分享HCI(Human-Computer Interaction)课程知识点

Human-Computer Interaction (HCI) Introduction

What is HCI, and Why is it Important?HCI的定义及重要性

Human-Computer Interaction (HCI) is both a multidisciplinary academic field and a design system for computing technology to be used directly by users. It focuses on the interfaces between people and computers.人机交互(HCI)既是一个多学科的学术领域,也是一个设计系统,旨在让计算技术直接被用户使用。它的重点是人与计算机之间的界面。

Examples of Human-Computer Interfaces人机交互界面的例子

  • Phone/computer operating systems手机/计算机操作系统
  • Car center consoles汽车中控台
  • Webpages网页
  • Airplane control panels飞机控制面板

Why Does a Well-Designed HCI Matter?良好设计的HCI为何重要

  • Business success业务成功
  • Safety: aviation安全性:航空
  • Safety: nuclear power安全性:核能

Usability Paradigm可用性范式

We want our product to be "easy to learn, easy to use."我们希望我们的产品“易学,易用”。

HCI Design Cycle HCI设计周期

  1. Understand user needs了解用户需求
  2. Design possibilities and bring them into being with new technology设计可能性并将其转化为新技术
  3. Evaluate the interactive technologies people use and experience (during both design phase and operation phase)评估人们使用和体验的交互技术(在设计阶段和操作阶段)

Who Should Be Involved in HCI?谁应该参与HCI

HCI is interdisciplinary.HCI是跨学科的。

HCI and Design Cycle Summary HCI和设计周期总结

  • HCI is about understanding contemporary human needs, practices, and aspirations, including how those activities are embodied, elaborated, but also perhaps limited by current infrastructures and tools.
  • HCI is about understanding practices and activities specifically as requirements and design possibilities and bringing them into being with new technology.
  • HCI is also about evaluating how those interactions evolve as people appropriate technologies, as their expectations, concepts, and skills develop, and as they articulate new needs and new interests for interactive technology.
  • HCI涉及理解当代人类的需求、实践和愿望,包括这些活动如何具体体现、阐述,但也可能受到现有基础设施和工具的限制。
  • HCI涉及理解实践和活动,特别是作为需求和设计可能性,并通过新技术将其实现。
  • HCI还涉及评估这些交互如何随着人们对技术的适应而演变,随着他们的期望、概念和技能的发展,以及他们如何表达对交互技术的新需求和新兴趣。

This summary provides a structured understanding of HCI, highlighting its importance, examples, design cycle, and the interdisciplinary nature of the field.

User-Centered Approach in HCI

Lecture Objectives

  • Describe the concept of the user-centered approach.
  • Provide the principles for ‘useful & easy to use’ in HCI design.
  • Explain the concept of Personas and Scenarios in HCI.
  • 描述以用户为中心方法的概念。
  • 在人机交互设计中提供“有用和易于使用”的原则。
  • 解释人机交互中人物角色和场景的概念。

User-Centered Approach用户中心方法

Real users and their goals, not just technology, are the driving force behind product development. A well-designed system:

  • Makes the most of human skill and judgment. Intuitive and easy to use.
  • Is directly relevant to the targeted activity, shielding users from unnecessary information.
  • Supports rather than constrains the user, offering good functionality.
    真实的用户及其目标,而不仅仅是技术,是产品开发的驱动力。一个设计良好的系统:
  • 最大限度地发挥人类技能和判断力。直观且易于使用。
  • 直接与目标活动相关,将用户从不必要的信息中屏蔽。
  • 支持而不是限制用户,提供良好的功能。

“Useful & Easy to Use” HCI Principles “有用且易用”的HCI原则

  1. **Early Focus on Users and Tasks **
    • Understanding who the users will be by studying their cognitive, behavioral, anthropomorphic, and attitudinal characteristics. Observe users first, then involve them in the design process.
    • Sub-principles:
      1. User’s tasks and goals drive development.
      2. Study user’s behavior and context of use, designing the system to support them.
      3. Capture and design for user’s characteristics.
      4. Consult users throughout development.
      5. Make all design decisions within the context of the users, their activities, and their environment.
  2. Empirical Measurement
    • Observing and measuring the reactions and performance of intended users.
  3. Iterative Design
    • Fixing problems found in user testing, followed by more tests and observations. The design-test-measure-redesign cycle is iterative.
  4. 早期关注用户和任务
    • 通过研究用户的认知、行为、人类学和态度特征来了解他们是谁。先观察用户,然后将他们纳入设计过程。
    • 子原则:
      1. 用户的任务和目标驱动开发。
      2. 研究用户的行为和使用环境,设计支持他们的系统。
      3. 捕捉和设计用户的特征。
      4. 在整个开发过程中咨询用户。
      5. 在用户及其活动和环境的背景下做出所有设计决策。
  5. 经验测量
    • 观察和测量目标用户的反应和表现。
  6. 迭代设计
    • 修复用户测试中发现的问题,然后进行更多测试和观察。设计-测试-测量-重新设计的循环是迭代的。

Why Was the iPod User Experience Such a Success?为什么iPod的用户体验如此成功?

  • Planned user experience from the start. 从一开始就计划用户体验。
  • Simple, elegant, distinct brand, pleasurable, must-have fashion item, catchy names, cool. 简单、优雅、独特的品牌、令人愉悦、必备的时尚单品、朗朗上口的名字、酷炫。

Accessibility and Inclusiveness 无障碍和包容性

Accessibility: The extent to which an interactive product is accessible by as many people as possible, focusing on people with disabilities.

Inclusiveness: Making products and services that accommodate the widest possible number of people.

