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LECTURE 1: INTRODUCTION COMP 4026 – Advanced HCI Semester 5 - 2016 Mark Billinghurst University of South Australia
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Page 1: COMP 4026 - Lecture 1

LECTURE 1: INTRODUCTION

COMP 4026 – Advanced HCI Semester 5 - 2016

Mark Billinghurst University of South Australia

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Lecturer • Mark Billinghurst

•  PhD University of Washinton •  Director of the Empathic Computing Lab •  Expert in AR, 3D user interfaces

•  [email protected]

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Class Logistics • Weekly lecture (2 hrs)

•  Thursday 11am – 1pm •  Room D2-34

• Assessment •  Project Concept Design – 10% •  Class participation/Design journal – 40% •  HCI Project – 50%

• What you will need •  Design Journal/Sketch Book

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HCI Project • Pick an advanced interface technology

• Wearable, AR/VR, Bio sensor, Computer Vision • Identify a user need that it addresses • Product a concept design • Develop an interactive prototype • Conduct a user evaluation • Write a research report

• 8-10 pages conference format

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Project Technologies Available

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What You Will Learn • History of HCI Trends •  Interaction Design Fundamentals • Design Thinking Processes • Advanced Interface Technology

•  Wearable Computing •  Augmented/Virtual Reality •  Sensing systems

• Experimental Design/Evaluation • Research Directions

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TRENDS IN HCI

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Processing Power

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Courtesy Matt Rettig, CMU

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SpaceWar Demo

•  http://www.masswerk.at/spacewar/

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Doug Englebart Mouse (1968)

•  https://www.youtube.com/watch?v=1MPJZ6M52dI

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Ivan Sutherland Sketchpad Demo

•  https://www.youtube.com/watch?v=DWAIp3t6SLU

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https://www.youtube.com/watch?v=2zfqw8nhUwA

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Xerox Star

https://www.youtube.com/watch?v=zVw86emu-K0

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Processing Power

Operate

Experience

Adapt

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EXPERIENCE DESIGN

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“The product is no longer the basis of value. The experience is.”

Venkat Ramaswamy The Future of Competition.

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Experience Economy

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experiences

services

products

components

Valu

e

Sony CSL © 2004

Gilmore + Pine: Experience Economy

Function

Emotion

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Good Experience Design

• Reactrix •  Top down projection • Camera based input •  Reactive Graphics • No instructions • No training

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Reactrix Demo – car race

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Reactrix Demo – Coke interactive

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How to improve experience of picking up rubbish?

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World’s Deepest Rubbish Bin

• The Fun Theory – http://www.funtheory.com • https://www.youtube.com/watch?v=tcrhp-IWK2w

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Improve the experience of walking up stairs?

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Musical Stairs

•  The Fun Theory – http://www.funtheory.com •  https://www.youtube.com/watch?v=2lXh2n0aPyw

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What to do? • Imagine

• You’re bringing a new product to market • Your #2 competitor has been in the market for over a year, selling millions of units

• Your #1 competitor launches the same month • Your technology is slower than your competitors • Your technology is older than your competitors • Your last product failed in the market

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• Do you compete on Price ? • Do you compete on Technology ? • Do you compete on Features ?

Wrong: Compete on user experience !

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Nintendo Wii

• Cheap - $500 • Unique game play

• Wireless 3 DOF controller • Position and orientation sensing

• Aiming to broaden user base • Can play previous games/downloads

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Sales to Sept 2011

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Using the N-gage

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SideTalking • www.sidetalkin.com

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INTERACTION DESIGN

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Interaction Design

“Designing interactive products to support people in their everyday and working lives” Preece, J., (2002). Interaction Design

•  Design of User Experience with Technology

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Bill Verplank on Interaction Design

•  https://www.youtube.com/watch?v=Gk6XAmALOWI

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•  Interaction Design involves answering three questions: • What do you do? - How do you affect the world? • What do you feel? – What do you sense of the world? • What do you know? – What do you learn?

Bill Verplank

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• Artist/Engineer: • concerned with what’s on the screen

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• Interface Designer: • concerned with person in front of the screen • often takes static view of interface

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•  Interaction Designer • Concerned with engaging with technology over time • Creating two way conversation with machine

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What is Interaction Design?

•  https://www.youtube.com/watch?v=OZPLCjrewj8

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HCI and Interaction Design

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Interaction Design Process

Evaluate

(Re)Design

Identify needs/ establish

requirements

Build an interactive version

Final Product Develop alternative prototypes/concepts and compare them And iterate, iterate, iterate....

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DISCOVERY

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Interaction Design Process

Evaluate

(Re)Design

Identify needs/ establish

requirements

Build an interactive version

Final Product Develop alternative prototypes/concepts and compare them And iterate, iterate, iterate....

