human-computer interaction Flashcards

1
Q

evolution of HCI

A

1st IR: from agrarian to industrial society
mechanisation, steam and water power (1760-1840)

2nd IR: mass production, electricity, assembly line, division of labor (1870-1914)

3rd IR: computer/digital revolution
electronic and IT systems, automation (20th century)

4th IR: fusion between the physical and digital world, blurred boundaries between the natural and synthetic, new ways of interacting with people and machines

e.g. new ways of doing old things
• transportation: Grab, Gojek
• dining: Deliveroo, Grab Food, etc
• driving: Autonomous vehicles
• journalism: Automated journalism
• new players
• AI assistants, doctors, fund managers 
• “social bots”
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2
Q

what is HCI

A

dominant name for the study of human and intelligent artifact interaction – interdisciplinary field that studies how humans interact with machines in general and with computing systems in particular

  • began as a specialised area in computer science, but has since evolved to integrate theoretical concepts and approaches from various other disciplines
  • discipline concerned with
    • the design, evaluation and implementation of interactive computing systems for human use
    • the study of major phenomena surrounding them –motivation and effects

HCI design should…

  • Be user-centred (involve users)
  • Observation
  • User-representative in design team
  • Measure users
  • Integrate knowledge and expertise from other disciplines
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3
Q

interactivity

A

collection of those features of technology that enable interaction or as the human perception of interactive technological features

  • without an interactive function of the device, it is impossible to expect any interactivity
  • E.g. in order to facilitate any level of interaction between a computing device and its users, the machine needs to provide these users with an interface with both input and output features.
  • a two-way thing, not a one-way communication
  • the availability of multiple interactive features does not guarantee interactivity either → human perception plays a critical role in defining interactivity in HCI
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4
Q

affordance

A

perceived properties that determine how the technology can be or should be used

  • A function of both technology (materials) and people
  • Affordable = usable → gives users an intuitive way to interact with an object (e.g. having a door handle shaped a certain way to indicate to users that they are supposed to pull the door to open)
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5
Q

affordance - gibson (1977)

A

an inherent relationship between the actor and the environment, and the environment limits what the actor can do → affordance exists for what it is, or that the way an actor behaves in the environment substantiates the existence of the affordance

  • An affordance is relative to the actor’s physical abilities
  • An affordance does not cease to exist regardless of any change in the user’s needs (affordance is “always there” for the actor to perceive it)
  • An object’s affordance exists independently of the actor’s ability to perceive the affordance
  • Pertains to the affordance the design offers to the users
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6
Q

affordance - Norman (1988)

A

An affordance consists of the “perceived and actual properties of the actual thing, primarily those fundamental properties that determine just how the thing could possibly be used”

  • Affordance as a perceived construct – what the user understands affordance to be
  • Claims that perceived affordance is more pertinent to a designer and influences eventual affordance usability
  • Pertains to actual utility value of the design
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7
Q

principles of affordance

A

Principle #1:
Affordances need to be perceptible
• Design of the object must communicate to the user how to use it
• Affordances vs. affordance cues (Gaver, 1991)
• Ways to use something vs. clues that tell us these ways

Principle #2: Affordances need to be intuitive
• Intuitive = no need to learn!
• Signal, instead of explicitly telling the user what to do

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8
Q

computers are social actors paradigm (CASA): research process

A

“Social cues from computers trigger mindless responses from humans as if the computers were social actors” (Reeves & Nass, 1996)

  • find the literature on social rules governing human-to-human interaction
  • replace a human partner with simulation technology
  • test the re-written rule
  • draw out implications for theory and design
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9
Q

what is CASA paradigm

A

Human interaction with computers and new media is fundamentally social and natural, because the human user is the one who makes such an interaction, as if it were real

  • Social cues from computer can trigger mindless responses from human users as if the computers were actual social actors, no matter how rudimentary the cues are
  • Mindless human responses to characteristics of computing systems such as reciprocity, in-groupness, personality and gender
  • E.g. identifying the sex of a computer-synthesised voice
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10
Q

a new era of HCI

A
  • Advances in technology (vision, sensing, motion)
  • Big data
  • Artificial intelligence
  • Machine learning; Deep learning
  • Natural language processing
  • Augmented, virtual reality
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11
Q

Turing’s imitation game (1950)

A

“a computer would deserve to be called intelligent if it could deceive a human into believing that it was human”

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12
Q

Chinese room argument?

A

holds that a digital computer executing a program cannot have a “mind”, “understanding” or “consciousness”, regardless of how intelligently or human-like the program may make the computer behave

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