Interface Homme-Machine

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Transcription:

Introduction «pédagogique» au cours Interface Homme-Machine Séance 1 Karim Bouzoubaa

This Lecture w Examples w Global overview w First Practice w Content, Organization, Learning modality

Examples Route de campagne a Cabo San Lucas (Mexique)

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Global overview What is HCI?

Global overview What is HCI? A set of processes, dialogues, and actions through which a human user employs and interacts with a machine A discipline concerned with the design, evaluation and implementation of interactive computing systems for human use

Examples Global overview Why HCI? Use of computers: seemingly to the everyday work A lot of UI are bad: Bad UI cost Software intended for users other than yourself: End User User interfaces are hard to get right: People are unpredictable Finance Design

Examples Global overview Why HCI? - Financial issues Development effort (UI) > 75% - User interface specialists are needed, Everybody needs to know the basics Improved UI à Financial benefits 1) Increased revenues from sales The system is more attractive and customer satisfaction is higher 2) Decreased training and support costs The system is more intuitive 3) Decreased maintenance cost The system does what user wants Much maintenance involves fixing UI problems Pay a little during development, or pay a lot after application/product release! Staff must be trained in UI analysis and design. Users must participate. The benefits outweigh the costs

Global overview Why HCI? - Design issues Designers: how to translate users tasks into an executable system? 1) The study of HCI tends to come late in the designer s training 2) The UI is not something that can be plugged in at the last minute The UI design should be developed integrally with the rest of the system Need to consider how HCI fits into the design process

Global overview 5 Key ideas 1) Goal A state the user wants to reach - to be talking with somebody on the phone - to have saved a file 2) Task An action the user wants to do - to call somebody - to save the file Goals beget tasks Tasks beget goals

Global overview 5 Key ideas 3) Visibility The UI should help the user always understand... Ø Ø The current state of the system What operations can be done E.g. - When you position the cursor over a point on the screen, it should be clear what would happen if you clicked the mouse

Global overview 5 Key ideas 4) Feedback When anything changes it should be made visible - When you delete a file, the system should not just say ready

Global overview 5 Key ideas 5) Affordance The set of operations and procedures that can be done to an object Perceived affordance is what typical users think can be done to an object - Should a door be pulled or pushed? - What does this icon mean?

First Practice Hall of Shame Click & Print Certificates is a useful little shareware program for printing a variety of certificates and awards.

First Practice Hall of Shame w w w This interface is clearly graphical It s mouse-driven no memorizing or typing complicated commands It s WYSIWYG the user gets a preview of the award that will be created So why isn t it usable?

First Practice Hall of Shame w Long help message on the left side. Why so much help for a simple selection task? Because the interface is bizarre! The scrollbar is used to select an award template w Bad use of a scrollbar the scrollbar doesn t have any marks on it How many templates are there? How are they sorted? How far do you have to move the scrollbar to select the next one?

First Practice Hall of Shame w Normally, a horizontal scrollbar is designed for scrolling the content horizontally à Inconsistency with prior experience w Scrollbar is an affordance for continuous scrolling, not for discrete selection w Every user has to look through all the choices, even if they already know which one they want à This interface provides no shortcuts for frequent users w Press OKAY? Where is that?

First Practice Hall of Shame w Solution: Yours to develop

Content, Organization, Learning modality w Topics: Motivation: Why care about people? Contexts for HCI (tools, web hypermedia, communication) Human-centered development and evaluation Human performance models: perception, movement, and cognition Human performance models: culture, communication, and organizations Accommodating human diversity Principles of good design and good designers; engineering tradeoffs Introduction to usability testing w Learning objectives: 1. Discuss the reasons for human-centered software development. 2. Summarize the basic science of psychological and social interaction. Foundations of humancomputer interaction [core] 3. Differentiate between the role of hypotheses and experimental results vs. correlations. 4. Develop a conceptual vocabulary for analyzing human interaction with software: affordance, conceptual model, feedback, and so forth. 5. Distinguish between the different interpretations that a given icon, symbol, word, or color can have in (a) two different human cultures and (b) in a culture and one of its subcultures. 6. In what ways might the design of a computer system or application succeed or fail in terms of respecting human diversity. 7. Create and conduct a simple usability test for an existing software application.

Content, Organization, Learning modality Contenu du cours 1. Introduction et historique 2. Le processeur humain de traitement de l information 3. L interaction 4. Conception 5. Interfaces pour le web 6. Évaluation des interfaces 7. Ergonomie Guide - Normes 8. Etude de cas

Content, Organization, Learning modality Préambule Le contenu de ce cours a été élaborée avec la collaboration du Professeur Nadir Belkhiter de l université Laval (Canada) Je tiens donc à le remercier pour tout le matériel pédagogique qu il a gentiment mis à ma disposition à des fins d enseignement de cette séance de cours universitaire. Karim Bouzoubaa

Content, Organization, Learning modality Préambule suite MIT Open Courseware : User Interface Design and Implementation Dix, J. Finlay, G. Abouwd, R. Beal, Human-Computer Interaction, Prentice Hall, 1998. CNAM : Principes d ergonomie des interfaces WEB, http://deptinfo.cnam.fr/ Enseignement/CycleSpecialisation/IHM/Cours/index.htm LEAVITT M.O., SHNEIDERMAN B. (2006) Research-Based Web Design & Usability Guidelines, U.S., Department of Health and Human Services (HHS) and the U.S. General Services Administration (GSA), http://www.usability.gov Eric Lecolinet : interfaces homme-machine, www.enst.fr/~elc Jean-Yves Antoine : Interaction Homme-Machine, www.sir.blois.univ-tours.fr/~antoine/

Content, Organization, Learning modality Indice de qualité/activité pédagogique (par ordre d efficacité décroissante) 1. Petit groupe 2. Laboratoire 3. Individuel 4. Discussion 5. Bibliothèque 6. Travail assis (monter au tableau) 7. Télévision 8. Film 9. Exposé magistral (c-a-d la pire de toutes!)

Content, Organization, Learning modality Activités d apprentissage privilégiées dans ce cours w Discussion en groupe (plénière) w Travail en petits groupes (en classe et projet) w Enseignement magistral (au minimum) w Examen écrit w TD notés Bannie Organisation des tables lors de chaque séance Adoptée Formule magistrale traditionnelle Apprentissage coopératif

Web site www.emi.ac.ma/bouzoubaa/courses/hci

First Practice Hall of Shame w Your solution?

First Practice Hall of Shame

Fin de la partie magistrale sur l introduction «pédagogique»