word → Interface assistant
- Humans not really conscious on who they are talking to “Clippy” → People think of these computers as programmers or possible humans behind it