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Original

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myultimatemove
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© © All Rights Reserved
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Step 1:

**HUMAN-COMPUTER INTERFACE (HCI)**: Is defined by the Association for Computing


Machinery (ACM) as a discipline concerned with the design, evaluation, and implementation of
interactive computing systems for human use, as well as the study of major phenomena surrounding
them.

**HUMAN-COMPUTER INTERACTION (HCI)**: Is also referred to as Human-Machine


Interaction (HMI), Man-Machine Interaction (MMI), or Computer-Human Interaction (CHI).

**GOALS**:
1. Designing novel interfaces, thereby optimizing design for desired properties.

2. Implementing interfaces.

3. Evaluating and comparing interfaces with respect to their usability and other desired properties.

4. Studying human-computer use and its implications.

5. Modeling and themes of HCI use, as well as conceptual frameworks for the design of computer
interfaces.

**VISUAL SYSTEM**:
- Visual perception: The information received by the visual apparatus must be filtered and passed to the
processing elements, which allow us to perceive coherent scenes, relative distance, and differentiate
colors.

- Perceiving size and depth: Perception of size relies on factors other than the visual angle from which
the individual views the object.

- Perceiving brightness: The luminance of an object is dependent on the amount of light falling on its
surface and its reflective properties.

- Perceiving color: Discriminating between colors varies among individuals and sexes.
Step 2:

LIMITATION
A limitation of the human visual system is that the ability to interpret and exploit our expectations can
be used to resolve ambiguity or create optical illusions.

SENSORY MEMORY:
The sensory memory acts as a buffer for stimuli received through the senses. It has 3 channels:

1. Iconic (visual stimuli): characterized by the presence of an image after the stimulus has been
removed.

2. Echoic (sound): the ability to ascertain the direction from which a sound originates.

3. Haptic: concentration of the mind on one out of a number of competing stimuli.

SHORT-TERM MEMORY:
The memory used to store information where it is only required fleetingly. It has a limited capacity.

LONG-TERM MEMORY:
The main memory resource of humans; it stores factual information, experiential knowledge, and
everything we know.

HUMAN PROCESSING:
- Thinking: can require different amounts of knowledge.

- Reasoning: is the process by which we use the knowledge we have to draw conclusions or infer
something new about the domain of interest.

- Problem solving: is the process of finding a solution to an unfamiliar task, using the knowledge we
have.

THE INTERACTION:
Understanding how humans use the computer as a tool to perform or support a task.

1. Batch input: the user provides all the information to the computer at once and leaves the machine to
perform a task.

2. Direct manipulation: this involves using various input devices to receive feedback.

3. Virtual reality: this enables continuous, speedy interaction as the machine senses or perceives the
user's actions (movement) and responds.
Step 3:

**BASIC TERMINOLOGIES ASSOCIATED WITH INTERACTION MODELS:**


1. Domain: a domain defines an area of expertise and knowledge in some real-world activity.

2. Task: tasks are operations to manipulate the concepts of a domain.

3. Goal: is the desired output from a performed task.

4. System language: this is referred to as the core language.

5. User language: this is referred to as the task language.

**MODELS OF INTERACTION:**
The use of models of interaction can help us understand exactly what is going on in the interaction and
identify tools of difficulty.

**NORMAN’S MODELS OF INTERACTION:**


Norman’s model is most influential to HCI because of its usefulness in our intuitive understanding of the
interaction between user and computer. The user formulates a plan of action, and the action is executed
by the computer interface.

- Norman’s model is a useful means of understanding the interaction in a way that is clear and intuitive.
It allows more detected empirical and analytic work to be placed within a common framework.

- The interactive cycle is further divided into 7 stages:

1. Establishing the goal.

2. Forming the intention.

3. Specifying the sequence.

4. Executing the action.

5. Perceiving the system state.

6. Interpreting the system state.

7. Evaluating the system state with respect to the goals and intentions.
Step 4:

**INTERACTION FRAMEWORK MODEL:**


This model was developed by Abowd and Beale and provides a more detailed description of interaction
by explicitly including the system and breaking it into four components:

- Articulation

- Performance

- Presentation

- Observation

**ASSESSING OVERALL INTERACTION:**


The interaction framework is presented as a means to judge the overall usability of an entire interactive
system.

