Designing Human Centered Systems Notes
Lecture 2
Class Questions
- Why do punch cards have diagonal lines? To help them algn if you drop them
- Absolute vs Relative Pointing?
- Many early input devices were part of radar systems - why?
Class Challenges
- When were the following invented?
- GUI
- Mechanical Computer
- Electrical Computer
- TouchScreen
- Mouse
- Input device that fits criteria (XYZ positioning)/ XY and rotation in Z axis)
Intro
- Man Machine interfaces preceded HCI
- Knobs/buttons/slides, good interfaces preceded computers
- Jacquard Loom (1801)
- Tabulating machines (1890)
- knobs/levers/mechanical used till ~1950s (e.g. Charlie Chaplin’s view of the Modern times in 1936)
- Electronic Interfaced
- Plugboards (1906-1940).
- Batch Interfaces (1945-1968; ENIAC 1943-6; Key Punch Machine)
- Terminals/CLIs (1969-90)
- Micros (1970s/80s)
Pre vs Post 1950s Computing
- Users had to accomodate computers, and UI was overload
- Military applications were valuable, pieces came together
Vannevar Bush
- Influential policy maker, Director of Office of Scientific R&D, foundes NSF.
- Ideas: Memex (palm pilot/smartphone) / Hyperlinks
Augment the power of the human brain now, not just physical abilities
Grace Hopper
- Wrote A0 compiler (1950s)
Interfaces
- Joysticks (1908/20’s)
- Trackball (1942)
- Light Guns/Pens (1950)
- Sage (1954)
- Sketchpad (1963, CMU Alum Ivan Sutherland)
- Glove Keyboard (1960)
- Knee Operated Pointers (1960)
- Touch Screen (1965)
- Mouse (1964-7)
- Input Taxonomies
JCR Licklider
- Man-Computer Symbiosis, HCI Researcher
Lecture 1
Class Questions
- What is HCI?
- What is UX?
- Why do we care?
Class Challenges
- Make 5 progress bars and try to see if your participants can guess what % full they are
Intro
- Everything has a design criteria and is done within a context
- HCI:
- Human: End user/Other people in org/Surrounding Culture Context
- Computer: Hardware/Software
- Interaction: User tells computer what it wants, Computer communicates results
- 3 Legged Stool Analogy (Components of HCI): Computer Science, Design, Behavioral Sciences
Design Myths!
- Good Design is just cool graphics
- Good Design is just common sense
- We can fix the interface at the end (USPS card reader example, and adult swim video about guy trying to use auto mail thing).
- Marketing takes care of understanding customer needs
(There are 5 more we don’t talk about)
Why is Good Design Important?
- 50% of work developing
- Bad user interfaces cause loss of money, reputation, time, security, lives!
- UX IS KING
- hardware isn’t a differentiating factor anymore
- How do we make good interfaces?
- Iterative Design (waterfall is eww)
- Great ideas are often simple: Mouse, Guis, Touchscreens, Emoticons, Hyperlinks,
- Good ideas stick around: Wheel & Axle, String/Rope/Shoes, Beds, Doors
- Physical & Human factors change slowly!
- Culture and tech change alot!
(Look at examples of badly designed UIs)
Homework: Decorate your tile! … and get markers
Written on January 14, 2016