HCI
	Foundations
		Human
		Computer

		Interactions
		Paradigm

		GROUP
	Design
		Interaction basics
		HCI in SE

		Design rules
		Implementation

		Evaluation
		Universal design

		User support
		GROUP
	Models
		Cognitive
		Social and stakeholder
		Communication and collaboration
		Task analysis
		Dialog
		System models
		Interaction models
		GROUP
	Outside the Box
		Groupware
		Ubiquitous and augmented
		Hypertext and WWW

21 chapters
28 days of classes
(Try for 2 chapters per day; settle for 2 chapters per week)

OVERVIEW
Review (1/2)
Midterm
Review (1/2)
Final
Presentations 1
Presentations 2
IF 2 classes per day, 10.5 days
IF 3 chapters per week, 14 days, 7 weeks
3 group exercises
2 work days

 

OVERVIEW
	Early: re-wiring
	TODAY: PHONE menus
	All useful computer uses interact with humans (eventually)
	How far does user friendly go?
	Context is difficult for algorithms
	Usability analysis is after the fact
	User centered, task centered, or task in context centered
	Need predictive theories
	Psychology, education, library science, 
math, philosophy, engineering,
	Cognitive science, business, management, 
art 
	Human factors, ergonomics, HCI
	Need an interdisciplinary team; no grand unified theory
	Learn principles from multiple perspectives to help in design process
Evolutionary process as technology and tasks evolve
Useful(accomplish), useable(easy), used(fun)
Cannot use a program without an interface!

Chapter 1 HUMAN (cognitive psychology)
	Perception, motor, cognitive
	Input, memory, processing
	Input (for humans) thru senses
	Limbs, fingers, eyes, head, voice
	Vision:
		Primary way to receive information 
(but some are blind)
		Blind spot; only center has best image; eye movements
		Flashing to get attention; moving is distracting
		Visual angle, but law of constancy; 2D optical illusions, cues
		Brightness, flicker
		Color: hue(150), intensity, saturation; 7 million!
		Blue, green, red (but many are color blind)
		Ambiguity and context (22)
		Reading
			Eyes move while reading
			Read by shapes not letters
			250 words per minute (but dyslexia)
			Legibility
			Screen slower than book
			Negative contrast (dark on light) 
easier than positive contrast
			Some colors better for relaxation

Hearing
			Vibrations and the ear
			Pitch(frequency)
			Loudness
			Timber
			Location
			Background noise filtering
			stereo
			Hard of hearing; deaf
	
			Notifications, errors, music, voice, 

sound effect
			Doppler effect
	Touch
			Virtual reality lacks
			More important for visually challenged
			Heat, cold, pressure, pain, acuity (2 point)
			Touch typing
			Technology (haptic) emerging
			Feel clothes and blankets
	Movement	(keyboarding)
			Reaction time
			Accuracy
			Size
	Memory
			Telephone game
			Concentration game
			Sensory buffer
			Short term memory (scratch pad)
			Long term memory 
(more capacity, slower, better recall)
			Recognition vs recall
			Skill vs knowledge
			Sensory:
				Iconic, echoic, haptic
				After images
				Attention
			How long a series can you remember? 
(grouping; chunking)
			TOTI EMUL ESTO
			Recency effect
			Interference
			7 +-2?
			Long term (more capacity, slower, better recall)
				Episodic
				Semantic (inheritance; frame or script based)
				[easier to use program which uses pre-existing script]
		
			Learning, remembering, forgetting
			Concrete easier than abstract
			Familiar easier than unfamiliar
			Sentences easier than word lists
			Memorable or secure for passwords?
			Decay vs interference (retroactive or proactive)
			Emotional positive vs negative
			Recall vs recognition
			Vivid imagery and association chains
		Thinking, reasoning, problem solving
			Animals, computers, humans
			Conscious?
			Directed and constrained
			Vast nlg different domains
				Reasoning
					Deductive
					Inductive
					Abductive
					(exhaustive)
					(algorithmic)
						Heuristic
						AI
				Problem solving
					Unfamiliar, original, creative
					
				Gestalt
				Problem space
					Heuristics
				Analogy
				Skill acquisition
					Novice vs expert
						Chess
						Go
						Cars
						cooking
					ACT*
						General purpose rules
						Develop specific rules
						Fine tune rules
				Errors and mental models
					Automatic behavior
					Incorrect model
					Spitfire story (reconstructed memories)

Emotions
			Positive helps creativity
			Negative focus
		Individual differences
			Sex/gender
			Physical differences
			Intellectual 
			Long term short term
			Do not exclude the blind!
			The stressed should still be able to run the program!
	Psychology and interactive systems

			Recognition / recall