**ERGONOMICS:**
Is the study of the physical characteristics of interaction. It deals with how controls are designed, the
physical environment in which interaction takes place, and the layout and physical qualities of the
screen.

**USER INTERFACE:**
An interface is a set of commands or means through which a user communicates with a program. It is
the visual part of a computer application or operating system through which a user interacts with a
computer or software.

**USER INTERFACE GOALS AND PROPERTIES:**


The goal of user interface design is to make the user's interaction as simple and efficient as possible in
terms of accomplishing user goals (user-centered design).
Step 5:

**PROPERTIES OF USER INTERFACE:**


1. Clarity 2. Discrimination 3. Consistency 4. Detectability 5. . Legibility 6. Comprehensibility

**PRINCIPLES OF USER INTERFACE DESIGN:**


1. The structure principle

2. The simplicity principle

3. The visibility principle

4. The feedback principle

5. The tolerance principle

6. The reuse principle

**TYPES OF USER INTERFACE:**


1. Command line

2. Natural language

3. Menu-driven

4. Form-based

5. Graphical user interface (GUI)

**GRAPHICAL USER INTERFACE (GUI):**


Sometimes also referred to as WIMP because they use Windows, Icons, Menus, and Pointers.

**ELEMENTS OF A GUI:**
1. Windows 2. Icons 3. Menus 4. Pointers 5. Dialog boxes

**ESSENTIAL GUI DESIGN PRINCIPLES:**


GUI design is a fundamental aspect of creating user-friendly digital products. It is the reason you know
to click on a button or swipe in a particular direction.
Step 6:

**PRINCIPLES:**
1. Aesthetically pleasing 2. Clarity 3. Compatibility 4. Comprehensibility 5. Configurability 6. Consistency
7. Control 8. Directness 9. Efficiency 10. Familiarity 11. Flexibility 12. Forgiveness 13. Predictability 14.
Recovery 15. Responsiveness 16. Simplicity 17. Transparency 18. Trade-offs

**GRAPHICAL USER INTERFACE (GUI) GUIDELINES:**


1. Know the user needs/goals.

2. Keep everything simple and neat.

3. Ensure easy user navigation.

4. Avoid overstuffing with details.

5. Make it familiar.

6. Pay attention to screen layout and relationships.

7. Ensure readability.

**COGNITIVE WALKTHROUGH:**
A cognitive walkthrough requires a detailed review of actions, referring to the steps that an interface
will require a user to perform in order to accomplish some known task.

1. A specification or prototype of the system. It doesn’t have to be complete, but it should be fairly
detailed.

2. A description of the task the user is to perform on the system.

3. A complete, written list of the actions needed to complete the task with the proposed system.

4. An indication of who the users are and what kind of experience and knowledge the evaluators can
assume about them.
Step 7:

**HEURISTIC EVALUATION:**
Is a guideline, general principle, or rule of thumb that can guide a design decision or be used to critique
a decision that has already been made.

**NIELSEN’S TEN HEURISTICS ARE:**


1. Visibility of system status

2. Match between system and the real world

3. User control and freedom

4. Consistency and standards

5. Error prevention

6. Recognition rather than recall

7. Flexibility and efficiency of use

8. Aesthetic and minimalist design

9. Help and documentation

10. Help users recognize, diagnose, and recover from errors

**FACTORS TO CONSIDER WHEN CHOOSING AN EVALUATION METHOD:**


1. The style of evaluation

2. The resources required

3. The level of interference implied

4. The immediacy of the response

5. The stage in the cycle at which the evaluation is carried out

6. The level of subjectivity or objectivity of the techniques

**MULTIMODAL INTERACTION:**
Providing access to information through more than one mode of interaction is an important principle of
universal design. Such design relies on multimodal interaction.
Step 8:

**INFORMATION SEARCH AND VISUALIZATION:**


Visualization has been shown to be successful in providing insight about data for a wide range of tasks.

