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Human Computer Interface (KCS- 058) Unit-2

Design process
HCI Design

HCI design is considered as a problem solving process that has


components like planned usage, target area, resources, cost, and
viability. It decides on the requirement of product similarities to balance
trade-offs.
The following points are the four basic activities of interaction design −

 Identifying requirements
 Building alternative designs
 Developing interactive versions of the designs
 Evaluating designs
Three principles for user-centered approach are −

 Early focus on users and tasks


 Empirical Measurement
 Iterative Design

Human interaction with computers:

Understanding How People Interact with Computers Characteristics of


computer systems, past and present, that have caused, and are causing,
people problems.

We will then look at the effect these problems have –

• Why people have trouble with computers


• Responses to poor design
• People and their tasks

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Human Computer Interface (KCS- 058) Unit-2

Why People Have Trouble with Computers-


• Extensive technical knowledge but little behavioral training.
• With its extensive graphical capabilities.
• Poorly designed interfaces.
• What makes a system difficult to use in the eyes of its user?
• Use of jargon
• Non-obvious design
• Fine distinctions
• Disparity in problem-solving strategies
• an "error-preventing" strategy
• Design inconsistency

Responses to poor design-

Typical psychological responses to poor design are:

 Confusion
 Frustration
 Panic or stress
 Boredom
 Annoyance

People and their tasks –

These psychological responses diminish user effectiveness because they


are severe blocks to concentration.

--Thoughts irrelevant to the task at hand are forced to the user’s


attention, and necessary concentration is impossible.

--The result, in addition to higher error rates, is poor performance,


anxiety, and dissatisfaction Physical.

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Human Computer Interface (KCS- 058) Unit-2

Importance of 8 human characteristics human consideration:

Perception is our awareness and understanding of the elements and


objects of our environment through the physical sensation of our various
senses like sight, sound, smell and so on.
We tend to match objects or sensations perceived to things we already
know.
1. The goal in design is to utilize perceptual capabilities so screen can
be structured in the most meaningful and obvious way.
Perceptual characteristics include the following:
Proximity: Our eyes and mind see objects as belonging together if they
are near each other in space.
Similarity: Our eyes and mind see objects as belonging together if they
share a common visual property such as color, size, shape, brightness or
orientation.
Matching patterns: We respond similarly to the same shape in different
sizes.
Succinctness: We see an object as having some perfect or simple shape
because perfection or simplicity is easier to remember.
Closure: If something does not quite close itself such as circle, square,
triangle, or word we see it as closed anyway.
Unity: Objects that form closed shapes are perceived as a group.
Continuity: Shortened lines may be automatically extended.
Balance: We desire stabilization or equilibrium in our viewing
environment. Vertical, horizontal and right angles are the most visually
satisfying and easiest to look at.

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Human Computer Interface (KCS- 058) Unit-2

Expectancies: We perceive not what is there but what we expect to be


there. We see not how a word is spelled but how we expect to see it
spelled.
Context: Two drawn lines of the same length may look the same length
or different lengths depending on the angle of adjacent lines or what
other people have said about the size of the lines.
Signals versus noise: Our sensing mechanisms are bombarded by many
stimuli some of which are important some of which are not. Important
stimuli are called signals and not important or unwanted are called noise.
2. Memory:
Memory is viewed as consisting of two components long-term and
short-term memory.
Short-term or working memory receives information from either senses
or long-term memory or from both at once as the senses being processed
separately.
Information stored within short-term memory varies from 10 to 30
seconds and the memory storage capacity has gradually being lowered
from Miller’s 7±2 items to a size of 3-4 items.
Long-term memory contains the knowledge we possess. Information
received in short-term memory is transferred and encoded to it in
process known as learning.
Minimize the need for mighty memory in the design.
3. Sensory Storage:
Sensory storage is the buffer where the automatic processing of
information collected from our senses takes place.

