Problems in HCI (Human Computer Interaction)
The majority of information down here is related to today’s in-class lecture that is gathered by me. The lecture was talked about what are going to be problems when people interact with the computers which are not alive.
The most common problem between the interaction of human and computer is the output of the machine is not always what the user wanted. For example, when we are doing some work on the computer and it is malfunction while we are doing, as a result, we cannot continue the work for a period of time but as the worst case, we would lose our work without any solution or apologize from the computer! That’s why people get angry from the fatal error.
For the next example was just a funny video from the internet of a man getting very angry at his computer. Actually, it turns out that this scene was staged, but we can all identify with the feeling of being completely infuriated by a computer. We should ask ourselves – “why do computers make us feel like this, what could be done to make them better?”
Warawit Whangpakdi
1091102446
Saturday, November 12, 2011
Week 2: Introduction to HCI
What is HCI ?
HCI (human-computer interaction) is the study of how people interact with computers and to what extent computers are or are not developed for successful interaction with human beings.
As its name implies, HCI consists of three parts: the user, the computer itself, and the ways they work together.
User
By "user", we may mean an individual user, a group of users working together. An appreciation of the way people's sensory systems (sight, hearing, touch) relay information is vital. Also, different users form different conceptions or mental models about their interactions and have different ways of learning and keeping knowledge and. In addition, cultural and national differences play a part.
Computer
When we talk about the computer, we're referring to any technology ranging from desktop computers, to large scale computer systems. For example, if we were discussing the design of a Website, then the Website itself would be referred to as "the computer". Devices such as mobile phones or VCRs can also be considered to be “computers”.
Interaction
There are obvious differences between humans and machines. In spite of these, HCI attempts to ensure that they both get on with each other and interact successfully. In order to achieve a usable system, you need to apply what you know about humans and computers, and consult with likely users throughout the design process. In real systems, the schedule and the budget are important, and it is vital to find a balance between what would be ideal for the users and what is feasible in reality.
The Goals of HCI
The goals of HCI are to produce usable and safe systems, as well as functional systems. In order to produce computer systems with good usability, developers must attempt to:
• understand the factors that determine how people use technology
• develop tools and techniques to enable building suitable systems
• achieve efficient, effective, and safe interaction
• put people first
Underlying the whole theme of HCI is the belief that people using a computer system should come first. Their needs, capabilities and preferences for conducting various tasks should direct developers in the way that they design systems. People should not have to change the way that they use a system in order to fit in with it. Instead, the system should be designed to match their requirements.

Warawit Whangpakdi
1091102446
HCI (human-computer interaction) is the study of how people interact with computers and to what extent computers are or are not developed for successful interaction with human beings.
As its name implies, HCI consists of three parts: the user, the computer itself, and the ways they work together.
User
By "user", we may mean an individual user, a group of users working together. An appreciation of the way people's sensory systems (sight, hearing, touch) relay information is vital. Also, different users form different conceptions or mental models about their interactions and have different ways of learning and keeping knowledge and. In addition, cultural and national differences play a part.
Computer
When we talk about the computer, we're referring to any technology ranging from desktop computers, to large scale computer systems. For example, if we were discussing the design of a Website, then the Website itself would be referred to as "the computer". Devices such as mobile phones or VCRs can also be considered to be “computers”.
Interaction
There are obvious differences between humans and machines. In spite of these, HCI attempts to ensure that they both get on with each other and interact successfully. In order to achieve a usable system, you need to apply what you know about humans and computers, and consult with likely users throughout the design process. In real systems, the schedule and the budget are important, and it is vital to find a balance between what would be ideal for the users and what is feasible in reality.
The Goals of HCI
The goals of HCI are to produce usable and safe systems, as well as functional systems. In order to produce computer systems with good usability, developers must attempt to:
• understand the factors that determine how people use technology
• develop tools and techniques to enable building suitable systems
• achieve efficient, effective, and safe interaction
• put people first
Underlying the whole theme of HCI is the belief that people using a computer system should come first. Their needs, capabilities and preferences for conducting various tasks should direct developers in the way that they design systems. People should not have to change the way that they use a system in order to fit in with it. Instead, the system should be designed to match their requirements.
Warawit Whangpakdi
1091102446
Wednesday, November 9, 2011
Week 4: Affordance
Affordance: An affordance is a quality of an object, or an environment which allows an individual to perform an action.
Properties:
1. exists relative to the action capabilities of a particular actor
2. it's existance is independent of the actor's ability to perceived it
3. an affordance does not change as the needs/goals of the actor change
The point of affordance is when it's taken advantage of, the user knows what to do just by looking at it; no picture, label or instruction needed.
