HUMAN COMPUTER INTERACTION JENNY PREECE PDF

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Interaction design: beyond human- computer interaction1 Jennifer Preece, .. Rogers is a cognitive scientist, Helen Sharp is a software engineer, and Jenny. main topics in Human Computer Interaction offering a comprehensive . The right of Jenny Preece, Yvonne Rogers and Helen Sharp to be identified as the. Book review: Human-Computer Interaction, by Jenny Preece, Yvonne Full Text: PDF strategies for effective human-computer interaction, Addison-Wesley.


Human Computer Interaction Jenny Preece Pdf

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so it is important to design HCI that supports the needs, knowledge and skills of the Human Computer Interaction () by Jenny Preece. A revision of the #1 text in the Human Computer Interaction field, Interaction Design, the third edition is an by Jenny Preece, Helen Sharp, Yvonne Rogers. by Jenny Preece (Author), Helen Sharp (Author), Yvonne Rogers (Author) Product Details Paperback: pages Publisher: Wiley; 4 edition.

Motivating examples are included to illustrate both technical, but also social and ethical issues, making the book approachable and adaptable for both Computer Science and non-Computer Science users. Interviews with key HCI luminaries are included and provide an insight into current and future trends. The book has an accompanying website www. Stay ahead with the world's most comprehensive technology and business learning platform. With Safari, you learn the way you learn best.

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View table of contents. Start reading. Book Description A revision of the 1 text in the Human Computer Interaction field, Interaction Design, the third edition is an ideal resource for learning the interdisciplinary skills needed for interaction design, human-computer interaction, information design, web design and ubiquitous computing. Unpleasant Appearance: User-created expressiveness: These make users feel more at ease and comfortable.

Error messages: Welcome back. Reeves and Naas found it is helpful to use praise in educational settings when people do something right. People hate when a computer character shakes their finger at them and says "you can do better than that.

Try again. They can be used on the web. Lets get started again. Which is more preferable? Developing a product must begin with gaining understanding of what is required of it. It increased students willingness to continue working.

The Process of Interaction Design The ultimate goal of design is to develop a product that helps its users achieve their goals. They can add a human feel to the system.

The goals of this chapter are to: It's nice to see you again. In this case. Virtual Characters virtual characters are becoming more common. Develop alternative designs that meet those requirements. Criteria are: Is the product fit for the purpose?

Specific usability and user experience goals. Design is also about trade-offs and about balancing conflicting requirements. Evaluate the designs measure their acceptability. In Interaction Design. Generating alternatives is a key principle and one that should be encouraged in interaction. Physical design: Four Basic Activities: The users' concerns direct the development rather than technical concerns.

What kind of support will the interactive product provide? Conceptual design: Who is the target user? Build interactive versions so that they can be communicated and assessed.

Alternatives are considered at every point. Identify needs and establish requirements. Designers are trained to consider alternatives. Humans stick to what they know works. Innovation rarely emerges whole and ready to go. We need to examine existing task Activity Theory?

How do you generate alternative designs? It is always necessary to revise ideas in light of feedback. Then we can envision the task being done in a new way scenarios. Who are the users? Some suggestions: Appropriate support? Task coverage.

INTERACTION DESIGN: beyond human-computer interaction, 3rd Edition

How do you choose among alternative designs? Iteration is inevitable because designers never get the solution right the first time Practical Issues in Interaction Design: What do we mean by "needs"? There are four basic activities in the interactive design process: This is bad because there is no iteration.

A system or partial system must be delivered on a set of intervals. Users cannot evaluate prototypes Spiral model: Develop [re]design alternative designs that meet those requirements 3. Identify needs and establish requirements 2. This is helpful for those with little experience. You can move from one activity to another easily. All activities are highly interconnected.

Performance measurements? How safe? Which functions are superfluous? How long does a novice take to learn? High learning curve? How log to remember how to perform common tasks? Lifecycle Models: Showing how the activities are related. Alternatives are considered and encouraged. Build interactive versions of the designs so that they can be communicated and assessed 4. Evaluation is central to this model Usability Engineering Lifecycle model: Three phases: Before you can begin to establish requirements.

Involve users early in the design process and evaluation of the artifact 2. Prototyping is a useful technique for facilitating user feedback on designs at all stages. Iteration is inevitable Key characteristics of the interaction design process are explicit incorporation of user involvement. Produce a stable set of requirements How can we do this? Data gathering activities Data analysis activities Expression as 'requirements' All of this is iterative Why bother getting it right?

Identifying Needs and Establishing Requirements This chapter talks about different ways to gather requirements by introducing: Lifecycle models show how development activities relate to one another. Understand as much as possible about users. The interaction design process is complementary to lifecycle models from other fields.

Usability criteria. Looking at others' designs provides useful inspiration and encourages designers to consider alternative design solutions. Because of this. What are the organizational hierarchy. Data requirements: What kind of data needs to be stored. What are the social sharing of files. IT department's attitude. What do users 'need'?

Requirements need clarification. Interaction Design 18 of 40 http: Types of requirements: Functional requirements: User requirements: Who are they?

Interaction Design 19 of 40 http: The above techniques differ in the amount of time. Some people. The system prompts user for the names of attendees. Perhaps the system could email them automatically and ask that it be confirmed before it is written in. The user chooses the option to arrange a meeting.

The system checks that the list is valid.

If the list of people is invalid. The user types in a list of names. The system emails all the meeting participants informing them of them appointment Alternative courses for a shared calendar: Some alternative courses: The user chooses one of the dates. The system searches the calendars for a date that satisfies the constraints. If no potential dates are found.