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Human Computer Interface (KCS- 058) Unit-2

It is an unconscious process, large, attentive to the environment, quick to


detect changes and constantly being replaced by newly gathered stimuli.
Repeated and excessive stimulation can fatigue the sensory storage
mechanism, making it less attentive and unable to distinguish what is
important.
Eliminating interface noise will ensure that important things will be less
likely to be missed.
4. Visual Activity:
The capacity of the eye to resolve details is called visual activity.
The eye’s sensitivity increases for those characters closest to the fixation
point and decreases for those characters at extreme edges of the circle.
Patterns for fill in areas of screens must be carefully chosen to avoid
visual distraction as the eyes tremble slightly.
5. Foveal and Peripheral Vision:
Foveal vision is used to focus directly on something and peripheral
vision senses anything in the area surrounding the location we are
looking at.
Peripheral vision is thought to provide clues to where the eye should go
next in the visual search of a screen. Patterns, shapes and alignment
peripherally visible can guide the eye in a systematic way through
screen.
6. Information Processing:
There are two levels of information processing higher level and lower
level.

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Human Computer Interface (KCS- 058) Unit-2

Highest level is identified by consciousness and working memory which


is slow, limited and sequential which is used for reading and
understanding.
Lower level is identified without conscious effort and processes familiar
information rapidly and the limit of its capacity is unknown.
Visual distinctiveness of a screen is strong contributor. If a screen is
jammed with information and cluttered it loses its uniqueness and causes
more time consuming reading process.
7. Mental Models:
A mental model is simply an internal representation of a person’s current
understanding of something.
A person already familiar with one computer system will bring to
another system a mental model containing specific visual and usage
expectations.
If the new system complies with already established models it will be
much easier to learn and use.
8. Movement Control:
Provide large objects for important functions.
Take advantage of the pinning actions of the sides, top, bottom and
corners of the screen.

Human interaction speeds:

• The speed at which people can perform using various communication


methods has been studied by a number of researchers.

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Human Computer Interface (KCS- 058) Unit-2

• Reading: The average adult, reading English prose in the United


States, has a reading speed in the order of 250-300 words per minute.
Proof reading text on paper has been found to occur at about 200 words
per minute, on a computer monitor, about 180 words per minute.

• One technique that has dramatically increased reading speeds is called


Rapid Serial Visual Presentation, or RSVP. In this technique single
words are presented one at a time in the center of a screen. New words
continually replace old words at a rate set by the reader. For a sample of
people whose paper document reading speed was 342 words per minute.
(With a speed range of 143 to 540 words per minute.) Single words were
presented on a screen in sets at a speed sequentially varying ranging
from 600 to 1,600 words per minute. After each set a comprehension test
was administered.

UNDERSTAND THE BUSINESS FUNCTION


• Business definition and requirements analysis

--Direct methods
--Indirect methods
--Requirements collection guidelines

• Determining basic business functions

--Developing conceptual modes


--Understanding mental models
--Users new mental model

• Design standards or style guides

--Value of standards and guidelines


--Document design
--Design support and implementation

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Human Computer Interface (KCS- 058) Unit-2

• System training and documentation

-- Training
--Documentation

SCREEN DESIGNING
How to distract the screen user

• Unclear captions
• Improper type and graphic emphasis
• Misleading headings
• Irrelevant and unnecessary headings
• Inefficient results
• Clustered and cramped layout
• Poor quality of presentation
• Legibility
• Appearance
• arrangement
• Visual inconsistency
• Lack of design features
• Over use of 3D presentations
• Overuse of too many bright colors
• Bad typography

Variety of distractions

• Numerous audio and visual interruptions


• Extensive visual clutter
• Poor information readability
• In comprehensible screen components
• Confusing and inefficient navigation
• Inefficient operations
• Excessive or inefficient page scrolling
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Human Computer Interface (KCS- 058) Unit-2

• Information overload
• Design in consistency
• Outdated information

What screen users want

• an orderly clean clutter free appearance


• An obvious indication of what is being shown and what should be done
with it.
• Expected information located where it should be.
• A clear indication of what relates to what.
• Plain and simple english
• A clear indication of when an action can make a permanent change in
data

What screen users do

• Identifies a task to be performed or need to be fulfilled.


• Decides how the task will be completed or need fulfilled.
• Manipulates the computers controls.
• Gathers necessary data.
• Forms judgments resulting in decisions relevant to task.

Design goals

• Reduce visual work


• Reduce intellectual work
• Reduce memory work
• Reduce mentor work
• Eliminate burdens or instructions.

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