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Human Computer Interaction: by Prof. Dr. Sajjad Mohsin
Human Computer Interaction: by Prof. Dr. Sajjad Mohsin
INTERACTION
Summary
By
Prof. Dr. Sajjad Mohsin
We have Covered!
In HCI, we have covered,
The human
The computer
The interaction
Paradigms
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We have Covered!
Interaction design basics
HCI in the software process
Design rules
Implementation support
Evaluation techniques
Universal design
User support
3
We have Covered!
Cognitive models
Socio-organizational issues and
stakeholder requirements
Communication and collaboration
models
Task analysis
Dialogue notations and design
4
We have Covered!
Models of the system
Modeling rich interaction
Groupware
Ubiquitous computing and
augmented realities
Hypertext, multimedia, and the
world wide web
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Overview: Map of Human Computer Interaction
Use and Context
Application Areas
Human Computer
Dialogue Computer
Human Techniques Graphics
Information
Processing
Aa
Dialogue Dialogue
Language, Genre Architecture
Communication Input and
and Interaction Ergonomics Output Devices
Example Systems
Evaluation and Case Studies Implementation
Techniques Techniques and Tools
Design
Approaches
Development Process
The Human
Humans are limited in their capacity to
process information. This has important
implications for design.
Information is received and responses
given via a number of input and output
channels:
visualchannel
auditory channel
Haptic channel
movement 7
The Human
Information is stored in memory:
sensory memory
short-term (working) memory
long-term memory
Information is processed and applied:
reasoning
problem solving
skill acquisition
error
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The Human
Emotion influences human capabilities.
Users share common capabilities but are
individuals with differences, which should
not be ignored.
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The Computer
A computer system comprises various elements,
each of which affects the user of the system.
Input devices for interactive use, allowing text
entry, drawing and selection from the screen:
text entry: traditional keyboard, phone text entry,
speech and handwriting
pointing: principally the mouse, but also touchpad,
stylus, and others
3D interaction devices
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The Computer
Output display devices for interactive use:
different types of screen mostly using some
form of bitmap display
large displays and situated displays for
shared and public use
digital paper may be usable in the near future
Virtual reality systems and 3D visualization
have special interaction and display
devices.
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The Computer
Various devices in the physical world:
physicalcontrols and dedicated displays
sound, smell and haptic feedback
sensors for nearly everything including
movement, temperature, bio-signs
Paper output and input: the paperless
office and the less-paper office:
different
types of printers and their
characteristics, character styles and fonts
scanners and optical character recognition
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The Computer
Memory:
short-term memory: RAM
long-term memory: magnetic and optical disks
capacity limitations related to document and
video storage
access methods as they limit or help the user
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The Computer
Processing:
the effects when systems run too slow or too
fast, the myth of the infinitely fast machine
limitations on processing speed
networks and their impact on system
performance.
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The Interaction
Interaction models help us to understand
what is going on in the interaction between
user and system. They address the
translations between what the user wants
and what the system does.
Ergonomics looks at the physical
characteristics of the interaction and how
these influence its effectiveness.
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The Interaction
The dialog between user and system is
influenced by the style of the interface.
The interaction takes place within a social
and organizational context that affects
both user and system.
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Paradigms
Examples of effective strategies for
building interactive systems provide
paradigms for designing usable interactive
systems.
The evolution of these usability paradigms
also provides a good perspective on the
history of interactive computing.
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Paradigms
These paradigms range from the
introduction of time-sharing computers,
through the WIMP and web, to ubiquitous
and context-aware computing
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Design Process
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Interaction Design Basics
Interaction design is about creating interventions
in often complex situations using technology of
many kinds including PC software, the web and
physical devices
Design involves:
achieving goals within constraints and trade-off
between these
understanding the raw materials: computer and
human
accepting limitations of humans and of design
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Interaction Design Basics
The design process has several stages
and is iterative and never complete.
Interaction starts with getting to know the
users and their context: finding out who
they are and what they are like ... probably
not like you!