无障碍:互动产品可供尽可能多的人访问的程度,重点是残疾人。

包容性:使尽可能多的人能够使用的产品和服务。

Understanding Disability 理解残疾

Disabilities can be classified as: 残疾可以分类为

  • Sensory impairment (e.g., loss of vision or hearing)
  • Physical impairment (e.g., loss of functions to one or more parts of the body after a stroke or spinal cord injury)
  • Cognitive impairment (e.g., learning impairment or loss of memory/cognitive function due to old age)

Impairment can be categorized as:损伤可以分类为

  • Permanent (e.g., long-term wheelchair user)
  • Temporary (e.g., after an accident or illness)
  • Situational (e.g., a noisy environment that makes hearing difficult)

残疾可以分类为:

  • 感觉障碍(如视力或听力丧失)
  • 身体障碍(如中风或脊髓损伤后身体某部分功能丧失)
  • 认知障碍(如老年导致的学习障碍或记忆/认知功能丧失)
    损伤可以分类为:
  • 永久性(如长期轮椅使用者)
  • 临时性(如事故或疾病后)
  • 情景性(如嘈杂环境使人听不见)

Cultural Differences 文化差异

Different cultures use different date formats:不同文化使用不同的日期格式

  • 10-07-2022 (U.S.)
  • 07-10-2022 (Europe)
  • 2022-10-07 (China)

Persona Model角色模型

A persona is a meta user whose goals and characteristics represent the cluster of users identified during the research phase. It includes behavior patterns, goals, skills, attitudes, frustrations, biographical information, and personality traits. Personas are important because:

  • They project empathy.
  • They shape the product’s strategy.
  • They translate user research.
  • They reflect user patterns.

角色是一个虚拟用户,其目标和特征代表了研究阶段确定的用户群体。它包括行为模式、目标、技能、态度、挫折、传记信息和个性特征。角色很重要,因为:

  • 它们体现同理心。
  • 它们塑造产品策略。
  • 它们传达用户研究。
  • 它们反映用户模式。

Scenarios情境

A scenario describes one use of a product or one example of achieving a goal. It helps to scope potential design choices and emphasizes context, usability, and user experience goals.情境描述了产品的一种使用或实现目标的一个例子。它有助于确定潜在的设计选择,强调上下文、可用性和用户体验目标。

Summary

  • User-centered approach puts users and their goals as the driving force behind developments.

  • Three “useful & easy to use” HCI principles:

    1. Early focus on users and tasks.
    2. Empirical measurements.
    3. Iterative design.
  • Accessibility and inclusiveness must be taken into account.

  • Personas are meta users representing the target user group.

  • Scenarios describe how personas behave as a sequence of events and drive design choices.

  • 用户中心方法将用户及其目标作为开发的驱动力。

  • 三个“有用且易用”的HCI原则:

    1. 早期关注用户和任务。
    2. 经验测量。
    3. 迭代设计。
  • 必须考虑无障碍和包容性。

  • 角色是代表目标用户群体的虚拟用户。

  • 情境描述了角色作为一系列事件的行为,并驱动设计选择。

Cognition and Design Heuristics in HCI 人机交互中的认知与设计启发式

Lecture Objectives

  • Understand the importance of cognitive principles in HCI.理解认知原则在人机交互中的重要性。
  • Recognize the impact of emotion in the user experience.认识到情感在用户体验中的影响。
  • Provide a set of principles that can make the design more likely to satisfy user’s needs.提供一套可以使设计更有可能满足用户需求的原则。

Cognitive Design认知设计

Humans have built-in tendencies to perceive the world in certain ways. Designs that follow cognitive design principles are more likely to satisfy user’s needs. Cognition refers to various processes occurring in the human mind when carrying out everyday activities, such as:
人类有内置的倾向以某种方式感知世界。遵循认知设计原则的设计更可能满足用户的需求。认知是指人在日常活动中发生的各种心理过程,例如:

  • Attention注意力
  • Perception感知
  • Memory记忆
  • Learning学习
  • Reading, speaking, and listening阅读、说话和听力
  • Problem-solving, planning, reasoning, and decision making解决问题、计划、推理和决策

Cognitive Processes 认知过程

Attention注意力

Attention involves selecting things to concentrate on at a given time, allowing us to focus on relevant information.
注意力涉及选择在某个时间集中注意的事物,使我们能够专注于相关信息。

  • Clear Goals: Knowing exactly what you want to find out and matching it with the information available.
  • 明确目标:确切知道你想了解什么,并与可用信息相匹配。
  • Information Presentation: The way information is presented influences how easy it is to comprehend.
  • 信息呈现:信息呈现的方式影响理解的难易程度。

Cognitive Shift 认知转换

A cognitive shift is triggered by the brain’s response to an external force. We notice things that are different or novel, which can be used to direct users’ attention helpfully.
认知转换由大脑对外部力量的反应触发。我们会注意到不同或新颖的事物,这可以用来有益地引导用户的注意力。

Cognitive Load认知负荷

Cognitive load is the total mental effort required to process information related to reasoning and decision-making. To reduce cognitive load:
认知负荷是处理与推理和决策相关的信息所需的总心理努力。减少认知负荷的方法包括:

  • Avoid cluttering interfaces with too much information.

  • Use clear and relevant information.

  • 避免界面上信息过多。

  • 使用清晰和相关的信息。

Perception感知

Perception refers to how information is acquired from the environment via the five senses and transformed into experiences.
感知是指通过五种感官从环境中获取信息并转化为体验的过程。

  • Chunking: Present information in chunks rather than long lists.
  • 分块:将信息分块呈现,而不是长列表。

Design Principles Following Perception根据感知的设计原则

  • Design icons and graphical representations to be easily distinguishable.

  • Use obvious separators and white space for grouping information.

  • Design audio sounds to be distinguishable.

  • Use proper color contrast techniques.

  • 设计容易区分的图标和图形表示。

  • 使用明显的分隔符和空白来分组信息。

  • 设计易于区分的音频声音。

  • 使用适当的颜色对比技术。

Visibility可见性

Visible functions make it more likely that users will know what to do next.

可见功能使用户更有可能知道接下来该做什么。

Feedback反馈

Feedback involves sending back information about what action has been done and what has been accomplished.

反馈涉及发送关于已完成的操作和已实现目标的信息。

Memory记忆

Memory involves recalling knowledge that allows people to act appropriately. To aid memory:

  • Reduce cognitive load by avoiding long and complicated procedures.
  • Promote recognition rather than recall using familiar interaction patterns.
  • Provide various ways of labeling digital information.

记忆涉及回忆知识,使人们能够适当行动。帮助记忆的方法包括:

  • 通过避免长而复杂的程序来减少认知负荷。
  • 使用熟悉的交互模式促进识别而不是回忆。
  • 提供多种标记数字信息的方法。

Consistency一致性

Consistency involves designing interfaces with similar operations and elements for similar tasks.

