human-computer interaction Flashcards
evolution of HCI
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”
what is HCI
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
interactivity
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
affordance
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)
affordance - gibson (1977)
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
affordance - Norman (1988)
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
principles of affordance
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
computers are social actors paradigm (CASA): research process
“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
what is CASA paradigm
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
a new era of HCI
- Advances in technology (vision, sensing, motion)
- Big data
- Artificial intelligence
- Machine learning; Deep learning
- Natural language processing
- Augmented, virtual reality
Turing’s imitation game (1950)
“a computer would deserve to be called intelligent if it could deceive a human into believing that it was human”
Chinese room argument?
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