Talking to them, watching them
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Interaction Design Basics
Scenarios are rich design stories, which
can be used and reused throughout
design: they help us see what users will
want to do
they give a step-by-step walkthrough of
users' interactions: including what they
see, do and are thinking
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Interaction Design Basics
Users need to find their way around a
system; this involves: helping users know
where they are, where they have been and
what they can do next
Creating overall structures that are easy to
understand and fit the users' needs
Designing comprehensible screens and
control panels
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Interaction Design Basics
Complexity of design means we don't get
it right first time: so we need iteration and
prototypes to try out and evaluate
But iteration can get trapped in local
maxima, designs that have no simple
improvements, but are not good
Theory and models can help give good
start points
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HCI in the software process
Software engineering provides a means of
understanding the structure of the design
process, and that process can be
assessed for its effectiveness in interactive
system design.
Usability engineering promotes the use of
explicit criteria to judge the success of a
product in terms of its usability.
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HCI in the Software Process
Iterative design practices work to
incorporate crucial customer feedback
early in the design process to inform
critical decisions which affect usability.
Design involves making many decisions
among numerous alternatives. Design
rationale provides an explicit means of
recording those design decisions and the
context in which the decisions were made.
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Design Rules
Designing for maximum usability is the goal of
interactive systems design.
Abstract principles offer a way of understanding
usability in a more general sense, especially if
we can express them within some coherent
catalog.
Design rules in the form of standards and
guidelines provide direction for design, in both
general and more concrete terms, in order to
enhance the interactive properties of the system.
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Design Rules
The essential characteristics of good
design are often summarized through
'golden rules' or heuristics.
Design patterns provide a potentially
generative approach to capturing and
reusing design knowledge.
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Implementation Support
Programming tools for interactive systems
provide a means of effectively translating
abstract designs and usability principles into an
executable form. These tools provide different
levels of services for the programmer.
Windowing systems are a central environment
for both the programmer and user of an
interactive system, allowing a single workstation
to support separate user-system threads of
action simultaneously.
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Implementation Support
Interaction toolkits abstract away from the
physical separation of input and output
devices, allowing the programmer to
describe behaviors of objects at a level
similar to how the user perceives them.
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Implementation Support
User interface management systems are
the final level of programming support
tools, allowing the designer and
programmer to control the relationship
between the presentation objects of a
toolkit with their functional semantics in the
actual application.
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Evaluation Techniques
Evaluation tests the usability, functionality
and acceptability of an interactive system.
Evaluation may take place:
in the laboratory
in the field.
Some approaches are based on expert
evaluation:
analyticmethods
review methods
model-based methods. 32
Evaluation Techniques
Some approaches involve users:
experimental methods
observational
methods
query methods.
An evaluation method must be chosen
carefully and must be suitable for the job.
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Universal Design
Universal design is designing systems so
that they can be used by anyone in any
circumstance.
Multi-modal systems are those that use
more than one human input channel in the
interaction.
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Universal Design
These systems may, for example, use:
speech
non-speech sound
touch
handwriting
gestures.
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Universal Design
Universal design means designing for
diversity, including:
people with sensory, physical or cognitive
impairment
people of different ages
people from different cultures and
backgrounds.
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User Support
Users have different requirements for
support at different times.
User support should be:
availablebut unobtrusive
accurate and robust
consistent and flexible.
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User Support
User support comes in a number of styles:
command-based methods
context-sensitive help
tutorialhelp
online documentation
wizards and assistants
adaptive help.
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User Support
Design of user support must take account
of:
presentationissues
implementation issues.
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Models and
Theories
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Cognitive Models
Cognitive models represent users of
interactive systems.
Hierarchical models represent a user's task
and goal structure.
Linguistic models represent the user-system
grammar.
Physical and device models represent human
motor skills.
Cognitive architectures underlie all of these
cognitive models.
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socio-organizational issues and
stakeholder requirements
There are several organizational issues
that affect the acceptance of technology
by users and that must therefore be
considered in system design:
systems may not take into account conflict
and power relationships
those who benefit may not do the work
not everyone may use systems.
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socio-organizational issues..
In addition to generic issues, designers
must identify specific stakeholder
requirements within their organizational
context.
Socio-technical models capture both
human and technical requirements.
Soft systems methodology takes a broader
view of human and organizational issues.
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socio-organizational issues..
Participatory design includes the user
directly in the design process.
Ethnographic methods study users in
context, attempting to take an unbiased
perspective.
44
Communication and Collaboration
Models
All computer systems, single user or multi-
user, interact with the work-groups and
organizations in which they are used.
