IntroductionFrom Wikipedia:
The word 'machine' is used in the above quote. Note that this is an encompassing term that includes such devices as: TVs, Computers, Cellphones, Remote controls, Game consoles, Radios, Alarms, etc. - the list goes on.
Quoting Dr Tim Bell from Canterbury University:
HCI is a part of CS that looks at both the machine and the human, and requires a good understanding of both. Students of HCI should have a good life-knowledge of humans, but the advanced study of human behaviour is called psychology, and most advanced HCI workers have studied psychology in some detail, and/or related fields such as sociology, anthropology and physiology.
A nice example of psychology is the idea of "capture" - people get captured into sequences. A classic one is accidentally driving to your old house after work just after you've moved house. On computers, an example is the "delete -> confirm" sequence; one day you'll delete/confirm, then realise that you shouldn't have confirmed. The confirm interface fails because humans get captured in sequences. Closely related to the study of the interface between humans and computers is the discipline of Human-Computer Interaction, or HCI for short.
Again from Wikipedia:
Human–computer interaction ( HCI ) is the study, planning and design of the interaction between people ( users ) and computers . It is often regarded as the intersection of computer science , behavioural sciences , design and several other fields of study . Interaction between users and computers occurs at the user interface (or simply interface ), which includes both software and hardware ; for example, characters or objects displayed by software on a personal computer 's monitor , input received from users via hardware peripherals such as keyboards and mice , and other user interactions with large-scale computerized systems such as aircraft and power plants. So HCI is not just about how humans interact with software on a computer. It also is about how they interact with other 'computer controlled' devices. HCI design involves taking into consideration how humans behave. When this is not done mistakes can happen as this Wikipedia quote illustrates:
Attention to human-machine interaction is important, because poorly designed human-machine interfaces can lead to many unexpected problems. A classic example of this is the Three Mile Island accident where investigations concluded that the design of the human-machine interface was at least partially responsible for the disaster. Similarly, accidents in aviation have resulted from manufacturers' decisions to use non-standard flight instrument and/or throttle quadrant layouts: even though the new designs were proposed to be superior in regards to basic human-machine interaction, pilots had already ingrained the "standard" layout and thus the conceptually good idea actually had undesirable results. The cartoon below illustrates how one of the primary functions of HCI is to make life easy for the user.
Usability and HeuristicsTwo definitions:
So the worth of a particular human-computer interface can be measured by evaluating it using heuristics based on good usability principles. For example, a good usability principle is to warn the user of a device (or application) of potentially serious or non-reversible actions. If, say, the user chooses to delete their mobile phone inbox messages they are presented with a warning message before the deletion occurs - "Do you really want to delete all read messages?". The heuristic to test this for a particular phone could be something like: 'The user is warned before deleting messages from the inbox (choose: yes, no, not applicable)'. Yes will be the answer if the phone interface is well designed. No if it is not. For more information on heuristics visit this web page: A brief introduction to Heuristic Evaluation
Jakob Nielsen's Ten Usability HeuristicsJakob Nielsen's heuristics are well known and can be used for a range of devices, not just computer software and applications such as websites. The heuristics can be found on this page: Ten Heuristics, and the homepage to his useit.com website is: Jakob Nielsen's Website
How to use the heuristics to test an interface Note: the word 'application' encompasses physical devices as well as software applications.
The following website has an interactive on the testing of various devices. It is useful in that it shows examples of heuristics questions: Interactive Heuristic Evaluation Toolkit. The toolkit also allows the generation of custom heuristics for a range of devices such as cellphones. Below is a sample for such phones as used by teenagers.
Suggested heuristics for Mobile phones, Young people and All types of applications. Visibility of system status Match between system and real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recover from errors Help and documentation Navigation Use of modes Structure of information Enjoyment Slideshare shows on HCI and testingThe following slideshare shows contain useful information on usability, heuristics and testing.Simplified version of Nelson's heuristics - quite good
The information on the slides in the first half of show could be quite usefulComes more from the Human Computer Interaction viewpoint Other links of interest
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