Research Update — Week 4
Human-computer interaction is the field concerned with designing, evaluating, and improving the ways people interact with computers and other technologies.
HCI focuses on people's needs, abilities, goals, and experiences rather than only on the technical operation of a system.
HCI is interdisciplinary. For example, Carnegie Mellon's HCII identifies connections with: computer science, psychology and cognitive science, design, ergonomics, education and learning sciences, sociology, assistive technology, robotics and more.
A system is useful if it provides functions that help a person achieve a valuable goal.
A system is usable if people can use those functions easily, efficiently, and with few errors.
An e-scooter app is clearly designed, loads quickly, and is easy to navigate. It is usable. However, it is not useful for someone who lives in a city with no e-scooter stations or for a person who does not need e-scooter transportation.
Microwave oven interfaces can be confusing (like the one in the dorms!)
The difficulty is that the microwave may have many similar-looking buttons, including: Number buttons, "Quick Start" buttons, Power-level buttons, Preset buttons such as "Popcorn" or "Reheat", separate "On/Off" and "Start" buttons.
The design decision causing difficulty is that the controls do not clearly show the correct sequence. A user may assume that pressing the number buttons directly enters the cooking time, when those buttons might instead start preset time intervals.
The display should immediately show a message such as "Cooking time: 2:30 — press Start" before the microwave begins. Grouping related controls, using larger labels, and providing confirmation would make the interface easier to understand and reduce errors.
A prototype is an early version or model of a product. They allow designers to explore and improve ideas before building the final system.
How it can help:
Asking "Do you like it?" would not tell the designer whether users can actually complete important tasks. A user might like the colors and appearance but still be unable to find the correct option. Task completion rate, time, errors, and requests for help provide more useful evidence of the product's usability.
Example: KIBO tangible robot
The KIBO robot is an example of tangible interaction. Instead of programming only through a keyboard and screen, children create programs by arranging physical wooden programming blocks. They can then scan the blocks and watch the robot move, make sounds, or respond to sensors.
KIBO can benefit:
How would I test this?
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