We need to understand normal human-
human communication:
face-to-face communication involves eyes,
face and body
conversation can be analyzed to establish its
detailed structure.
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Communication and Collaboration
Models
This can then be applied to text-based
conversation, which has: reduced
feedback for confirmation
lesscontext to disambiguate utterances
slower pace of interaction
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Communication and Collaboration
Models
Group working is more complex than that
of a single person: it is influenced by the
physical environment
experiments are more difficult to control and
record
field studies must take into account the social
situation.
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Task Analysis
Task analysis is the study of the way
people perform tasks with existing
systems.
Techniques for task analysis:
decomposition of tasks into subtasks
taxonomic classification of task knowledge
listing things used and actions performed.
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Task Analysis
Sources of information:
existing documentation
observation
interviews.
Using task analysis to design:
manuals and documentation
new systems.
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Dialogue Notations and Design
Dialog is the syntactic level of human-
computer interaction; it is rather like the
script of a play, except the user, and
sometimes the computer, has more
choices.
Notations used for dialog description can
be:
diagrammatic: easy to read at a glance
textual: easier for formal analysis.
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Dialogue Notations and Design
The dialog is linked:
to the semantics of the system, what it does
to the presentation of the system, how it
looks.
Formal descriptions can be analyzed: for
inconsistent actions
for difficult to reverse actions
for missing items
for potential miskeying errors.
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Models of the Systems
We need to know what a system does in order to
assess its usability.
Standard software engineering formalisms can
be used to specify an interactive system. These
are of various types:
model based, such as Z, which describe the system's
state and operations
algebraic formalisms, which describe the effects of
sequences of actions
temporal and deontic logics, which describe when
things happen and who is responsible.
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Models of the System
Special interaction models are designed
specifically to describe usability properties,
including:
predictabilityand observability - what you can
tell about the system from looking at it
reachability and undo - what you can do with
it.
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Models of the System
Most formal models and notations focus
on events and changes that happen when
they occur, but we need richer models to
deal with:
interstitial
behavior - the things that happen
between events such as dragging an icon
physical objects in ubiquitous computing or
virtual reality
the tension between precise time and more
fuzzy human ideas of time.
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Modeling Rich Interaction
We operate within an ecology of people,
physical artifacts and electronic systems,
and this rich ecology has recently become
more complex as electronic devices
invade the workplace and our day-to-day
lives. We need methods to deal with these
rich interactions.
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Modeling Rich Interaction
Status-event analysis is a semi-formal,
easy to apply technique that:
classifiesphenomena as event or status
embodies naïve psychology
highlights feedback problems in interfaces.
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Modeling Rich Interaction
Aspects of rich environments can be
incorporated into methods such as task
analysis: other people
information requirements
triggers for tasks
modeling artifacts
placeholders in task sequences.
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Modeling Rich Interaction
New sensor-based systems do not require
explicit interaction, this means: new
cognitive and interaction models
new design methods
new system architectures.
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Looking Outside
Box
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Groupware
Groupware is a term for applications
written to support the collaboration of
several users.
Groupware can support different activities:
directinterpersonal communication
ideas generation and decision making
sharing computer objects.
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Groupware
It can be classified in several ways:
by where and when it happens
by the sort of information shared
by the aspects of cooperation's supported.
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Groupware
Implementing groupware is more difficult
than single-user applications:
because of network delays
because there are so many components to go
wrong
because graphical toolkits assume a single
user.
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Ubiquitous computing and
augmented realities
The traditional computer is a glass box -
all you can do is press buttons and see the
effect.
Ubiquitous computing and augmented
reality systems break this glass box by
linking the real world with the electronic
worlds.
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Ubiquitous computing and
augmented realities
Applications include: ubiquitous computing
virtual
reality
augmented reality
information visualization.
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hypertext, multimedia and the world-
wide web
Hypertext allows documents to be linked in
a non-linear fashion.
Multimedia incorporates different media:
sound, images, video.
The world wide web is a global
hypermedia system.
Animation and video can show information
that is difficult to convey statically.
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hypertext, multimedia and the
world-wide web
Applications of hypermedia include online
help, education and e-commerce
Design for the world wide web illustrates
general hypermedia design, but also has
its own special problems.
Dynamic web content can be used for
simple online demonstration or for
complete web-based business
applications.
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THE END
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