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PART-1 INTRODUCTION Chapter 123 PDF
PART-1 INTRODUCTION Chapter 123 PDF
Course Description:
Human-computer interaction is an interdisciplinary field that integrates theories
and methodologies from computer science, cognitive psychology, design, and
many other areas. The course is intended to introduce the student to the basic
concepts of human-computer interaction. It will cover the basic theory and
methods that exist in the field. Case studies are used throughout the readings to
exemplify the methods presented and to lend a context to the issues discussed. The
students will gain principles and skills for designing and evaluating interactive
systems. Among the topics studied are the design and evaluation of effective user
interaction designs, including principles and guidelines for designing interactive
systems. User interaction development activities include requirements and task
analysis, usability specifications, design, prototyping, and evaluation.
Course Learning Outcomes:
Learning Resources:
Chapter-1 : Human Computer
Interaction(HCI)
Overview of HCI
and
Introduction to HCI
Human-Computer Interaction(HCI)
"Human-computer interaction is a discipline or study
concerned with the design, evaluation and implementation of
interactive computing systems for human use and with the
study of major phenomena surrounding them."
It consists of three parts:
the human,
the computer,
and the ways they work together
Goals of HCI
HCI is – to improve the interactions between users and
computers – by making computers more usable and
receptive to the user's needs.
A good fit between the HCI elements of the human, the computer, and the task that needs to be
performed leads to performance and well-being, as shown in the figure below.
Introduction to HCI
Human–computer interaction (HCI), alternatively man–
machine interaction (MMI) or computer–human interaction
(CHI) is the study of interaction between people (users) and
computers.
With today's technology and tools, and our motivation to create
really effective and usable interfaces and screens, why do we
continue to produce systems that are inefficient and confusing or, at
worst, just plain unusable? Is it because:
We don't care?
We don't possess common sense?
We don't have the time?
We still don't know what really makes good design?
Why is HCI important
User-centered design is getting a crucial role!
It is getting more important today to increase
competitiveness via HCI studies (Norman, 1990)
High-cost e-transformation investments
Users lose time with badly designed products and services
Users even give up using bad interface – Ineffective allocation
of resources
Chapter-2 : Usability of Interactive
Systems
Introduction
Usability Goals and Measures
Usability Motivation
Goals for our profession
nt
Text Book
Page Number:
25 to 54
https://www.usability.gov/index.html
Introduction…..(1/5)
The Interdisciplinary Design Science of Human-Computer
Interaction (HCI) combines knowledge and methods
associated with professionals including:
– Psychologists (incl. Experimental, Educational, Social and
Industrial Psychologists)
– Computer Scientists
– Instructional and Graphic Designers
– Technical Writers
– Human Factors and Ergonomics Experts
– User experience designers
– Anthropologists and Sociologists
Introduction…..(2/5)
Individual User Level
– Routine processes: tax return preparation
– Decision support: a doctor’s diagnosis and treatment
– Education and training: encyclopedias, drill-and-
practice exercises, simulations
– Leisure: music and sports information
– User generated content: social networking web sites,
photo and video share sites, user communities
– Internet-enabled devices and communication
Communities
– Business use: financial planning, publishing applications
– Industries and professions: web resources for journals, and career opportunities
– Family use: entertainment, games and communication
– Globalization: language and culture
Introduction…..(3/5)
Smart phones have high quality displays, provide fast Internet
connections, include many sensors and support a huge
variety of applications.
Introduction…..(4/5)
Apple® Mac OS X® showing Picasa for photo browsing and Google Map in a
web browser. The bottom of the screen also shows the Dock, a menu of
frequently accessed items whose icons grow larger on mouse-over.
Introduction…..(5/5)
Two children learn about the human body using a wearable, e-textile shirt
displaying real-time visualizations of how the body working via “organs” with
embedded LED lights and sound
Why is usability important ? (1/2)
From the user's perspective
Usability can make the difference between performing a task accurately and
completely or not, and enjoying the process or being frustrated.
From the developer's perspective
Usability is important because it can mean the difference between the
success or failure of a system.
From a management point of view
Software with poor usability can reduce the productivity of the workforce to
a level of performance worse than without the system. Also increase cost and
time
In all cases, lack of usability can cost time and effort, and can greatly
determine the success or failure of a system.
Given a choice, people will tend to buy systems that are more user-
friendly.
Why is usability important ? (2/2)
Routine processes: tax return preparation
Decision support: a doctor’s diagnosis and treatment
Education and training: encyclopedias, simulations
Leisure: music and sports information
User generated content: social networking web sites, photo and
video share sites, user communities
Business use: financial planning
Industries and professions: web resources for journals, and career
opportunities
Family use: entertainment, games and communication
Globalization: language and culture
Usability Requirements:
Every designer wants to build high-quality interfaces
Quality means features such as usability, usefulness, no error
sand universality (can be used by different users from different
cultures)
Everyone want “user-friendly” interfaces. These measures are
still subjective and vague, so a systematic process is necessary
to develop usable systems for specific users in a specific
context.
