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MidTerm HCI
MidTerm HCI
Definition
Human-computer interaction (HCI) is the study of planned design for human and computer
activities.
HCI uses productivity, safety and entertainment to support and fulfill human-computer
activities and is applied to various types of computer systems, including air traffic control,
nuclear processing, offices and computer gaming.
HCI systems are easy, safe, effective and enjoyable.
► Computer Science
► Psychology (cognitive)
► Communication
► Education
► Anthropology
► Design (e.g. graphic and industrial)
Human-computer interaction is a discipline concerned with the design, evaluation and
implementation of interactive computing systems for human use and with the study of major
phenomena surrounding them
Why HCI is Important
The goals of HCI are to produce usable and safe systems, as well as functional systems. In
order o produce computer systems with good usability, developers must attempt to:
It can affect
o Effectiveness
o Productivity
o Morale
o Safety
HCI Tools
Sound
3D
Animation
Video
Devices
o Size (small->very large)
o Portable (PDA, phone)
o Plasticity
Context sensitive/aware
Personalizable
Ubiquitous
Usability
Usability is one of the key concepts in HCI. It is concerned with making systems easy to learn
and use. A usable system is:
easy to learn
easy to remember how to use
effective to use
efficient to use
safe to use
enjoyable to use
Planning
Sensitivity to user needs
Devotion to requirements analysis
Testing
Eight Golden Rules of Shneiderman will help you if you want to make a great design, productive
and frustration free of interfaces.
Google, Mac, Microsoft, are among some are follows the shneiderman’s rules for interface
design, therefore they have their business in the market and they are highly successfully
companies in the world.
Schneiderman’s rules can lead successful products. The companies has great success starting
from macintosh to the hand held devices like cell phones. They pride themselves for their
consistency, integrated, standardized, and portability with the beautiful design.
Shneiderman’s design principle as follows:-
1. Strive to Consistency
Consistency by utilizing familiar icons, Logos, menu hierarchy and call to action,
User flow when designing in similar and sequence of actions.
Consistency plays an important role by helping the users become familiar with the
landmark so they can achieve their goals more easily.
“Consistency” and “Perceived Stability” are woven into design of Apple Mac OS. In the
mac operating system in menu bar is consistent and very known by its design by the
Macintosh Company that is a unique logo were used in 1980s and 2010 same but updated
design recognized by average user. The Menu bar design contain consistent graphic
element whether its version from 1980s to 2010.
(mac OS in menu bar contains stay consistent)
Intuitive design: a nearly effortless understanding of the architecture and navigation of the
site
Ease of learning: how fast a user who has never seen the user interface before can
accomplish basic tasks
Efficiency of use: How fast an experienced user can accomplish tasks
Memorability: after visiting the site, if a user can remember enough to use it effectively in
future visits
Error frequency and severity (Performance): how often users make errors while using the
system, how serious the errors are, and how users recover from the errors
Subjective satisfaction: If the user likes using the system
Evaluation:-
Evaluations can be done without users with inspection methods, or with users by user testing
methods, such as usability testing.
Evaluation means to assess the system for functionality as well as usability
3. Operability indicators of the user's ability to make use of the systems features (error rate,
problem rate, function usage)
4. Knowledge acquisition indicators of the user's ability and effort in learning to use the system
(learnability and learning).
Heuristic guidelines
Direct Manipulation
• Positive feelings associated with good user interfaces ☺
– Mastery of the interface
– Competence in performing tasks
– Ease in learning the system originally and in assimilating advanced features
– Confidence in the capacity to retain mastery over time
– Enjoyment in using the system
– Eagerness to show the system off to novices
– Desire to explore more powerful aspects of the system
1. Continuous representations of the objects and actions of interest with meaningful visual
metaphors.
2. Physical actions or presses of labeled buttons, instead of complex syntax.
3. Rapid, incremental, reversible actions whose effects on the objects of interest are visible
immediately.
Direct MANIPULATION EXAMPLES (Important)