1. Information gathering 2. Seeking 3. Filtering 4. Visualization 5. Data mining and warehousing

**INFORMATION RETRIEVAL:**

Achieved by searching textual documents and databases.

**INFORMATION GATHERING:**

Involves using multimedia search. It requires metadata (Captions, Keywords).

**FILTERING AND SEARCHING INTERFACE:**

- Venn diagrams - Decision tables - Aesthetic computing - Water through filters

**CLASSIFICATION OF FILTERING:**
1. Automatic filtering: users create rules for data, similar to SDI (selective dissemination of information).

2. Dynamic queries: Direct manipulation queries that reduce errors and encourage exploration.

3. Collaborative filtering: Groups of users combine evaluations to find interesting results.

**INFORMATION VISUALIZATION:**

The goal is to present compact graphic representations and user interfaces for manipulating large
numbers of items.

**VISUAL DATA MINING:**

Apply visual bandwidth and human perception to make discoveries, decisions, and hypotheses.

**DATA TYPES:**
1. 1D linear: examples include source code, text, audio.

2. 2D map: planar data, examples include GIS, floor plans.

3. 3D world: more than just geometry, examples include 3D molecules, bodies, buildings.

**UNIVERSAL DESIGN:**
Is the process of designing products so that they can be used by as many people as possible in as many
situations as possible. This can be achieved by designing systems either to have built-in redundancy or
to be compatible with assistive technologies.
Step 9:

**PRINCIPLES OF UNIVERSAL DESIGN:**


1. Equitable use 2. Flexibility in use 3. Simple and intuitive to use 4. Perceptible information 5. Tolerance
for error 6. Low physical effort 7. Size and space for approach and use

**TYPES OF HUMAN LONG-TERM MEMORY:**


1. Recall: the act of reproducing information from memory

2. Recognition: the presentation of information provides knowledge that it has been seen before.

**GUI PRINCIPLES:**
1. Aesthetically pleasing: provide visual appeal by following presentation and graphic design principles.

2. Clarity: the interface should be visually, conceptually, and linguistically clear, including visual
elements, functions, metaphors, words, and text.

3. Compatibility: provide compatibility with the user, the task, the job, and the product; adopt the user’s
perspective.

4. Comprehensibility: a system should be easy to understand and learn. A user should know:

- What to do

- What to look at

- When to do it

- Where to do it

- Why to do it

- How to do it

**SOME CONSTRAINTS ON DESIGN:**


1. Aesthetics: the control must not be too cluttered.

2. Economic: it must not cost too much.

3. Ergonomic: you cannot physically push buttons if they are too small or too close.

4. Physical: the size or nature of the device may force certain positions or styles of control.

5. Legal and safety considerations.

6. Context and environmental factors.


Step 10:

**WHAT ARE PARADIGMS:**


The primary objective of interactive systems is to allow the user to achieve particular goals in some
application domain. Thus, the interaction system must be usable.

**TWO OPEN QUESTIONS:**


1. How can an interactive system be developed to ensure its usability?

2. How can the usability of an interactive system be demonstrated or measured?

**EXAMPLES OF PARADIGM SHIFTS:**


1. Batch processing

2. Time-sharing

3. Networking

4. Graphical display

5. Microprocessor

6. World Wide Web (WWW)

7. Ubiquitous computing

**LONG-TERM MEMORY STRUCTURE TYPES:**


1. Episode memory: represents our memory of events and experiences in a serial form.

2. Semantic memory: structured in a way to allow access to information, representation of relationships


between processes of information, and interference.

**NETWORKED COMPUTING:**
1. Large memory and processing 2. Collaboration over people (GroupWare, email)

3. Shared resources – especially the web

**Issues:**
- Network delay – slow feedback

- Conflict – many people updating data

- Unpredictability

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