Affordances in Novel Objects
How do you turn on the shower? - through trial and error
Affordance is GUI
- Important concept
- Buttons in 3D shapes apper to "sticks out" and afford pushing
- Sliders and scroll bars afford pushing
Perceived Affordance
- Coined by Donald Norman
- More interested in what user perceives than what is actually true
Elements of Perceived Affordance:
Context - where
Culture - society
Instinct - unconscious
Mental Models - expectations
Designing with Intent - designing specific affordances and constraint to guide users
Guidiing Users = shaping perceptions of what actions are possible and making some actions intentionally more diffcult / impossible
Forcing Functions:
1. Lock-In: A system arranged such that the process is kept active
2. Lock-Out: May be implemented as extra step
3. Interlock: Combines elements of lock-in and lock-out, most common forcing function mechanism, the ability to use a function depends in another running/being started or some other condition being fulfilled.
Affordance Manipulation - Manipulating to suit their own needs.
eg: cone shaped cup - throws it away right after drinking because it cannot stand - library
Summary:
All designs is persuasive
Profitable to the client = profitable to the user
Persuasive technology??
Properties:
1. exists relative to the action capabilities of a particular actor
2. it's existance is independent of the actor's ability to perceived it
3. an affordance does not change as the needs/goals of the actor change
The point of affordance is when it's taken advantage of, the user knows what to do just by looking at it; no picture, label or instruction needed.
Affordances in Novel Objects
How do you turn on the shower? - through trial and error
Affordance is GUI
- Important concept
- Buttons in 3D shapes apper to "sticks out" and afford pushing
- Sliders and scroll bars afford pushing
Perceived Affordance
- Coined by Donald Norman
- More interested in what user perceives than what is actually true
Elements of Perceived Affordance:
Context - where
Culture - society
Instinct - unconscious
Mental Models - expectations
Designing with Intent - designing specific affordances and constraint to guide users
Guidiing Users = shaping perceptions of what actions are possible and making some actions intentionally more diffcult / impossible
Forcing Functions:
1. Lock-In: A system arranged such that the process is kept active
2. Lock-Out: May be implemented as extra step
3. Interlock: Combines elements of lock-in and lock-out, most common forcing function mechanism, the ability to use a function depends in another running/being started or some other condition being fulfilled.
Affordance Manipulation - Manipulating to suit their own needs.
eg: cone shaped cup - throws it away right after drinking because it cannot stand - library
Summary:
All designs is persuasive
Profitable to the client = profitable to the user
Persuasive technology??
Tuesday, November 8, 2011
Week 2: Introduction of HCI
HCI is short form of Human-Computer Interaction and is the study and the practice of usability. It is about understanding and creating software and other technology that people will want to use, will be able to use, and will find effective when used.
HCI also tries to provide us with all understanding of the computer and the person using it, so as to make the interaction between them more effective and more enjoyable.
The goals of HCI
- Ensuring usability.
The bottom-line benefits of more usable software system to business users include:
- To achieve usability, the design of the user interface to any interactive product, needs to take into account and be tailored around a number of factors, including:
By WONG SOON HAN
HCI also tries to provide us with all understanding of the computer and the person using it, so as to make the interaction between them more effective and more enjoyable.
The goals of HCI
- Ensuring usability.
The bottom-line benefits of more usable software system to business users include:
- Increased productivity
- Decreased user training time and cost
- Decreased user errors
- Increased accuracy of data input and data interpretation
- Decreased need for ongoing technical support
- To achieve usability, the design of the user interface to any interactive product, needs to take into account and be tailored around a number of factors, including:
- Cognitive, perceptual, and motor capabilities and constraints of people in general
- Special and unique characteristics of the intended user population in particular
- Unique characteristics of the users’ physical and social work environment
- Unique characteristics and requirements of the users’ tasks, which are being supported by the software
- Unique capabilities and constraints of the chosen software and/or hardware and platform for the product
By WONG SOON HAN
Monday, November 7, 2011
Week 2: Introduction of HCI by DENYI
Week2: We learned about HCI.
What is HCI?
According to Webopedia, HCI is the short term for Human-Computer Interaction. It's a discipline concerning study, design, construction and implementation of human-centric interactive computer system. HCI goes beyond designing screens and menus that are easier to use and studies the reasoning behind building specific functionality into computers and the long-term effects that systems will have on humans.
Meanwhile, Wikipedia says that HCI is the study, planning, and design of the interation between people and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and other fields of study. Interaction between users and computers occurs at theinterface, which includes both software and hardware such as monitors, keyboard and mouse, and other user interactions with large-scale computerized systems such as aircraft and power plants.
The computer is a perfect example of HCI: We interaction by typing/clicking and any feedback is displayed on the screen.
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