Usability Goals and Measures(1/7)
Successful designers:
– Go beyond vague notions of “user friendliness”,
“intuitive”, and “natural” doing more than simply making
checklists of subjective guidelines.
– Have a thor-ough understanding of the diverse
community of users and the tasks that must be
accomplished
– Study evidence-based guidelines and pursue the research
literature when necessary
Usability Goals and Measures(2/7)
Great designers:
– Are deeply committed to enhancing the user
experience, which strengthens their resolve when
they face difficult choices, time pressures, and tight
budgets
– Are aware of the importance of eliciting
emotional responses, attracting attention with
animations, and playfully surprising users
Usability Goals and Measures(3/7)
Ascertain the user’s needs
– Determine what tasks and subtasks must be
carried out
• Include tasks which are only performed occasionally
• Common tasks are easy to identify
– Functionality must match need or else users
will reject or underutilize the product
Usability Goals and Measures(4/7)
Ensure reliability
– Actions must function as specified
– Database data displayed must reflect the actual database
– Appease the user's sense of mistrust
– The system should be available as often as possible
– The system must not introduce errors
– Ensure the user's privacy and data security by protecting
against unwarranted access, destruction of data, and malicious
tampering.
Usability Goals and Measures(5/7)
Promote standardization, integration, consistency, and portability
– Standardization: use pre-existing industry standards where they
exist to aid learning and avoid errors (e.g. the W3C and ISO
standards)
– Integration: the product should be able to run across different
software tools and packages (e.g. Unix)
– Consistency:
compatibility across different product versions
compatibility with related paper and other non-computer based
systems
use common action sequences, terms, units, colors, etc. within the
program
– Portability: allow for the user to convert data across multiple
software and hardware environments
Usability Goals and Measures(6/7)
Define the target user community and class of tasks associated with the
interface
Communities evolve and change (e.g. the interface to information services for
the U.S. Library of Congress)
5 human factors central to community evaluation:
– Time to learn : How long does it take for typical members of the
community to learn relevant task?
– Speed of performance : How long does it take to perform relevant
benchmarks?
– Rate of errors by users : How many and what kinds of errors are made
during benchmark tasks?
– Retention over time : Frequency of use and ease of learning help make
for better user retention
– Subjective satisfaction : Allow for user feedback via interviews, free-
form comments and satisfaction scales
Usability Goals and Measures(7/7)
Trade-offs in design options frequently occur
– Changes to the interface in a new version may create
consistency problems with the previous version, but the
changes may improve the interface in other ways or introduce
new needed functionality
Design alternatives can be evaluated by designers and users
via mockups or high-fidelity prototypes
– The basic tradeoff is getting feedback early and
perhaps less expensively in the development process versus
having a more authentic interface evaluated
Usability motivations (1/5)
The interest in interface usability arises by looking at the
poorly designed interfaces and the benefits of elegant
interfaces. Interfaces can be seen in different domains:
Life-critical systems
Air traffic control, nuclear reactors, police & fire
dispatch systems, military operations, and medical
instruments
High costs, reliability and effectiveness are expected
Lengthy training periods are acceptable despite the
financial cost to provide error-free performance
Subjective satisfaction is less an issue due to well
motivated users
Usability motivations (2/5)
Industrial and commercial uses
Banking, insurance, order entry, inventory management,
reservation, billing, and point-of-sales systems
Ease of learning is important to reduce training costs
Speed of performance is important because of the number of
transactions
Subjective satisfaction is fairly important to limit operator
burnout
Retention is obtained by frequent use
Usability motivations (3/5)
Office, home, and entertainment applications
Word processing, electronic mail, computer conferencing and video
game systems, educational packages, search engines, mobile devices, etc.
Ease of learning, low error rates, and subjective satisfaction are very
important because use is often discretionary and competition is intense
Infrequent use of some applications means interfaces must be intuitive,
and comprehensible online help is important
Choosing functionality is difficult because the population has a wide
range of both novice and expert users
A level-structured design is one approach (e.g., search engines)
Competition cause the need for low cost
Usability motivations (4/5)
Exploratory, creative, and cooperative systems
Exploratory: Web browsing, search engines, simulation and business
decision making
Creative: Artist toolkits, architectural design, software development,
music composition, and scientific modeling systems
Collaborative: enable two or more people to work together, even if they
are separated by time and space
These systems are difficult to design and evaluate because:
users may be knowledgeable in task domain but novices in the underlying
computer concepts.
Benchmark tasks are more difficult to describe because of the exploratory
nature of these applications.
