At a Glance Notes: [Chapter 1] Introduction to Human Computer Interaction (HCI)

1. HCI (Human Computer Interaction)

Definition: The study of people and computing, and how they influence each other, serving as a bridge between humans and computers with usability as the main focus. Subtopics/Characteristics:

  • Human + Computer + Interaction formula
  • Increase individual and organizational productivity
  • Improve safety and reduce health hazards
  • Reduce development costs
  • Safe to use systems
  • Easy to learn systems
  • Easy to use systems

2. Evolution of Computer Interfaces

Definition: The historical progression of computer interfaces from exclusive, expert-only systems in the 1950s to today’s ubiquitous computing environment where computing is seamlessly integrated into daily life. Subtopics/Characteristics:

  • 1950s-60s: Expensive, exclusive club computing
  • Punch cards and magnetic tape
  • 1970s: Personal computers and CLI
  • 1980s: GUI revolution (Xerox Star)
  • 1984: Macintosh mainstream GUI
  • 1987: Windows entry
  • 1990s-2000s: Mainstream computing
  • Present-Future: Ubiquitous/Pervasive computing

3. User Interface (UI)

Definition: Everything the user can see, hear, and touch when interacting with a system, representing the “face” of the system that users directly interact with. Subtopics/Characteristics:

  • Screen (visual output)
  • Keyboard (text input)
  • Mouse (pointing device)
  • Speakers (audio output)
  • Microphone (voice input)
  • Physical buttons
  • Lights (status indicators)
  • Hand-tracking gloves
  • Eye trackers
  • Modern interaction methods

4. Usability

Definition: How well users can use the interface to accomplish their goals, measured through three core components defined by ISO 9241-11:2018 standard. Subtopics/Characteristics:

  • Effectiveness (completeness and accuracy)
  • Efficiency (resources used vs. results achieved)
  • Satisfaction (physical, cognitive, emotional responses)
  • Goal achievement measurement
  • Task completion speed
  • User comfort and acceptability
  • System performance evaluation

5. User Experience (UX)

Definition: The person’s perceptions and responses from using or anticipating using a product, focusing on the emotional layer and overall feeling created by the system. Subtopics/Characteristics:

  • Enjoyable and fun experiences
  • Entertainment and motivation
  • Aesthetic and rewarding interactions
  • Emotional fulfillment
  • Information provision
  • Positive emotional responses
  • Human-centered communication
  • Empathetic design approaches

6. Interdisciplinary Nature of HCI

Definition: The requirement for expertise from multiple fields to create effective interactive systems, as no single discipline can address all aspects of human-computer interaction. Subtopics/Characteristics:

  • Computer Science (software construction)
  • Cognitive Psychology (information processing)
  • Ergonomics/Human Factors (working environment)
  • Social and Organizational Psychology (group dynamics)
  • Technology capabilities and limitations
  • Human capabilities and limitations
  • Tool and environment design
  • Collaborative work understanding

7. Development Approaches

Definition: Two contrasting methodologies for system development: the traditional linear waterfall approach versus the iterative HCI framework that emphasizes user involvement and continuous refinement. Subtopics/Characteristics:

  • Waterfall Approach (linear sequence)
  • HCI Framework (iterative approach)
  • Analysis, Design, Program, Test, Operational phases
  • Study users & tasks
  • Design prototype
  • Usability testing
  • User involvement timing
  • Iteration and refinement cycles

8. PACT Analysis

Definition: A systematic framework for understanding the context before designing any interface by analyzing People, Activities, Contexts, and Technologies involved in the usage scenario. Subtopics/Characteristics:

  • People (physical and psychological characteristics)
  • Activities (time factors, complexity, safety criticality)
  • Context (physical, social, usage environment)
  • Technologies (input/output methods, platform constraints)
  • Usage patterns and frequency
  • Environmental constraints
  • Safety considerations
  • Platform capabilities