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Dr Oloyede

Make-UpTest:

Human-Computer Interface (HCI) aka man-machine studies deals with the design,
execution and assessment

HCI is implemented in :
1. Computer Science: For application design and engineering.
2. Psychology: For the application of theories and analytical purposes.
3. Sociology: For interaction between technology and organisation.
4. Industrial Design: For interactive products like mobile phones, microwave ovens, etc.

Historical Evolution Of HCI

1. Early computers like ENIAC (1946): Brought hardware improvements in computer power
and people started thinking of innovative ideas
2. Visual display unit (VDU, 1950s) : The earliest version of VDUs was SAGE
(semi-automatic ground environment), an air defence system of the USA
3. Sketchpad by Ivan Sutherland (1962): This showed that computers can be used for
more than data processing.
4. Douglas Engelbart introduced the idea of programming toolkits (1963): Smaller systems
that can create larger systems e.g Compilers, code editors, etc.
5. Introduction of Word Processor and Mouse (1968): Design of oN-Line System (NLS)
also pioneered by Douglas Engelbart.
6. Introduction of personal computers like Dynabook (1970s)
7. Windows and WIMP(Windows, Icons, Menus, Pointers) interfaces: Multiple displays and
all
8. The idea of metaphor interface: Xerox star and alto were the first computers to use this
interface
9. Direct Manipulation introduced by Ben Shneiderman (1982): First used on Apple’s Mac
PC (1984) that reduced the chances of syntactic errors
10. Vannevar Bush introduced Hypertext (1945): To denote the non-linear structure of text.
11. Multimodality (late 1980s).
12. Computer Supported Cooperative Work (1990’s): Computer-mediated communication
13. WWW (1989): The first graphical browser (Mosaic) came in 1993.
14. Ubiquitous Computing: Currently the most active research area in HCI. Sensor-based /
context-aware computing is also known as pervasive computing.

Guidelines In HCI

1. Shneiderman’s Eight Golden Rules


By Ben Shneiderman an American computer scientist. The guidelines are
1.1. Strive for Consistency.
1.2. Cater to Universal Usability.
1.3. Offer Informative feedback.
1.4. Design Dialogs to yield closure.
1.5. Prevent Errors.
1.6. Permit easy reversal of actions.
1.7. Support internal locus of control.
1.8. Reduce short-term memory load.

2. Norman’s Seven Principles


By Donald Norman in 1988. The principles are
2.1. Use both knowledge in the world & knowledge in the head
2.2. Simplify task structures.
2.3. Make things visible.
2.4. Get the mapping right (User mental model = Conceptual model = Designed
model).
2.5. Convert constraints into advantages (Physical constraints, Cultural
constraints, Technological constraints).
2.6. Design for Error.
2.7. When all else fails – Standardise

3. Heuristic Evaluation
By Jakob Nelson. The principles are
3.1. Visibility of system status.
3.2. Match between system and the real world.
3.3. User control and freedom.
3.4. Consistency and standards.
3.5. Error prevention.
3.6. Recognition rather than Recall.
3.7. Flexibility and efficiency of use.
3.8. Aesthetic and minimalist design.
3.9. Help, diagnosis and recovery from errors.
3.10. Documentation and Help.

Applications Of HCI
This is the full link
1. Everyday Use: HCI helps create an interface that people may interact with on a
regular basis e.g Touch screens, ATMs, ticket selling machines, vending machines…
2. Industries and business: HCI makes staff more productive cuz flawed designs can
lead to catastrophic death e.g systems for air traffic control, power plants…
3. Accessibility: HCI helps make systems also functional to persons with impairments
4. Users who are untrained: HCI equips designers with the ideas, strategies, and
resources they need to create intuitive, easy-to-use interfaces that don't require
training.
5. Other applications :
a. Virtual reality: HCI can help VR resemble an actual environment when done
right (Not that trash Facebook is calling Metaverse. Oculus is dope sha).
b. Voice search: These allow users to control their devices with voice (e.g Alexa,
Google, Siri, Bixby and most importantly Clippy)
c. Education
d. Military
e. Sport
f. Mental Health
g. Medicine
h. Fashion
i. Marketing
j. Architecture

Input and interaction techniques


The user interface is the space where interaction between computers and humans occurs. It
consists of information from the machine and the set of control elements for the user to
perform certain actions.
Types Of User Interface A.K.A Dialogue Styles

Graphical user interface


Operators use a pointing device (such as a mouse, touchpad or trackball) to control a
pointer on the screen which then interacts with other on-screen elements. It allows the user to
interact with devices through graphical icons and visual indicators such as secondary notations.

