Human-computer interaction (HCI)
Studies how people use computers and other digital systems, and how to design them to fit what people perceive, remember and are able to do.
What it studies
How to make technology adapt to people and not the other way around. It gives design methods for evaluating interfaces and knowledge about the limits of the people who use them.
Principles
People first
Design starts from how people perceive, remember and move.
Test
With real people, instead of assuming.
Back and forth
What is learned from testing goes back into the design.
Applications in design
Use it like this
Test the interface with people before calling it done.
Avoid
Designing around how the team itself uses the product.
Don’t fall for it
An interface that is easy for its designer can be hard for someone seeing it for the first time.
Theories and concepts
Usability
How well specific people achieve what they want with a product, without extra effort.
Nielsen’s usability heuristics
Ten general rules for reviewing an interface and finding usability problems.
Aesthetic-usability effect
What looks beautiful to us also seems easier to use, even when it isn't.
Presence
The feeling of really being in a virtual place, even though you know you aren't there.
Calm technology
Technology that informs without demanding attention, staying in the periphery until it is needed.
Reality–virtuality continuum
A line from the real world to the fully virtual; mixed reality is everything in between.
Cybersickness
The dizziness, nausea or discomfort caused by some headset or moving-image experiences.
Methods and tools
- MethodHierarchical task analysis (HTA)Breaks a task down into goals and subgoals, with the plan that says in what order they're done.
- ApproachUser-centered designDesigning systems around the tasks and abilities of the people who use them, testing early and often.
- MethodCognitive walkthroughWalking through a task step by step as a newcomer would, to see where they'd get lost.
- MethodUsability testingWatching real people attempt tasks with the product to find out where they get stuck.
- MethodSystem Usability Scale (SUS)A ten-statement questionnaire that gives a 0 to 100 score for how easy something is to use.
Connections
Authors and works
- 1983
Stuart K. Card, Thomas P. Moran and Allen Newell
Popularized the name of the field and grounded it in cognitive psychology.
- 1993
Jakob Nielsen
Brought together methods for measuring and improving usability throughout development.
Sources
Original sources
- Card, S. K., Moran, T. P., & Newell, A. (1983). The psychology of human-computer interaction. Lawrence Erlbaum Associates.
- Nielsen, J. (1993). Usability engineering. Academic Press.
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