Human Computer Interface Introduction: Human Beings. A Significant Number of Major
Human Computer Interface Introduction: Human Beings. A Significant Number of Major
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• (HCI) Any software or hardware that allows a
user to interact with a computer. Examples are
WIMP, command-line interpreter, or virtual
reality.
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• Human-computer Interaction, a discipline concerned
with the study, design, construction and
implementation of human-centric interactive
computer systems.
• A user interface, such as a GUI, is how a human
interacts with a computer, and HCI goes beyond
designing screens and menus that are easier to use
and studies the reasoning behind building specific
functionality into computers and the long-term
effects that systems will have on humans.
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• HCI is a very broad discipline that encompasses
different specialties with different concerns
regarding computer development:
• Computer science is concerned with the application
design and engineering of the human interfaces
• Sociology and anthropology are concerned with the
interactions between technology, work and
organization and the way that human systems and
technical systems mutually adapt to each other
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• Ergonomics is concerned with the safety of
computer systems and the safe limits of human
cognition and sensation
• Psychology is concerned with the cognitive
processes of humans and the behavior of users
• Linguistics is concerned with the development of
human and machine languages and the
relationship between the two
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Human Computer Interface
• Human Computer Interface (HCI) was
previously known as the man-machine studies
or man-machine interaction. It deals with the
• Design
• Execution
• Assessment of computer systems
• Related phenomenon that are for human use.
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• HCI can be used in all disciplines wherever
there is a possibility of computer installation.
Some of the areas where HCI can be
implemented with distinctive importance are:
• Computer Science − For application design
and engineering.
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• Psychology − For application of theories and
analytical purpose.
• Sociology − For interaction between
technology and organization.
• Industrial Design − For interactive products
like mobile phones, microwave oven, etc.
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• The intention of this subject is to learn the ways
of designing user-friendly interfaces or
interactions. Considering which, we will learn the
following −
• Ways to design and assess interactive systems.
• Ways to reduce design time through cognitive
system and task models.
• Procedures and heuristics for interactive system
design
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Historical Evolution
• From the initial computers performing batch
processing to the user-centric design, there were
several milestones which include:
• Early computer (e.g. ENIAC, 1946) − Improvement in
the H/W technology brought massive increase in
computing power. People started thinking on
innovative ideas.
• Visual Display Unit (1950s) − SAGE (semi-automatic
ground environment), an air defense system of the
USA used the earliest version of VDU.
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• Development of the Sketchpad (1962) − Ivan
Sutherland developed Sketchpad and proved
that computer can be used for more than data
processing.
• Douglas Engelbart introduced the idea of
programming toolkits (1963) − Smaller
systems created larger systems and
components.
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• Introduction of Word Processor, Mouse
(1968) − Design of NLS (oNLine System).
• Introduction of personal computer Dynabook
(1970s) − Developed smalltalk at Xerox PARC.
• Windows and WIMP interfaces −
Simultaneous jobs at one desktop, switching
between work and screens, sequential
interaction.
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• The idea of metaphor − Xerox star and alto
were the first systems to use the concept of
metaphors, which led to spontaneity of the
interface.
• Direct Manipulation introduced by Ben
Shneiderman (1982) − First used in Apple Mac
PC (1984) that reduced the chances for
syntactic errors.
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• Vannevar Bush introduced Hypertext (1945) − To
denote the non-linear structure of text.
• Multimodality (late 1980s).
• Computer Supported Cooperative Work (1990’s) −
Computer mediated communication.
• WWW (1989) − The first graphical browser (Mosaic)
came in 1993.
• Ubiquitous Computing − Currently the most active
research area in HCI. Sensor based/context aware
computing also known as pervasive computing.
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Guidelines in HCI
• Shneiderman’s Eight Golden Rules
• Strive for Consistency.
• Cater to Universal Usability.
• Offer Informative feedback.
• Design Dialogs to yield closure.
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• Prevent Errors.
• Permit easy reversal of actions.
• Support internal locus of control.
• Reduce short term memory load.
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• These guidelines are beneficial for normal
designers as well as interface designers.