Gesture-driven interface (He didn’t give us this, but it’s part)


This is an interface which is controlled by a human making physical gestures which
are then detected by the computer. This uses cameras to detect human motion which it uses
to determine what the user wants to do. This is kinda a recent innovation.

Touch screen GUI


A touchscreen GUI is a graphical user interface operated by fingertips or a stylus.
This can be a PC or laptop or tablet.

Menu driven interface


Menu-driven interfaces provide a simple and easy-to-use interface composed of a
series of menus and sub-menus that the user accesses by pressing buttons, often on a
touch-screen device. Commonly used on ATMs, ticket machines and information kiosks.

Command line interface


Command line interfaces are the oldest of the interfaces discussed here. It involves
the computer responding to commands typed by the operator. It requires the operator to
remember a range of different commands and is not ideal for novice users.

Conversational interface / Natural language interface


This is a spoken interface where the user interacts with the computer by talking to it.
This interface simulates having a conversation with a computer. E.g Google Assistant, Siri,
Bixby, Cortana, Alexa and the voice of the computer in star trek.

Input Devices

1. Manual data entry


Mouse, Keyboard, Microphones, Touch screen, Webcam, Light pen, Voice
recognition system

2. Direct data entry


Scanner, barcode reader, biometrics scanners, sensors, optical Character
Recognition (OCR)
Interactive Design Guidelines

Guidelines For General Interactions


1. Be consistent
2. Offer significant feedback
3. Ask for authentication of any non trivial critical action
4. Authorize easy reversal of most actions
5. Excuse mistakes
6. Classify activities by function and establish screen geography accordingly
7. Deliver help services that ars context sensitive
8. Use short verbs or short verb phrases to name commands

Guidelines For Information Display


1. Exhibit only that information that is applicable to the present context.
2. Use standard labels, and abbreviations when necessary
3. Permit the user to maintain visual context.
4. Generate meaningful error messages.

Data Entry
The following guidelines focus on data entry:
1. Determine the number of input actions for the user
2. Allow users to customize their own input
3. Disable commands that are unsuitable in the context of the current action
Those are the ones he said in class, but there are more:
4. Remove "mickey mouse" input (A micky is just tiny input of the mouse, like shaking
the mouse small)
5. Offer help to assist with all input actions.
6. Allow the user to control the interactive flow.
7. Interaction should be flexible but also tuned to the user's favored mode of input.
8. Uphold steadiness between information display and data input.
9. Reduce the number of input actions required of the user.

Concept of Usability Engineering


Usability Engineering is a method in the progress of software and systems. The goals are:
1. Functional
2. Efficient
3. Safe
4. Friendly
5. Delightful Experience
Software Toos In HCI
1. Specification Methods: The methods used to specify the GUI
2. Grammars: Written Instructions or Expressions that a program would understand
3. Transition Diagram: Set of nodes and links that can be displayed in text, link
frequency, state diagram, etc
4. Statecharts: Chart methods developed for simultaneous user activities and external
actions
5. Interface Building Tools: Design methods that help in designing command languages,
data-entry structures, and widgets
6. Interface Mockup Tools: Tools to develop a quick sketch of GUI. E.g., Microsoft Visio,
Visual Studio .Net, etc
7. Software Engineering Tools: Extensive programming tools to provide user interface
management system
8. Evaluation Tools: Tools to evaluate the correctness and completeness of programs.

Basic Activities In ID
1. Identify requirements
2. Building alternative design
3. Developing interactive version
4. Verifying design

Design Methodology
1. Activity theory
2. User centre design
3. Principles of user interface design(7 principles)
a. Tolerance
b. Simplicity
c. Consistency
d. Feedback
e. Visibility
f. Accordance
g. Structure
4. Value sensitive design
a. Conceptual investigation
b. Empirical investigation
c. Technical investigation

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