一致性涉及设计具有类似操作和元素的界面以完成类似任务。

Affordances可供性

Affordances are properties of stimuli that imply how they can be used. If something looks clickable, make sure it is clickable.

可供性是刺激物的属性,暗示它们可以如何使用。如果某物看起来可以点击,确保它是可点击的。

Learning 学习

Learning involves the accumulation of skills and knowledge. It can be incidental or intentional.

  • Incidental Learning: Occurs without intention, such as recognizing faces.
  • Intentional Learning: Goal-directed activity to remember acquired knowledge or skills.

学习涉及技能和知识的积累。它可以是偶然的或有意的。

  • 偶然学习:无意中发生,例如识别面孔。
  • 有意学习:有目标的活动,以记住获得的知识或技能。

Design Principles Following Learning 根据学习的设计原则

  • Encourage exploration in interfaces.

  • Constrain and guide users to select actions when initially learning.

  • 鼓励界面中的探索。

  • 限制和引导用户在初学时选择操作。

Reading, Speaking, and Listening 阅读、说话和听力

These forms of language processing have similar and different properties.

  • Reading: Permanent, quicker.
  • Listening: Transient, requires less cognitive effort.
  • Speaking: Often ungrammatical, less formal.

这些语言处理形式有相似和不同的特性。

  • 阅读:持久,速度快。
  • 听力:短暂,需要较少的认知努力。
  • 说话:通常不合语法,结构较不正式。

Design Principles Following Reading, Speaking, and Listening 根据阅读、说话和听力的设计原则

  • Keep speech-based menus and instructions short.
  • Provide opportunities to enlarge text on screen.
  • 保持语音菜单和指令简短。
  • 提供放大屏幕文本的机会。

Problem-Solving, Planning, Reasoning, and Decision-Making 解决问题、计划、推理和决策

Provide information and help pages. Use simple functions to support decision-making and planning.

提供信息和帮助页面。使用简单功能支持决策和计划。

Emotion 情感

Emotional interaction is concerned with what makes people feel various emotions. This knowledge informs the design of the user experience.

情感互动关注是什么让人们感到各种情感。此知识有助于设计用户体验。

User Experience Goals 用户体验目标

Desirable Aspects: Satisfying, fun, engaging, exciting, etc.
Undesirable Aspects: Boring, frustrating, annoying, etc.

理想方面:令人满意、有趣、吸引人、令人兴奋等。
不理想方面:无聊、令人沮丧、烦人等。

Emotional Design for Web Applications 网页应用的情感设计

Two common ways to add an emotional dimension are through images and color. Different colors evoke different emotions and meanings.

添加情感维度的两种常见方式是通过图像和颜色。不同的颜色唤起不同的情感和意义。

Summary

  • Designs following cognitive principles are more likely to satisfy user’s needs.

  • Cognitive processes include attention, perception, memory, learning, reading, speaking, listening, problem-solving, planning, reasoning, and decision-making.

  • Emotional interaction affects how people feel in their user experience.

  • Two common ways to add an emotional dimension are through images and color manipulation.

  • 遵循认知原则的设计更有可能满足用户的需求。

  • 认知过程包括注意力、感知、记忆、学习、阅读、说话、听力、解决问题、计划、推理和决策。

  • 情感互动影响人们在用户体验中的感受。

  • 添加情感维度的两种常见方式是通过图像和颜色操作。

User Needs in HCI 用户需求

Lecture Objectives

  • Discuss different approaches for a successful data gathering program.

  • Explain how to plan and carry out an observation.

  • Describe how to plan and run an interview.

  • Discuss the elements of a simple questionnaire.

  • 讨论成功的数据收集程序的不同方法。

  • 解释如何计划和执行观察。

  • 描述如何计划和进行面试。

  • 讨论简单问卷的要素。

HCI CycleHCI循环

  1. Define定义
  2. Discover 发现
  3. Articulate Requirements 阐明需求
  4. Design based on Heuristics 基于启发式方法设计
  5. Develop 开发
  6. Check Usability 检查可用性
  7. Create a Prototype 创建原型

Finding User Needs Purpose 寻找用户需求的目的

  • Understand who our users are and the circumstances which lead them to use a product or service.

  • Gain empathy for users by discovering the motivations and emotions that guide behaviors.

  • Ensure the things we build help people to find or complete something they need to do.

  • Save time and money by avoiding spending on things people don’t actually need.

  • Identify needs gaps within a system and discover opportunities by recognizing those gaps.

  • 了解我们的用户是谁以及导致他们使用产品或服务的情况。

  • 通过发现引导行为的动机和情感来获得对用户的同理心。

  • 确保我们构建的东西能帮助人们找到或完成他们需要做的事情。

  • 节省时间和金钱,避免将资金花在用户不需要的东西上。

  • 识别系统中的需求差距,通过识别这些差距发现机会。

Collecting Data to Find User Needs 收集数据以发现用户需求

  • Observation 观察
  • Interview 面试
  • Focus group 焦点小组
  • Questionnaire 问卷调查

Five Key Issues on Data Collection 数据收集的五个关键问题

  1. Setting goals: Understand why you are collecting data, e.g., to understand behavior related to a technology in place.

  2. Identifying participants: Decide from whom to gather data; this is called the study population. For large groups, a sample is selected.

  3. Determining the number of participants: Based on criteria like saturation, cost, feasibility, guidelines, and prospective statistical analysis.

  4. Relationship with participants: Maintain a clear and professional relationship, obtain signed informed consent when appropriate.

  5. Triangulation: Look at data from more than one perspective, use different sources, and collect various types of data.

  6. 设定目标:了解你为什么要收集数据,例如,了解与现有技术相关的行为。

  7. 确定参与者:决定从谁那里收集数据;这被称为研究人群。对于大群体,选择样本。

  8. 确定参与者数量:基于饱和度、成本、可行性、指南和预期统计分析等标准。

  9. 与参与者的关系:保持清晰和专业的关系,在适当情况下获取签署的知情同意书。

  10. 三角测量:从多个角度看数据,使用不同来源,收集各种类型的数据。

Observations 观察

  • Help designers understand the user’s context, tasks, and goals.

  • Direct observation in the field: Observing individuals in their natural setting.