Example Use Case Diagram for a shared calendar: Example Essential Use Case for a shared calendar: Task Analysis: The user types in meeting constraints. The system prompts the user for meeting constraints. The system writes the meeting into the calendar. The system displays a list of potential dates. Interaction Design 22 of 40 http: In order to borrow a book from the library 1. Borrowing a book from the library 0. If book not identified do 2. These are grouped as plans which specify how the tasks might be performed in practice HTA focuses on physical and observable actions.

Example HTA Graphical: Getting requirements right is crucial There are different kinds of requirements. Prototyping and Construction This chapter will cover: Visual Basic. Flow of Interaction Design: Evaluation and feedback are central to interaction design stakeholders can see.

Task analysis techniques such as HTA help to investigate existing systems and practices top Chapter 8: Which interaction mode? How much structure does it provide? How much is relevant to the problem? Is it easy to represent? Will the audience understand it? How extensible is it? Conceptual Design: Which interaction paradigm?

Is there a suitable metaphor? Two types of compromise: Interface metaphors combine familiar knowledge with new knowledge in a way that will help the user understand the product. How long will menu be? In what order? What categories will group menu items? How will division of items be denoted? How many menus?

What terminology will be used? Offer error prevention and simple error handling to err is human. What functions will the product perform? What will the product do and what will the human do? Sequential or Parallel? How are they categorized? What information needs to be available?

What data is required to perform the task?

How is this data to be transformed by the system? Using them for Conceptual Design. Be consistent 2. Offer informative feedback meaningful error messages 4. Design dialogs to yield closure like when you complete a task 5. Support internal locus of control user feels in control 8.

Nielsen's heuristics see Chapter 1 Shneiderman's eight golden rules: Interaction Design 25 of 40 http: Permit easy reversal of actions 'undo' button 7. Reduce short-term memory load less info to remember between screens style guides commercial.

Enable frequent users to use shortcuts 3. So users feel ownership: Microsoft involves users by 'activity based planning' studying users doing tasks. Describe some participative design techniques that help users take an active part in design decisions. Explain the main principles of a usercentered approach.

To manage their expectations: Describe some ethnographicbased methods aimed at understanding users' work. Split screen? How much white space? Draw attention to the focus point. Often in conceptual design some detailed issues come up in the iterations.. Different kinds of prototyping are used for different purposes and at different stages Prototypes answer questions.

The important part is that in the conceptual design that we don't get tied to physical constraints early as they will inhibit creativity and limit our options. Explain some advantages of involving users in development.

COSC /M Human-Computer Interaction, Winter

Distributed coordination: How is the division of labor manifested through the work of individuals and its coordination with others? Plans and procedures: How do plans and procedures function in the workplace? Awareness of work: How does the spatial organization of the workplace facilitate interaction between workers and with the objects they use?

Contextual Design: User-centered approach is based on: Early focus on users and tasks: Design is concerned with abstraction and rationalization. Ethnography Ethnography stems from anthropology.

Framework for using ethnography in design: Four main principles of contextual inquiry are: Work Modeling: In interpretation sessions. Scandinavian background emphasizes social and organizational aspects.

It is a form of interviewing. Studies of work in computer-intensive workplaces have pointed to a host of serious problems that can be caused by job design that is insensitive to the nature of the work being performed. Five models are: Work flow model: Intended to empower users to act as full participants in design Materials used are: Low-fidelity office items such as pens.

Interaction Design 28 of 40 http: Contextual Inquiry: Aspects to user involvement include: Who will represent the user community? Interaction may need to be assisted by a facilitator Shared representations Co-design using simple tools such as paper or video scenarios Designers and users communicate about proposed designs Cooperative evaluation such as assessment of prototypes Benefits of Participatory Design: Stakeholders all introduce themselves Brief tutorials about areas represented in the session optional Brainstorming of ideas for the design Walkthrough of the design and summary of decisions made CARD: Collaborative Analysis of Requirements and Design.

Interaction Design 29 of 40 http: Introducing Evaluation What. Goals of this chapter: Why and When to Evaluate. Consider a website application for booking theatre or cinema tickets online a Think about how you would design such a site. This exercise is to be done in pairs. Shared design surface.. Reduced time to market. An Evaluation Framework Goals of this chapter: Formative Evaluation and Summative Evaluation 1. Formative Evaluation: Summative Evaluation: Engineers code instead of debating.

The beliefs and the methods associated with them are called evaluation paradigms. These beliefs are often supported by a theory.

Jennifer Preece - Interaction Design.pdf

Interviews and Questionnaires Asking experts their opinions is inexpensive and quick Testing users' performance ch. Data is used to calculate performance times. Asking users their opinions ch. Evaluation Techniques: Observing users ch. This can help to: There are four main evaluation paradigms discussed: Emphasis is on fast input to the design process rather than carefully documented findings.

Usability Testing: Interaction Design 31 of 40 http: As the users perform the tasks they are watched and recorded on video. Field Studies: Explore the specific questions to be addressed break down into subquestionse. Need to consider reliability. Observing Users The goals of this chapter: They can help make sure the study is viable.

Practical issues. A framework to guide evaluation Determine the goals the evaluation addresses what. Observation in Usability Testing: Observation in Field Studies:Need to counterbalance to avoid ordering effects. This has helped. Nikita Agarwal. View table of contents. Be consistent 2. These beliefs are often supported by a theory.

Testing and Modeling Users A central part of Interaction design is user testing. Some suggestions: Effectiveness: Appropriate support?