Touch Research 2: HCI Details [Deprecated Revision]

Post on 14-Mar-2016

215 Views

Category:

Documents

1 Downloads

Preview:

Click to see full reader

DESCRIPTION

New Revision here: http://issuu.com/haraldf/docs/touch2-hci-details [Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty are working on design research concerning multi-touch interfaces during this summer term. Detailing HCI Research ... Completely based on the ACM SIGCHI Curricula for Human-Computer Interaction.]

Transcript

⁄ A Project

⁄ Communication Design M1

⁄ HTWG Constance

Touch Research

P2: HCI

Overview

Human-computer interaction is a discipline concerned with the

design, evaluation and implementation of interactive

computing systems for human use and with the study of major

phenomena surrounding them.

Use and Context

⁄ U1 Human Social Organization and Work

⁄ U2 Application Areas

⁄ U3 Human-Machine Fit and Adaptation

The uses to which computers are put are spoken of as 'applications‘ (U2)

in the computer world. These uses and the extent to which the interface (and

the application logic in the rest of the system) fits (U3) them can have a profound impact on every

part of the interface and its success. Moreover, the

general social, work, and business context (U1) may be important.

⁄ U1: Relates to the human as an interacting social being. It includes a

concern with the nature of work, and with the notion that human systems and technical systems mutually adapt to each other and must be considered as a whole.

⁄ E.g. models of work, workflow, cooperative activity, office work

⁄ U2: The focus of this section is on classes of application

domains and particular application areas where characteristic interfaces have developed.

⁄ E.g. characterization of application areas (e.g.,

individual vs. group, paced vs. unpaced)

⁄ E.g. on-line tutorial systems and help systems

⁄ U3: Part of the purpose of design is to arrange a fitbetween the designed object and its use. Adjustments can be made (1) either at design time or at time of use (2) by either changing the system or the user and (3) the changes can be made by either the users themselves or, sometimes, by the system.

⁄ E.g. user guidance: help techniques,

documentation, error-handling techniques

⁄ E.g. adaptive systems

Human

⁄ H1 Human Information Processing

⁄ H2 Language, Communication, Interaction

⁄ H3 Ergonomics

It is important to understand something about human information-processing characteristics, how

human action (H1) is structured, the

nature of human communication (H2), and human physical and physiological requirements

(ergonomics, H3).

⁄ H1: Characteristics of the human as a processor of information.

⁄ E.g. learning

⁄ E.g. motor skills

⁄ H2: Language as a communication and interface medium. Communication

phenomena.

⁄ E.g. graphical interaction language

⁄ H3: Anthropometric and physiological characteristics of people

and their relationship to workspace and environmental parameters.

⁄ E.g. arrangement of displays and control⁄ E.g. fatigue and health issues

Interface

⁄ C1 Input and Output Devices

⁄ C2 Dialogue Techniques

⁄ C3 Dialogue Genre

⁄ C4 Computer Graphics

⁄ C5 Dialogue Architecture

Machines have specialized components for interacting with humans. Some of these components are

basically transducers for moving information (C1) physically

between human and machine. Other components have

to do with the control structure and representation of aspects of the

interaction (C2-C5).

⁄ C1: The technical construction of devices for mediating between humans and machines.

⁄ Everything about output and input devices

⁄ In our case: Hands on a surface

⁄ C2: The basic software architecture and techniques for interacting with humans.

⁄ E.g. touch-based input techniques, gesture

⁄ E.g. scrolling and panning display

⁄ C3: The conceptual uses to which the

technical means are put. Such concepts arise in any media discipline (e.g., film, graphic design, etc.).

⁄ E.g. tool metaphor⁄ E.g. personae, point of view

⁄ E.g. workspace models

⁄ C4: Basic concepts from computer graphics that are especially useful to know for HCI.

⁄ E.g. solid modeling, splines, surface modeling, hidden surface removal …

⁄ C5: Software architectures and standards for user interfaces.

⁄ E.g. multi-user interface architectures "Look

and feel‚

⁄ E.g. standardization and interoperability

Design

⁄ D1 Design Approaches

⁄ D2 Implementation Techniques

⁄ D3 Evaluation Techniques

⁄ D4 Example Systems and Case Studies

The construction of human interfaces is both a matter of

design and engineering. These topics

are concerned with the methodology and practice of

interface design (D1). Other aspects of

the development process include the relationship of

interface development to the engineering (both software and hardware,

D2-D4) of the rest of the system.

⁄ D1: The process of design. Relevant topics

from other design disciplines.

⁄ E.g. typography

⁄ E.g. use of color

⁄ E.g. temporal sequencing⁄ E.g. industrial design basics

⁄ D2: Tactics and tools for implementation.

⁄ E.g. prototyping techniques

⁄ E.g. object-oriented methods

⁄ E.g. data representation and algorithms

⁄ D3: Philosophy and specific methods for

evaluations.

⁄ E.g. productivity⁄ E.g. usability testing

⁄ E.g. interviewing techniques

⁄ D4: Classic designs to serve as extended

examples of human interface design.

⁄ E.g. everything we visited in Phase 1: Inspiration - Microsoft Surface, iPhone, Jeffrey

Han, Mice, CLI, historic keyboards

Goal

⁄ Next Milestone (#3)

⁄ Please send me your presentations!

⁄ Concentrate on the relevant HCI areas

⁄ Choose some of those areas to be described in the concept

⁄ Detail the concept along the chosen areas

⁄ Written, with graphics, with images …

⁄ Relevant areas from above are summarized on the following slides!

⁄ U1: Social. Cooperative activity

⁄ U2: Application. Individual versus group

⁄ U3: Fit. User guidance

⁄ H1: Processing. Learning and motor skills

⁄ H2: Communication. Graphical interaction language

⁄ H3: Ergonomics. Displays and control

⁄ C1: Device. Hands on a surface

⁄ C2: Dialogue technique. Gesture, scrolling and panning

⁄ C3: Dialogue genre. Tool metaphor

⁄ C5: Dialogue architecture. Multi-user interface look and feel

⁄ D1: Design approach. Sequencing

⁄ D2: Implementation. Prototyping (paper?)

⁄ D3: Evaluation. Productivity

⁄ D4: That’s where we started!

Credits

/libraryman/718450202/

/onkel_wart/2377883376/

/kitcowan/712113879/

/liewcf/894035077/

/cssa_ucsd/150160784/

/sparktography/374064022/ww

w.f

lick

r.co

m/c

reat

ivec

om

mo

ns

/keylosa/184606430/

/dmealiffe/171720479/

/8471692@N07/1557956107/

⁄ ACM SIGCHI Curricula for Human-Computer Interaction:

⁄ http://sigchi.org/cdg/cdg2.html

⁄ Original Print Media: Copyright © 1992 by the Association for Computing Machinery, Inc.

⁄ Web Version: Copyright © 1996 by the Association for Computing Machinery, Inc.

⁄ University of Applied Sciences Constance, Faculty for Communication Design, Project ‚Touch Research‛

⁄ http://www.htwg-konstanz.de

⁄ http://www.kd.fh-konstanz.de/dina8/daten_e.php?wodenn=will

⁄ http://www.felgner.ch/2008/04/touch_research.html

top related