The computer should "vanish" so that the user can be absorbed in their
task domain
Usability motivations (5/5)
Socio-technical systems
Complex systems that involve many people over long time
periods
Voting, health support, identity verification, crime reporting
Trust, privacy, and security are issues
Ease of learning for novices and feedback to build trust
Administrators need tools to detect unusual patterns of
usage and review procedures at different levels
Goals for our profession
Influencing academic and business researchers:
Potential research topics
Reducing anxiety and fear of computer usage
Graceful evolution
Social media participation
Input devices
Information exploration
Goals for our profession (cont.)
Providing tools, techniques, and knowledge for system
implementers i.e commercial designers
Rapid prototyping is easy when using contemporary tools
Use general or self-determined guideline documents written for
specific audiences
To refine systems, use feedback from individual or groups of
users
Raising the computer(user-interface) consciousness of
the general public
Many novice users are fearful due to experience with poor
product design
Good designs help novices through these fears by being clear,
competent, and nonthreatening
Chapter-3 : HCI - Guidelines, Principles
and Theories
Page Number:
81 to 120
https://www.w3.org/TR/WCAG20/
Organizing the display:
Smith and Mosier (1986) offer five high-level goals for data display:
Consistency of data display
Terminology, abbreviations, formats, colors, etc.
Efficient information assimilation by the user
L/R justification, spacing, labeling, etc.
Minimal memory load on the user
No memory requirement from one screen to another
Tasks of few actions only
Labels & common formats, etc.
Compatibility of data display with data entry
Output fields as editable input fields
Flexibility for user control of data display
Order of columns, sorting of rows, etc.
This compact set of high level objectives is a useful starting point, but each
project needs to expand these into application specific and hardware dependent
standards and practices.
Getting the user’s attention
Intensity:
two levels only, high intensity to draw attention
Marking:
underlining, box, arrow, asterisk, bullet, dash, plus sigh, or X
Size:
up to four sizes only, with larger sizes attracting more attention
Choice of fonts:
up to three fonts only
Inverse video (inverse coloring)
Blinking:
use with great care and in limited areas
Color:
up to four
Audio:
soft tones for regular positive feedback, harsh for rare emergency conditions
Overusing these techniques may result in cluttered displays
Facilitating data entry
Smith and Mosier (1986) offer five high-level objectives as part of
their guidelines for data entry:
Consistency of data-entry transactions
Similar sequences of actions under all conditions
Similar abbreviations, delimiters, and so on.
Minimal input actions by user (increases productivity)
Few clicks, list choice selection
Avoid frequent movement between keyboard & mouse
Avoid redundant data-entry
Minimal memory load on users
Lengthy list of codes, complex commands
Compatibility of data entry with data display
Flexibility for user control of data entry
e.g., sequence control
Should be used cautiously; flexibility goes against consistency
Principles
(While guidelines are low-level and narrowly focused)
Principles are more fundamental, widely applicable, and
enduring than guidelines
Need more clarification
Fundamental principles
Determine user’s skill levels
Identify the tasks
Five primary interaction styles
Eight golden rules of interface design
Prevent errors
Automation and human control
Determine user’s skill levels
“Know thy user”
All designs should begin with an understanding of the intended users
Age, gender, physical and cognitive abilities, education, cultural or ethnic background,
training, motivation, goals and personality
Other variables: location (e.g. urban vs. rural), economic profile, disabilities, and attitude
towards using technology
An understanding of users’ skills with interfaces and with the application domain is also important
Separation of users into various groups might lead to different design goals. e.g.
Novice or first-time users
Knowledgeable intermittent users
Expert frequent users
Multi-layer (or level-structured) designs
Not only in the software but also in user manuals, help screens, error messages and tutorials
The most promising approach to promoting universal usability
Other ways of accommodating different usage classes
User control of the density of informative feedback
Dense vs. sparse display of information
Slow vs. fast pace of interaction
Identify the tasks
The set of tasks must be determined before design can proceed
Task analysis usually involve long hours observing and interviewing users
Decomposition of high level tasks
Relative task frequencies: frequent vs. infrequent
Choose an interaction style
Direct Manipulation
Menu selection
Form filling
Command language
Natural language
Spectrum of Directness
The 8 golden rules of interface design
1. Strive for consistency
2. Cater to universal usability
3. Offer informative feedback
4. Design dialogs to yield closure
5. Prevent errors
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short term memory load
Prevent errors
Make error messages specific, positive in tone, and
constructive
Mistakes and slips (Norman, 1983)
Correct actions
Gray out inappropriate actions
Selection rather than freestyle typing
Automatic completion
Complete sequences
Single abstract commands
Macros and subroutines
Relative Capabilities of humans and machines Automation and human control
Theories
• Beyond the specifics of guidelines
• Principles are used to develop theories