  • Direct observation in controlled environments: Observing individuals in a usability laboratory.

  • Indirect observation: Tracking users’ activities through diaries, interaction logging, or video and photographs collected remotely.

  • 帮助设计师了解用户的上下文、任务和目标。

  • 现场直接观察:在自然环境中观察个体。

  • 控制环境中的直接观察:在可用性实验室中观察个体。

  • 间接观察:通过日记、交互日志或远程收集的视频和照片跟踪用户活动。

In-field vs. Controlled Environment 现场与控制环境

**In-field Observations ** 现场观察

  • Advantages: Real user behavior, direct observation of delight and frustrations.
  • Disadvantages: Potential loss of objectivity, qualitative data, difficult to replicate conditions.
  • 优点:真实的用户行为,直接观察到的愉悦和挫折。
  • 缺点:可能失去客观性,定性数据,难以复制条件。

Controlled Environment Observations 控制环境中的观察

  • Advantages: Easy to replicate, benchmark user performance, more objective.
  • Disadvantages: Artificial setting, unknown real-world effectiveness.
  • 优点:易于复制,基准用户性能,更加客观。
  • 缺点:人工环境,未知的真实环境中的有效性。

Frameworks for Observation in the Field 现场观察框架

Frameworks help to focus observations by understanding the context, setting goals, and structuring the data being collected.

框架通过理解上下文、设定目标和构建收集的数据来帮助集中观察。

Interviews

Types of Interviews 面试类型

  1. Unstructured Interviews: Similar to a conversation around a topic with open questions.

  2. Structured Interviews: Predetermined questions with closed answers, tightly scripted.

  3. Semi-structured Interviews: Combination of unstructured and structured interviews, using both open and closed questions.

  4. 无结构面试:类似于围绕一个主题的对话,使用开放性问题。

  5. 结构化面试:预定问题,封闭式答案,严格编写。

  6. 半结构化面试:无结构和结构化面试的结合,使用开放和封闭问题。

Running the Interview 进行面试

  1. Introduction: Introduce yourself and the aims of the interview.

  2. Warm-up Session: Ask easy, nonthreatening questions first.

  3. Main Session: Ask questions in a logical sequence, leave probing questions for the end.

  4. Cooling-off Period: Ask a few easy questions to diffuse any tension.

  5. Closing Session: Thank the interviewee and finish the interview.

  6. 介绍:介绍自己和面试的目的。

  7. 热身阶段:先问一些简单的、无威胁性的问题。

  8. 主要阶段:按逻辑顺序提问,将探究性问题留到最后。

  9. 冷静期:问一些简单的问题以缓解可能产生的紧张。

  10. 结束阶段:感谢受访者并结束面试。

Focus Groups 焦点小组

Focus groups are group interviews where participants provide a representative sample of the target population.

焦点小组是群体面试,参与者提供目标人群的代表性样本。

Advantages:

  • Collect multiple views. 收集多个观点。
  • Efficient way to test shared issues. 测试共享问题的有效方法。
  • Promotes collaboration. 促进合作。

Disadvantages:

  • Dominant characters may take over. 强势人物可能会接管。
  • Limited sample size. 样本量有限。

Questionnaires 问卷调查

Questionnaires are similar to interviews but can be distributed to a large number of participants. They can be administered without anyone else present but the user.
问卷调查类似于面试,但可以分发给大量参与者。可以在没有其他人存在的情况下进行。

Question and Response Formats: 问题和回答格式

  1. Check Boxes: For closed-ended questions allowing only one response.

  2. Ranges: Setting non-overlapping intervals.

  3. Likert Scales: Measuring opinions, attitudes, beliefs, or user satisfaction.

  4. Semantic Differential Scales: Exploring bipolar attitudes by choosing a point between two extremes.

  5. Open-ended Questions: Allow freedom to express opinions.

  6. 复选框:用于封闭式问题,只允许一个回答。

  7. 范围:设置不重叠的区间。

  8. 利克特量表:测量意见、态度、信仰或用户满意度。

  9. 语义差异量表:通过在两个极端之间选择一个点来探索两极态度。

  10. 开放性问题:允许自由表达意见。

Advantages of Online Questionnaires: 在线问卷的优点

  • Easy and quick to distribute.

  • Quick responses.

  • No copying and postage costs.

  • Data can be collected in a database for analysis.

  • Reduced time required for data analysis.

  • Errors can be corrected easily.

  • 分发容易快捷。

  • 快速响应。

  • 无需复制和邮寄费用。

  • 数据可以收集到数据库中进行分析。

  • 减少数据分析所需的时间。

  • 错误可以轻松更正。

Data Collection Techniques Summary

Technique Good for Kind of Data Advantages Disadvantages
Direct observation in field Understand context Qualitative Unique insight from being in situ Very time-consuming
Direct observation in controlled Capture the detail Quantitative & qualitative Ensures replicability Possible limited use in real environment
Indirect observation No disturbances to user Quantitative & qualitative Unobtrusive, large data volumes can be logged Tools needed to analyze large volumes of data
Interviews Exploring issues Qualitative, some quantitative Modulate the interview structure Artificial environments can intimidate
Focus groups Multiple views Qualitative, some quantitative Shared user issues can be discussed Possibility of dominant characters
Questionnaires Large dissemination Quantitative & qualitative Reach many people, easy data collection Response rates may be low

数据收集技术总结

技术 适用范围 数据类型 优点 缺点
现场直接观察 了解上下文 定性 在现场获得独特见解 非常耗时
控制环境中的直接观察 捕捉细节 定量与定性 确保可重复性 在现实环境中的使用可能有限
间接观察 不干扰用户 定量(日志记录)与定性(日记) 不干扰,能够记录大量数据 分析大量数据需要工具
面试 探索问题 定性,一些定量 可以调节面试结构 人工环境可能会让受访者感到害怕
焦点小组 多视角 定性,一些定量 讨论共享的用户问题 可能会有强势角色主导
问卷调查 大范围传播 定量与定性 能够接触到许多人,数据收集容易 回复率可能会低

Summary

  • Finding who the users are and identifying their needs can be achieved by different methods of data collection including observations, interviews, and questionnaires.

  • Observations can be done in the field, in controlled environments, or through indirect observation.

  • Interviews can be structured, unstructured, or semi-structured.

