INFO-I 101 Dimensions of Technology: HCI
INFO-I 101 Dimensions of Technology: HCI INFO-I101
Popular in Introduction to Informatics and Computing
Popular in Information technology
This 2 page Class Notes was uploaded by Mei Lin on Sunday March 6, 2016. The Class Notes belongs to INFO-I101 at Indiana University taught by Nina Onesti and Dan Richert in Spring 2016. Since its upload, it has received 25 views. For similar materials see Introduction to Informatics and Computing in Information technology at Indiana University.
Reviews for INFO-I 101 Dimensions of Technology: HCI
Report this Material
What is Karma?
Karma is the currency of StudySoup.
Date Created: 03/06/16
HCI/D Lecture Monday, February 23:50 PM • HCI = Human Computer Interaction ○ Human Used interchangeably with "user" Know habits, preferences, and everything specific about that one person or group ○ Computer A tool --> used to do something else □ EX: remote control used to turn tv on Application, system, a physical computer… Partners with the human to create some sort of interaction ○ Interaction How the design specifically fits the specific needs of the user • Progression of HDI ○ Interfaces/usability Usability --> how easy or how hard it is for someone to use it ○ Cost analysis/GOMS Very structured User Experience □ Generally, good usability = good user experience Participatory and contextual design □ Go to end user to change mistakes before product is finalized --> saves money, time, and resources Ethical and Cultural Implications □ Have to account for cultural and ethical influences while designing products Aesthetics/Cultural Theory • Integrated Development Environment (IDE) ○ A program where you create other programs EX: IDLE • Seamless Interaction ○ EX: Apple products music syncing • What is design? ○ Human process of creating the not yet existing With intention -- some specific thing/person/need/want in mind ○ Context Environment with which product will be used Who is the end user, where is product being used, what functions must it have ○ Form and Function Form: how a design/device actually appears □ The physical outer appearance □ Needs to provide "positive" user experience --> not necessarily positive to the user, but just successful at achieving its goal □ Aesthetics --> nice to look at Simply "putting a bow on it" is not enough □ Metaphors EX: computer desktops as metaphors for a real desktop EX: recycle bin on desktop People take metaphors very literally --> can make product/design more user friendly □ Conventions Keeping things consistent Dimensions of Technology Page 1 Keeping things consistent Habits can be hard to break for people Can mess everything up □ Icons □ How your design is associated with other designs Can be advantageous/disadvantageous □ Ways of interacting Using finger to interact with product or using a stylus Function: what a design actually does □ Expandability Easily/difficult to expand product on --> memory cards… □ How design interacts with other designs EX: Bluetooth Ease of connectivity □ Ways of misusing design EX: chat roulette ○ User Experience Free-flowing process ○ Good and bad designs Don Norman Examples of good designs □ Kayak.com --> real time, doesn't open to another window, etc. --> very functional and easy to use Example of bad designs □ Poor elevator button placement □ Oncourse site --> can't use the back button, etc. --> messes with convention, frustrating to use ○ Good Design characteristics Affordances --> a part of a design that shows the user how to use the design properly □ EX: light switches --> sticks out of wall, indicates that it should be pushed on Intuitive □ Similar to affordance, but easy to pick up on □ EX: iPhones --> know that the screen has to be touched to be used Dimensions of Technology Page 2