Human-Computer Interaction History and Human Factors
Human-Computer Interaction (HCI)
Definition:
- HCI is a discipline concerned with the design, evaluation, and implementation of interactive computing systems for human use.
- It also involves the study of major phenomena surrounding these systems.
- Source: ACM SIGCHI Curricula for HCI [1].
Historical Context:
- Computers have been around since the 1940s.
- Interaction studies began in the 1980s.
Timeline of Notable Events in HCI History
- 1945: Vannevar Bush publishes "As We May Think".
- 1963: Douglas Engelbart invents the computer mouse.
- 1962: Ivan Sutherland develops Sketchpad.
- 1981: Xerox Star launched (first commercial computer with a GUI).
- 1982: ACM SIGCHI formed.
- 1983: Card, Moran, and Newell publish "The Psychology of Human-Computer Interaction".
- 1984: Apple Macintosh launched.
- 2007: 25th Anniversary of "CHI", the SIGCHI annual conference.
Mouse Evaluation Experiment (1967) by English
- Comparative evaluation of a computer mouse against other devices.
- Additional devices used:
- Joystick.
- Lightpen.
- Knee-controlled lever.
- Grafacon.
- Metrics:
- Task completion time in seconds.
- Error rate (ratio of missed selections to all selections).
- Completion time for mouse was around seconds.
- Error Rate for mouse was around .
Xerox Star Workstation
- First commercial computer with a GUI (1981).
- Introduced the "desktop" metaphor.
- Icons used:
- TTY.
- Dialog.
- Document.
- Folder.
- Record File.
- File Drawer.
- Calculator.
- Terminal.
- In Tray.
- Out Tray.
- Floppy Disk Drive.
- Printer.
- User.
- User Group.
Birth of HCI Discipline
- First ACM CHI conference in 1983.
- Number of papers submitted and accepted:
- Showed the trend of submissions and acceptances over the years
- Graph indicates the volume of interest and research activity in HCI since the mid-1980s.
The Model Human Processor (MHP)
- Developed by Card, Moran & Newell (1983).
- A cognitive modeling method.
- Used to calculate how long it takes to perform a certain task.
Human Factors in HCI
- Humans are more complex than machines and are different from each other.
- Key aspects of human factors:
- Newell's time scales.
- Sensor/responder vs display/control.
- Human sensors (vision, hearing, touch, smell, taste).
- Responders (limbs, handedness, voice, eyes).
- Perception.
- Language.
- HCI researchers must understand users’ abilities and limitations.
Timing Human Action
- Time is a key variable in HCI experiments.
- Examples:
- Selection techniques.
- Menu design.
- Auditory feedback.
- Text entry.
- Gestural input.
- Web navigation.
- User search strategies.
- Collaborative computing.
- Social navigation.
- Situated awareness.
- Workplace habits.
- Groupware usage patterns.
- Social networking.
- Online dating.
- Privacy.
- User styles and preferences.
Human Models
- Useful for studying human brain, sensors, and responders.
- Human factors view of the human operator in a work environment:
- Interface between Human and Computer
- Sensors and Displays linking the Human Brain and the Machine State.
- Responders and Controls allowing interaction from the Human side.
Human Sensors
- Vision (sight).
- Most important sense in many interaction scenarios.
- Eyes move in fast series of fixations (200ms) and saccades (30-120ms).
- Eye tracking often used in HCI studies.
- Hearing (audition).
- Increasingly important.
- Devices used for listening to music.
- Speech recognition & speech generation.
- Accessibility when visual interfaces are not suited.
- Touch (tactition).
- (passive) identifiers on keyboards (F/J).
- Edge, shape and resistance of keys, mouse buttons, joysticks.
- (active) vibration phones, game controllers.
- Smell (olfaction)
- Taste (gustation).
Yarbus' Research on Eye Movements and Vision
- Eye scan paths vary based on the task.
- Example tasks:
- Remembering the position of people and objects.
- Estimating the ages of the people.
Responders
- Limbs, mainly hands.
- Design considerations for left/right handedness.
- Voice.
- Eyes.
Motor Homunculus
- Shows human responders and the corresponding cortical area.
- Includes:
- Knee, Trunk, Shoulder.
- Elbow, Wrist, Ankle, Toes.
- Hand, Little, Ring, Middle, Index, Thumb.
- Neck, Brow, Eyelid & eyeball, Face, Lips, Jaw, Tongue.
Eye Typing
- Eye as sensor and responder.
- Apparatus involves an on-screen keyboard.
- Involves fixations and saccades.
Brain
- Perception.
- Associations & meaning.
- Just noticeable difference (JND).
- Ambiguity/illusions.
- Cognition.
- Plays key role in task of HCI experiment.
- Thinking takes time.
- Memory.
- Long/short term.
- The Magic Number Seven, Plus or Minus Two (7±2).
- Control.
- Brain-computer interfaces.
Language
- Spoken vs written.
- Language differences.
- Redundancy & entropy.
- In HCI, the primary interest is in systems of writing and technology that enables communication in written form.
Human Performance
- Reaction time.
- Human Error.
- Attention.
- Practice & skill.
- Humans use their sensors, brain, and responders to do things.
- When the three elements work together to achieve a goal, human performance arises.