  • Focus groups can be assimilated to a group interview.

  • Questionnaires can be distributed to a large number of participants with various question formats.

  • 通过不同的数据收集方法,包括观察、面试和问卷调查,可以找到用户是谁并识别他们的需求。

  • 观察可以在现场、控制环境中或通过间接观察进行。

  • 面试可以是结构化、非结构化或半结构化的。

  • 焦点小组可以等同于群体面试。

  • 问卷调查可以分发给大量参与者,具有多种问题格式。

Articulation of Requirements in HCI HCI中需求的表达

Lecture Objectives

  • Understand different methods of quantitative and qualitative data analysis.

  • Explain how data gathering techniques may be used to discover requirements.

  • Discuss an example of articulation of requirements from a research study.

  • 了解定量和定性数据分析的不同方法。

  • 解释如何使用数据收集技术来发现需求。

  • 讨论一个研究研究中的需求阐明示例。

From Data to Requirement Building 从数据到需求构建

  1. Data Interpretation: Interpretation of findings after data collection can be achieved with different types of analysis.

  2. Articulation of Requirements

  3. 数据解释:数据收集后的发现解释可以通过不同类型的分析来实现。

  4. 需求阐明

Quantitative and Qualitative Data 定量和定性数据

Quantitative Data: Expressed as numbers.
Qualitative Data: In the form of words and images; difficult to measure sensibly as numbers.

定量数据:以数字表示。
定性数据:以文字和图像形式表示;难以用数字合理测量。

Quantitative Analysis

Simple Quantitative Analysis:

  • Averages:
    • Mean: Add up values and divide by the number of data points.
    • Median: Middle value of data when ranked.
    • Mode: Value that appears most often in the data.
  • Percentages
  • Graphical Representations: Give an overview of data.

净推荐值

净推荐值(NPS)是基于单个调查问题的市场研究指标,要求受访者评估他们向朋友或同事推荐公司、产品或服务的可能性。

  • Promoter: 9 to 10
  • Passive: 7 to 8
  • Detractor: 0 to 6

Qualitative Analysis Methods 定性分析方法

  1. Thematic Analysis: Emergent from data, dependent on observation framework if used.

  2. Categorizing Data: Categorization scheme may be emergent or pre-specified.

  3. Looking for Critical Incidents: Helps to focus on key events.

  4. 主题分析:从数据中出现,依赖于使用的观察框架。

  5. 数据分类:分类方案可能是新兴的或预先指定的。

  6. 寻找关键事件:有助于关注关键事件。

Thematic Analysis 主题分析

Thematic analysis is a method of breaking down and organizing rich data from qualitative research. It aims at finding themes.

主题分析是一种分解和组织定性研究中丰富数据的方法。它旨在找到主题。

Affinity Diagrams 亲和图

Affinity diagrams were initially developed as a business tool to allow large numbers of ideas from brainstorming to be sorted into groups based on their natural relationships.

亲和图最初是作为商业工具开发的,允许将头脑风暴产生的大量想法根据其自然关系分组。

Categorizing Data 数据分类

When a set of theme categories exist, these can be used to look for patterns in the data. Categories may come from previous studies, system standards, or expert knowledge. Categorizing data is also known as coding.

当存在一组主题类别时,可以用这些类别在数据中寻找模式。类别可能来自先前的研究、系统标准或专家知识。数据分类也称为编码。

Coding a ‘Think Aloud’ Transcription 编码“思维出声”记录

Extract of Armitage et al., 2004 on online education material:
“Well, looking at the map, again there’s no obvious start point, there should be something highlighted that says, ‘start here.’”

Armitage等人2004年在线教育材料摘录
“嗯,看地图时,再次没有明显的起点,应该有一些突出显示的东西说,‘从这里开始’。”

Critical Incident Analysis 关键事件分析

Critical incident analysis refers to identifying only facts and events that are significant or pivotal to the activity being observed, in a desirable or undesirable way.

关键事件分析是指识别对观察活动具有重要或关键意义的事实和事件,以期望的或不期望的方式。

Articulation of Requirements 需求的阐明

Discovering requirements focuses on exploring the problem space and defining what will be developed. A requirement is a statement about an intended product that specifies what it is expected to do or how it will perform. Requirements come in different forms and at different levels.

发现需求集中于探索问题空间并定义将要开发的内容。需求是关于预期产品的声明,规定了其预期的功能或表现。需求有不同的形式和不同的层次。

Different Types of Requirements 不同类型的需求

  • Functional Requirements: What the product will do.

  • Data Requirements: Persistence, size, amount, accuracy.

  • Environmental Requirements: Context of use, physical environment, social environment, organizational environment.

  • User Characteristics: Educational background, abilities, skills.

  • Usability Goals: Performance, safety.

  • User Experience Goals: Cognitively stimulating, being comfortable.

  • 功能需求:产品将做什么。

  • 数据需求:持久性、大小、数量、准确性。

  • 环境需求:使用环境、物理环境、社会环境、组织环境。

  • 用户特征:教育背景、能力、技能。

  • 可用性目标:性能、安全性。

  • 用户体验目标:认知刺激、舒适。

Articulation of Requirement as an Atomic Shell 需求作为原子壳的阐明

Example:

  • Requirement #3
  • Requirement Type: Functional
  • Description: The product information shall include “eco-friendly” criteria verification.
  • Rationale: Provide how the product has been pre-vetted reassures the customer.
  • Source: Stakeholders (users)
  • Customer Satisfaction: High
  • Customer Dissatisfaction: Low
  • Dependencies: None
  • Conflicts: None
  • Supporting Materials: Green Seal document for general sustainability
  • History: Raised by LP, 24 Oct

示例

  • 需求 #3
  • 需求类型:功能性
  • 描述:产品信息应包括“环保”标准验证。
  • 理由:提供产品预先审核的方式让客户放心。
  • 来源:利益相关者(用户)
  • 客户满意度:高
  • 客户不满意度:低
  • 依赖性:无
  • 冲突:无
  • 支持材料:通用可持续性绿色印章文件
  • 历史:由LP提出,10月24日

Articulate Requirements as User Stories 需求以用户故事的形式阐明

User stories communicate requirements between team members. Each story represents a unit of customer-visible functionality to clarify requirements.

