lecture2
HCI-lecture2-InteractionDesign
Top 10 Application-Design Mistakes
The Design of Everyday Things
HW1
HW1 (due by 9/19) sumitted to e-learning(http://lms.dankook.ac.kr/index.jsp)
- HCI/UI/UX 분야 논문(8-page이상 2010년도 이상) 3~4편 찾아오기
 - Defining Multimodal Interactions: One Size Does Not Fit All (Google I/O ’17) 요약 (1-page)
 - Exploring AR interaction (Google I/O ’18) 요약 (1-page)
 - Term Project Group 형성 및 Topic 선정해오기
 
Interaction Design Principles
- Visibility – Know state of device and actions available
 - Feedback – Sending information back to the user about what action has been done and what has been accomplished
 - Constraints – Restricting the possible user actions that can be performed
 - Consistency – Design interfaces to have similar operations and use similar elements for achieving similar tasks
 - Affordance – Attribute of an object that allows people to know how to use it
 
HCI Design Principles
- Know your user– This can be hard when your user group is very general
 - Reduce cognitive load– This concerns designing so that users don’t have to remember large amounts of detail
 - Engineering for errors – Engineering for errors includes forcing a user to prevent him or her from making an error or at least make it more difficult
 - Maintain consistency and clarity– You can maintain consistency by using standard operations and representations and from using appropriate metaphors that help to build and maintain a user’s mental model of the system
 
User Experience
- Satisfying
 - Enjoyable
 - Fun
 - Entertaining
 - Helpful
 - Motivating
 - Aesthetically pleasing
 - Supportive of creativity
 - Rewarding
 - Emotionally fulfilling
 
Usability
can be broken down into the following goals:
- Effectiveness – How accurately and completely users can
accomplish tasks - Efficiency – How quickly users can complete tasks
 - Safety – Avoid dangerous situations caused by interaction with
technology - Utility – Provide enough functionality for users to accomplish
necessary tasks - Learnability – How easy is it to learn to use technology
 - Memorability – How easy is it to remember how to use a
technology once you have learned how to use it 
Fat Finger
회사를 한 순간에 부도시킨 오타들 – 파멸을 부르는 Fat Finger
Lecture1
lecture1
HCI-lecture1-Introduction-HCI