• Using these eight guidelines, it is possible to
differentiate a good interface design from a
bad one.
• These are beneficial in experimental
assessment of identifying better GUIs.
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Norman’s Seven Principles
• To assess the interaction between human and
computers, Donald Norman in 1988 proposed
seven principles.
• He proposed the seven stages that can be
used to transform difficult tasks. Following are
the seven principles of Norman −
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• Use both knowledge in world & knowledge in
the head.
• Simplify task structures.
• Make things visible.
• Get the mapping right (User mental model =
Conceptual model = Designed model).
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• Convert constrains into advantages (Physical
constraints, Cultural constraints, Technological
constraints).
• Design for Error.
• When all else fails − Standardize.
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Heuristic Evaluation
• Heuristics evaluation is a methodical
procedure to check user interface for usability
problems.
• Once a usability problem is detected in design,
they are attended as an integral part of
constant design processes. Heuristic evaluation
method includes some usability principles such
as Nielsen’s ten Usability principles.
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Nielsen’s Ten Heuristic Principle
• Visibility of system status.
• Match between system and real world.
• User control and freedom.
• Consistency and standards.
• Error prevention.
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Nielsen’s Ten Heuristic Principle
• Recognition rather than Recall.
• Flexibility and efficiency of use.
• Aesthetic and minimalist design.
• Help, diagnosis and recovery from errors.
• Documentation and Help
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Nielsen’s Ten Heuristic Principle
• The above mentioned ten principles of Nielsen
serve as a checklist in evaluating and
explaining problems for the heuristic evaluator
while auditing an interface or a product.
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Interface Design Guidelines
• General interaction,
• information display, and
• data entry are three categories of HCI design
guidelines that are explained below.
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General Interaction
• Guidelines for general interaction are
comprehensive advices that focus on general
instructions such as −
• Be consistent.
• Offer significant feedback.
• Ask for authentication of any non-trivial critical
action.
• Authorize easy reversal of most actions and
commands.
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• Lessen the amount of information that must be
remembered in between actions.
• Seek competence in dialogue, motion and thought.
• Excuse mistakes.
• Classify activities by function and establish screen
geography accordingly.
• Deliver help services that are context sensitive.
• Use simple action verbs or short verb phrases to
name
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Information Display
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• Don't burden the user with data, use a
presentation layout that allows rapid
integration of information.
• Use standard labels, standard abbreviations
and probable colors.
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• Permit the user to maintain visual context.
• Generate meaningful error messages.
• Use upper and lower case, indentation and
text grouping to aid in understanding.
• Use windows (if available) to classify different
types of information.
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• Use analog displays to characterize
information that is more easily integrated with
this form of representation.
• Consider the available geography of the
display screen and use it efficiently.
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Data Entry
• The following guidelines focus on data entry that
is another important aspect of HCI −
• Reduce the number of input actions required of
the user.
• Uphold steadiness between information display
and data input.
• Let the user customize the input.
• Interaction should be flexible but also tuned to
the user's favored mode of input.
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• Disable commands that are unsuitable in the
context of current actions.
• Allow the user to control the interactive flow.
• Offer help to assist with all input actions.
• Remove "mickey mouse" input.
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Interactive System Design
• The objective of this chapter is to learn all the
aspects of design and development of
interactive systems, which are now an
important part of our lives.
• The design and usability of these systems
leaves an effect on the quality of people’s
relationship to technology.
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• Web applications, games, embedded devices,
etc., are all a part of this system, which has
become an integral part of our lives. Let us
now discuss on some major components of
this system.
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Concept of Usability Engineering
• Usability Engineering is a method in the
progress of software and systems, which
includes user contribution from the inception
of the process and assures the effectiveness of
the product through the use of a usability
requirement and metrics
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• It thus refers to the Usability Function features
of the entire process of abstracting,
implementing & testing hardware and
software products.
• Requirements gathering stage to installation,
marketing and testing of products, all fall in
this process.
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Goals of Usability Engineering
• Effective to use − Functional
• Efficient to use − Efficient
• Error free in use − Safe
• Easy to use − Friendly
• Enjoyable in use − Delightful Experience
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