Example:
As a parent, I want to shop for clothes that are eco-friendly so that our planet is not impacted.

用户故事在团队成员之间传达需求。每个故事代表一个客户可见的功能单元,以澄清需求。

示例
作为一个家长,我希望购买环保的衣服,这样我们的星球就不会受到影响。

Articulation of Requirements in a Persona 需求在角色中的阐明

Personas help communicate the product’s purpose and vision. They complement basic requirement information and can guide product development on unspecified issues.

角色有助于传达产品的目的和愿景。它们补充基本的需求信息,并且可以在未明确的问题上指导产品开发。

Summary

  • Interpretation of findings after data collection can be achieved with different types of analysis.

  • Descriptive statistics and graphical representations are useful for quantitative data.

  • Qualitative data from interviews and observations require transcription if the raw data is in the form of audio or video recordings.

  • Qualitative analysis methods include thematic analysis, categorizing data, and critical incidents.

  • 数据收集后的发现解释可以通过不同类型的分析来实现。

  • 描述性统计和图形表示对定量数据有用。

  • 来自面试和观察的定性数据如果是音频或视频记录形式的原始数据,则需要转录。

  • 定性分析方法包括主题分析、数据分类和关键事件分析。

Design and Prototyping in HCI 设计和原型

Lecture Objectives

  • Understand the different principles of design in HCI.

  • Explain what involves developing a conceptual model.

  • Recognize the different types and techniques in prototyping.

  • 了解HCI中不同的设计原则。

  • 解释开发概念模型所涉及的内容。

  • 认识原型设计的不同类型和技术。

Design Principles 设计原则

Design principles are derived from theory-based knowledge, experience, and common sense. They are prescriptive, suggesting what to provide and avoid in interface and interaction design. Key design principles include:

  1. Visibility/Discoverability: Increases understanding of available options and where to perform them. The more visible functions are, the more likely users will know what to do next.

设计原则来源于基于理论的知识、经验和常识。它们是规范性的,建议在界面和交互设计中提供和避免的内容。关键设计原则包括:

  1. 可见性/可发现性:增加对可用选项及其执行位置的理解。功能越可见,用户越可能知道接下来该做什么。

Cognition Principles Linked to Discoverability 与可发现性相关的认知原则

  • Attention and Focal Points: Calls to action, images, icons, and headers.

  • Make Information Salient: Design icons and graphical representations so users can distinguish them.

  • Colour Contrast

  • Information Presentation & Visual Hierarchy: Content structured in order of priority; avoid cluttering interfaces.

  • Affordances & Signifiers: Affordances define possible actions on an object, while signifiers specify how to discover those possibilities.

  • 注意力和焦点:行动号召、图像、图标和标题。

  • 使信息突出:设计图标和图形表示,使用户可以区分它们。

  • 颜色对比

  • 信息呈现与视觉层次:按优先级排列内容;避免界面混乱。

  • 可供性和指示符:可供性定义对象上可能的操作,而指示符指定如何发现这些可能性。

Feedback 反馈

Feedback involves sending back information about what action has been done and what has been accomplished. Feedback can be given in various forms such as audio, tactile, verbal, visual, or a combination of these.

反馈涉及发送有关已完成的操作及其结果的信息。反馈可以通过多种形式给出,如音频、触觉、语言、视觉或这些形式的组合。

Constraints and Consistency 约束和一致性

  • Constraints: Restrict the kind of user interaction that can take place at a given moment, reducing cognitive load.

  • Consistency: Use similar operations and elements for achieving similar tasks. Consistency in colors, placement of items, etc.

  • 约束:限制在特定时刻可以进行的用户交互类型,减少认知负荷。

  • 一致性:使用相似的操作和元素完成类似任务。颜色、项目位置等的一致性。

Prototyping 原型设计

A prototype is a draft version of a product that allows exploration of ideas and demonstration of design concepts before investing in full development. Prototypes can range from paper drawings to fully functioning sites.

原型是产品的草稿版本,允许在全面开发之前探索创意和展示设计概念。原型可以从纸质图纸到完全运行的网站不等。

Benefits of Prototypes 原型的好处

  • Useful for discussing or evaluating ideas with stakeholders.

  • Serve as a communication device among team members.

  • Allow exploration of design ideas.

  • Can be used as a basis for testing.

  • Encourage reflection and answer questions.

  • Support designers in choosing between alternatives.

  • Aim to save time and money by making changes early in the development process.

  • 有助于与利益相关者讨论或评估创意。

  • 作为团队成员之间的沟通工具。

  • 允许探索设计创意。

  • 可作为测试的基础。

  • 鼓励反思并回答问题。

  • 支持设计师在选择替代方案时做出决策。

  • 通过在开发过程早期进行更改,节省时间和金钱。

Design and Prototyping is Iterative 设计和原型设计是迭代的

The process involves repeated cycles of design, prototyping, evaluation, and redesign until the final product is achieved.

该过程涉及设计、原型设计、评估和重新设计的反复循环,直到实现最终产品。

Low-Fidelity and High-Fidelity Prototypes 低保真和高保真原型

  • Low-Fidelity Prototypes: Limited function, often paper-based, quick to create, encourage user suggestions.

  • High-Fidelity Prototypes: Computer-based, allow realistic user interactions, effective in collecting true human performance data and demonstrating actual products.

  • 低保真原型:功能有限,通常基于纸质,快速创建,鼓励用户建议。

  • 高保真原型:基于计算机,允许现实的用户交互,有效收集真实的人类性能数据并展示实际产品。

Sketching as an Ideation Tool 草图作为创意工具

Sketching allows designers to try out multiple ideas quickly and iterate them before settling on one. It is not about creating art but about exploring ideas.

草图使设计师能够快速尝试多种创意并在确定之前进行迭代。这不是在创作艺术,而是在探索创意。

Storyboarding and Scenarios 故事板和场景

  • Storyboards: Series of snapshots of the product at particular points in the interaction, often used with scenarios to bring more visual detail.

  • Scenarios: Describe how a user might progress through a task or interaction with an interface.

  • 故事板:产品在特定交互点的一系列快照,通常与场景结合使用以带来更多视觉细节。

  • 场景:描述用户如何完成任务或与界面交互。

Wireframes 线框图

Wireframes are the first draft in designs, mapping out how the screen space should be managed with placeholders for content.