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Goal

Create a deep understanding of the user and problem space

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Who are your Users?

Everyone!

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Understanding Specific Needs

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Designing for Everyone

Designing for Everyone pleases No one

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Who REALLY are your Users/Stakeholders?

• Not as obvious as you think: —  those who interact directly with the product —  those who manage direct users —  those who receive output from the product —  those who make the purchasing decision —  those who use competitor’s products • Three categories of user (Eason, 1987): —  primary: frequent hands-on

—  secondary: occasional or via someone else

—  tertiary: affected by its introduction, or will influence its purchase

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Smart Shopping Cart

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Smart Shopping Cart

•  https://www.youtube.com/watch?v=OeSqnLZXKM4

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Who are the Stakeholders?

Check-out operators

Customers Managers and owners

• Suppliers • Local shop owners

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What do we mean by ‘needs’? •  Users rarely know what is possible

•  Users can’t tell you what they ‘need’ to achieve goals

•  Instead, look at existing tasks: –  their context

–  what information do they require?

–  who collaborates to achieve the task?

–  why is the task achieved the way it is?

•  Envisioned tasks: –  can be rooted in existing behaviour

–  can be described as future scenarios

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Consider the Whole User

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Needs Analysis Methods

Learn from people

Learn from analogoussettings

Learn from Experts

Immersive yourself in context

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Learn from People • Who

•  Brainstorm interesting people to meet •  Think of extremes

• How •  Plan the interaction and logistics •  Invite participants • Create a trusted atmosphere

• What •  Pay attention to your environment • Capture your immediate observations

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Interviewing

• Understanding people’s thoughts, emotions, motivations • Understanding people’s choices and behaviours • Key way to identify needs

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Learn from Experts

• Experts have in-depth knowledge about topic • Can give large amount of information in short time

• Choose Participants • Expertise, radical opinion, etc

• Set up for productive conversation • Plan, capture, document

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Immersive yourself in Context

• Observing the problem space around you • Plan observations

• What emotions do you experience? • What challenges?

• Explore and take notes • Sketches, notes, photos

• Capture what you have seen • Reflections, post-it notes

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Understanding the User

A day in the Life of.. Cultural Probes.. Role Playing..

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Cultural Probes: Equator Domestic Probes

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What? How? Why?

• Observation analysis • Start from Concrete Observation

• What is the person doing?

• Move to Understanding • How are they doing it?

• Finish with interpretation • Why are they doing it?

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Seek Inspiration in Analogous Setting

• Inspiration in different context than problem space • Eg redesign library by going to Apple store

• Think of Analogies that connect with challenge • Similar scenarios in different places

• Make arrangements for activities • Logistics

• Absorb experience • Observe, ask

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Analogous Settings

• Analogies provide way to get fresh perspective •  Identify key aspects of problem space •  Look for opportunities for analogies

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Define the Problem

•  Expresses the problem you are addressing • Defines your unique point of view

• Unique design vision based on needs analysis • Two Goals

• Deep understanding of users and design space • Actionable problem statement (point of view)

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Stakeholder

• Identify key elements of target person • Demographics • Occupation • Motivation

• Express as adjective description • Develop typical persona

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Personas •  Personas are a design tool to help visualize who you are

designing for and imagine how person will use the product •  A persona is an archetype that represents the behavior and

goals of a group of users •  Based on insights and observations from customer research •  Not real people, but synthesised from real user

characteristics •  Bring them to life with a name, characteristics, goals,

background •  Develop multiple personas

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Persona

• Capture elements relevant to problem

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Empathy Map

• Synthesize observations and draw out insight • 4 quadrant layout

• SAY: What are some quotes and defining words your user said?

• DO: What actions and behaviors did you notice? • THINK: What might your user be thinking? What does this tell you about his or her beliefs?

• FEEL: What emotions might your subject be feeling?

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Empathy Map

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•  https://www.youtube.com/watch?v=oyMqNFG1wgM

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Example

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Expressing the Problem

[User] needs [verb phrase] in a way that [way] How might we [verb phrase] ?

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Need • Human emotional or physical necessities.

• Needs help define your design

• Needs are verbs not Nouns • Verbs - (activities and desires) • Nouns (solutions)

• Identify needs directly out of the user traits you noted, or from contradictions between • disconnect between what she says and what she does..

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Insight

• A remarkable realization that you could leverage to better respond to - a design challenge.

• Insights often grow from contradictions between two user attributes • either within a quadrant or two different quadrants

• Asking “Why?” when you notice strange behavior.

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Problem Definition Creates Insight

User + Need = Insight

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www.empathiccomputing.org

@marknb00

[email protected]


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