线框图是设计的初稿,映射出屏幕空间应如何管理,并为内容设置占位符。

Compromises in Prototyping 原型设计中的妥协

Prototypes involve compromises, often trading off breadth of features against functionality depth.

  • Horizontal Prototyping: Provides a wide breadth of features with little detail.
  • Vertical Prototyping: Focuses on a few features with deep detail.

原型设计涉及妥协,通常在功能广度与深度之间进行权衡。

  • 水平原型:提供广泛的功能,但细节较少。
  • 垂直原型:专注于少数功能,但细节丰富。

Prototyping Implementation Techniques 原型实现技术

  • Evolutionary Prototyping: Prototype evolves into the final product.

  • Throwaway Prototyping: Prototypes are stepping stones towards the final design; the final product is built from scratch.

  • 进化原型:原型演变为最终产品。

  • 一次性原型:原型是朝向最终设计的踏脚石;最终产品从头开始构建。

Summary

  • HCI follows the double diamond of design: Discover, Define, Develop, and Deliver.

  • Key design principles in HCI include Visibility/Discoverability, Affordances & Signifiers, Feedback, Constraints, and Consistency.

  • A conceptual model simplifies what people can do with a product using core components like metaphors or analogies.

  • Prototyping is an iterative process, with prototypes ranging from low-fidelity to high-fidelity.

  • Sketching, storyboarding, scenarios, wireframes, and other techniques help in the prototyping process.

  • Prototypes involve compromises and can be implemented using evolutionary or throwaway methods.

  • HCI遵循设计的双钻石模型:发现、定义、开发和交付。

  • HCI中的关键设计原则包括可见性/可发现性、可供性和指示符、反馈、约束和一致性。

  • 概念模型简化了人们可以用产品做什么,使用核心组件如隐喻或类比。

  • 原型设计是一个迭代过程,原型范围从低保真到高保真。

  • 草图、故事板、场景、线框图和其他技术在原型设计过程中起作用。

  • 原型涉及妥协,可以使用进化或一次性方法实现。

Evaluation in HCI

Lecture Objectives

  • Explain the key concepts in evaluation.

  • Introduce a range of different types of evaluation.

  • Recognize how to apply an evaluation depending on the design process and the different contexts of use.

  • 解释评估的关键概念。

  • 介绍各种评估类型。

  • 认识如何根据设计过程和不同的使用背景应用评估。

Evaluation in the HCI Cycle

  1. Define
  2. Discover
  3. Articulate Requirements
  4. Design based on Heuristics
  5. Develop
  6. Check Usability
  7. Create a Prototype
  8. Evaluation

HCI循环中的评估

  1. 定义
  2. 发现
  3. 阐明需求
  4. 基于启发式方法设计
  5. 开发
  6. 检查可用性
  7. 创建原型
  8. 评估

Evaluation

Evaluation focuses on both the usability of the system (how easy it is to learn and use) and the users’ experiences when interacting with it (how satisfying, enjoyable, or motivating the interaction is). The goal is to improve the artifact’s design.
评估关注系统的可用性(学习和使用的难易程度)和用户在交互时的体验(交互的满意度、愉悦度或激励程度)。目标是改进产品设计。

Why, What, Where, and When to Evaluate 为何、何时、何地、何种评估

  • Why: To check if users’ requirements are fulfilled and that users can interact with the product with a pleasing and engaging experience.

  • What: Ranges from early prototypes to whole systems; from a particular screen function to the entire workflow; from aesthetic to safety features.

  • Where: In natural and laboratory settings.

  • When: Throughout the different design stages; from early sketches and prototypes to nearly finished designs.

    • Formative evaluations: Happen during the design process.
    • Summative evaluation: Assess the success of a final product.
  • 为什么:检查用户需求是否得到满足,以及用户是否能愉快和投入地与产品互动。

  • 什么:从早期原型到整个系统;从特定屏幕功能到整个工作流程;从美学到安全功能。

  • 在哪里:在自然和实验室环境中。

  • 何时:在不同的设计阶段;从早期草图和原型到接近完成的设计。

    • 形成性评估:在设计过程中进行。
    • 总结性评估:评估最终产品的成功。

Types of Evaluation 评估类型

  • Controlled Settings Involving Users: Usability testing & experiments in laboratories and living labs.

  • Natural Settings Involving Users: Field studies and in-the-wild studies to see how the product is used in the real world.

  • Settings Not Involving Users: Consultants and researchers predict, analyze & verify aspects of the interface.

  • 涉及用户的受控环境:实验室和生活实验室中的可用性测试和实验。

  • 涉及用户的自然环境:实地研究和野外研究,以查看产品在现实世界中的使用情况。

  • 不涉及用户的环境:顾问和研究人员预测、分析和验证界面的各个方面。

Usability Testing 可用性测试

  • Involves recording the performance of typical users doing typical tasks.

  • Goals & questions focus on how well users perform tasks with the product.

  • Comparison of products or prototypes is common.

  • Controlled settings.

  • Users are observed and timed.

  • Interactions are recorded on video & key presses and data can be logged.

  • The data is used to calculate performance times and to identify & explain errors.

  • User satisfaction is evaluated using questionnaires & interviews.

  • 涉及记录典型用户执行典型任务的表现。

  • 目标和问题集中在用户使用产品执行任务的效果上。

  • 常见的是产品或原型的比较。

  • 受控环境。

  • 观察并计时用户。

  • 交互被视频记录,按键和数据可以记录。

  • 数据用于计算性能时间,并识别和解释错误。

  • 使用问卷和面试评估用户满意度。

Testing Conditions 测试条件

  • Usability lab or other controlled space.
  • Emphasis on selecting representative users (5-10 users typically selected) and developing representative tasks (with limited duration i.e. 30 minutes).
  • Test conditions are the same for every participant.
  • Informed consent form explains procedures and deals with ethical issues.
  • 可用性实验室或其他受控空间。
  • 重点是选择具有代表性的用户(通常选择5-10名用户)和开发具有代表性的任务(时长有限,即30分钟)。
  • 每个参与者的测试条件相同。
  • 知情同意书解释程序并处理伦理问题。

Heuristic Evaluation 启发式评估

This is an inspection evaluation delivered by experts or researchers knowledgeable about the interaction design, the needs, and typical behavior of users. The interaction interface is examined, often role-playing typical users, and suggesting problems that users would likely have when interacting with the product.

In this method, the evaluator follows 10 heuristic principles to evaluate the interface. These principles are rules and regulations to ensure the best possible relationship between people and interfaces. Initially developed by Jacob Nielsen in the early 1990s, it is based on heuristics distilled from an empirical analysis of 249 usability problems (Nielsen 1994).

这是由熟悉交互设计、用户需求和典型行为的专家或研究人员进行的检查评估。评估人员经常模拟典型用户的角色,建议用户在与产品交互时可能遇到的问题。

在这种方法中,评估人员遵循10个启发式原则来评估界面。这些原则是确保人与界面之间最佳关系的规则和规定。最初由Jacob Nielsen于1990年代初开发,基于从249个可用性问题的实证分析中提炼出的启发式方法(Nielsen 1994)。

Heuristic Principles 启发式原则

  1. Visibility of System Status: Keep users informed about what is going on, through appropriate feedback within a reasonable time.

  2. Match Between System and the Real World: Use language, phrases, and concepts familiar to the user, following real-world conventions.

  3. User Control and Freedom: Provide clearly marked “emergency exits” to leave unwanted states without extended dialogues. Support undo and redo.

  4. Consistency and Standards: Follow platform conventions to avoid confusion.

  5. Error Prevention: Design to prevent problems from occurring. Eliminate error-prone conditions or check for them and present users with a confirmation option before committing to the action.

  6. Recognition Rather Than Recall: Make objects, actions, and options visible to minimize memory load.

  7. Flexibility and Efficiency of Use: Provide accelerators for expert users to speed up interactions.

  8. Aesthetic and Minimalist Design: Dialogues should not contain irrelevant information.

  9. Help Users Recognize, Diagnose, and Recover from Errors: Use plain language for error messages, precisely indicating the problem and suggesting a solution.

  10. Help and Documentation: Provide easy-to-search, focused help and documentation.

  11. 系统状态的可见性:通过适当的反馈在合理的时间内让用户了解正在发生的事情。

  12. 系统与现实世界的匹配:使用用户熟悉的语言、短语和概念,遵循现实世界的惯例。

  13. 用户控制和自由:提供明确标记的“紧急出口”,以便在不需要的状态下退出,而无需经过长时间对话。支持撤销和重做。

  14. 一致性和标准:遵循平台惯例以避免混淆。

  15. 错误预防:设计以防止问题发生。消除易出错的条件,或检查它们并在执行操作前向用户提供确认选项。

  16. 识别而非回忆:使对象、操作和选项可见,以减少记忆负担。

  17. 灵活性和使用效率:为专家用户提供加速器,以加快交互速度。

  18. 美观和简约设计:对话不应包含无关信息。

  19. 帮助用户识别、诊断和恢复错误:使用简单语言表达错误消息,准确指明问题并建议解决方案。

  20. 帮助和文档:提供易于搜索、重点突出的帮助和文档。

Severity Rating in Heuristic Evaluation 启发式评估中的严重性评级

  • 0 = No problem: This is not a usability problem.

  • 1 = Cosmetic: Correction is required only if more time is available.

  • 2 = Minor: There is a low priority for problem correction.

  • 3 = Major: There is a high priority for problem correction.

  • 4 = Catastrophic: The product can be used only if the problem is corrected.

  • 0 = 无问题:这不是一个可用性问题。

  • 1 = 外观问题:只有在有更多时间时才需要修正。

  • 2 = 次要问题:问题修正的优先级较低。

  • 3 = 主要问题:问题修正的优先级较高。

  • 4 = 灾难性问题:只有在问题得到解决后才能使用产品。

Cognitive Walk-Throughs 认知走查

Walk-throughs offer an alternative approach to heuristic evaluation without doing user testing. Most walk-throughs do not involve users.

Cognitive Walk-Through Steps:

  1. Identify the user goal to examine.
  2. Identify the tasks/actions needed to accomplish that goal.
  3. Walk through the sequence of tasks/actions, documenting the experience by asking:
    • Will the correct action be sufficiently evident to the user?
    • Will the user notice the correct action is available?
    • Will the user understand the response from the action correctly?
  4. Record critical information, assumptions about what would cause problems, side issues, and design changes.

走查提供了一种不进行用户测试的启发式评估的替代方法。大多数走查不涉及用户。

认知走查步骤

  1. 确定要检查的用户目标。
  2. 确定完成该目标所需的任务/操作。
  3. 通过任务/操作顺序进行走查,记录体验,询问:
    • 正确的操作对用户是否足够明显?
    • 用户是否会注意到正确的操作可用?
    • 用户是否能正确理解操作的反馈?
  4. 记录关键信息、可能导致问题的假设、次要问题和设计变更。

Summary

  • Evaluation focuses on both the usability of the system and the users’ experiences when interacting with it.

  • There are three types of evaluation:

    • Evaluation in controlled settings involving users: Made in laboratories or living labs, including observations, questionnaires, interviews, and usability testing.
    • Evaluation in natural settings involving users: Made in-situ of field studies and in-the-wild studies, including observations, questionnaires, and interviews.
    • Evaluation without users: Can be made in laboratories or natural settings, including heuristic evaluation or walk-throughs.
  • Usability testing involves recording the performance of typical users doing typical tasks.

  • Heuristic Evaluation and Walk-Throughs are two forms of inspection evaluation delivered by experts.

  • 评估关注系统的可用性和用户在交互时的体验。

  • 有三种评估类型:

    • 涉及用户的受控环境中的评估:在实验室或生活实验室中进行,包括观察、问卷调查、面试和可用性测试。
    • 涉及用户的自然环境中的评估:在实地研究和野外研究中进行,包括观察、问卷调查和面试。
    • 不涉及用户的评估:可以在实验室或自然环境中进行,包括启发式评估或走查。
  • 可用性测试涉及记录典型用户执行典型任务的表现。

  • 启发式评估和走查是两种由专家进行的检查评估形式。

2 个赞

太长,先mark

好长,看不动了

你好长啊

给期末有需要的朋友 :joy: