Human Machine Interaction Lab Manual: Prepared By: Prof. Suvarna Pansambal
Human Machine Interaction Lab Manual: Prepared By: Prof. Suvarna Pansambal
Human Machine Interaction Lab Manual: Prepared By: Prof. Suvarna Pansambal
Machine
Interaction
LAB MANUAL
Prepared By:
Prof. Suvarna Pansambal
Experiment 1
Description:
To get a good interface you have to figure out who is going to use it to do what. You may think
your idea for a new system is so wonderful that everyone will want it, though you can't think of a
really specific example, and that it will be useful in some way to people, even though you can't
say just how. But history suggests you will be wrong. Even systems that turned out to be useful
in unexpected ways, like the spreadsheet, started out by being useful in some expected ways.
You must have to do the following things in order to know your user:
•Who are they?
• Probably not like you!
• Talk to them
• Watch them
• Use your imagination
Students Task:
Develope a math application for 4 to 5 year children.
Guidelines:
1. Understand how people interact with computers.
2. Understand the human characteristics important in design.
3. Identify the user’s level of knowledge and experience.
4. Identify the characteristics of the user’s needs, tasks, and jobs.
5. Identify the user’s psychological characteristics.
6. Identify the user’s physical characteristics.
7. Employ recommended methods for gaining understanding of users.
Conclusion: Thus we have built an application for the children successfully.
Output:
2. (Optional) Record and add narration and timings to a slide show and Turn your mouse
into a laser pointer.
6. To display all video quality and size options, under Create a video, click the Computer
& HD Displays down arrow.
o To create a video with very high quality, yet a large file size, click Computer &
HD Displays.
o To create a video with a moderate file size and medium quality, click Internet &
DVD.
o To create a video with the smallest file size, yet low quality, click Portable
Devices.
TIP: You'll want to test these out to see which option meets your needs.
8. Click the Don't Use Recorded Timings and Narrations down arrow and then, do one of
the following:
o If you did not record and time voice narration and laser pointer movements,
click Don't Use Recorded Timings and Narration.
TIP: The default time spent on each slide is set to 5 seconds. To change that, to the right
of Seconds to spend on each slide, click the up arrow to increase, or the down arrow to decrease
the seconds.
o If you recorded and timed narration and pointer movements, click Use Recorded
Timings and Narrations.
10. In the File name box, enter a file name for the video, browse for folder that will contain
this file, and then clickSave. You can track the progress of the video creation by looking at the
status bar at the bottom of your screen. The video creation process can take up to several hours
depending on the length of the video and the complexity of the presentation.
TIP: For longer videos, you can set it up so that they create overnight. That way, they’ll be ready
for you the following morning.
11. To play your newly-created video, go to the designated folder location, and then double-
click the file.
Experiment 2
Description:
A well-designed screen:
Students Task:
Students have to design the interface for the home appliances. Show the bad
design of the home appliances as well as the good design of the home appliances.
Output:
A) Poor Interface
B) Good Interface
Experiment 3
Objective: Identify 5 different websites catering to one specific goal and perform a competitive
analysis on them to understand how each one caters to the goal, the interactions and flow of the
payment system and prepare a report on the same.
Description:
Principles are nothing but the abstract design rules. Where an interface should be easy to
navigate. We follow some guideline to achieve the principles. Guidelines are advice on how to
achieve principle and understanding theory which help helps resolve the conflict.
Norman’ design principles are:
1. Use both knowledge in the world and knowledge in the head.
2. Simplify the structure of tasks.
3. Make things visible.
4. Get the mappings right.
5. Exploit the power of constraints, both natural and artificial.
6. Design for error.
7. When all else fails, standardize.
Students Task:
Students have to identify any five website catering the same goal and perform competitive
analysis on them. Perform the heuristic evaluation of that websites.
Output:
♦ Checklists
Reduce uncertainty
Fuse data
Be consistent
Use chunking
Provide progressive levels of detail
Screenshot of amazon.in
Screenshot of flipkart.com
Screenshot of paytm.com
Screenshot of snapdeal.com
Screenshot of eBay. in
Experiment-4
Description:
A system contains large amounts of information and performs a variety of functions. Regardless
of its purpose, the system must provide some means to tell people about the information it
possesses or the things it can do. This is accomplished by displaying listings of the choices or
alternatives the user has at appropriate points. These listings of choices are commonly called
menus. Menus are a major form of navigation through a system and, if properly designed, assist
the user in developing a mental model of the system Menus are effective because they utilize the
more powerful human capability of recognition rather than the weaker capability of recall.
Working with menus reminds people of available options and information that they may not be
aware of or have forgotten. Graphical and Web systems are heavily menu-oriented. In graphical
systems they are used to designate commands, properties that apply to an object, documents, and
windows. When selected, a graphical menu item may lead to another menu, cause a window to
be displayed, or directly cause an action to be performed. To accomplish these goals, a graphical
system presents a variety of menu styles to choose from. Included are entities commonly called
menu bars, and menus called pull-downs, popups, cascades, tearoffs, and iconic. In Web site
design, common menus include textual links to other pages, command buttons, and both
graphical and textual toolbars. In this experiment we have used online tool weebly.
Student’s task:
Considering your application as a sample, design menu and navigational scheme for your
application. Students are required to submit one version of menu and navigational scheme
design.
Guidelines:
While designing menus for GUI application, students must consider following
1. Choosing a proper menu structure suitable for the application
2. Proper ordering and grouping of menus
3. Use of line separators
4. Providing short cuts for menus using keyboard equivalents
5. Use of keyboard accelerators
6. Choosing appropriate menu titles.
7. Use of intent indicators
8. Providing defaults
9. Use of toggle menus wherever required.
Examples:
Description:
A statistical graphic is data presented in a graphical format. -A well-designed statistical graphic,
also referred to as a chart or graph, consists of complex ideas communicated with clarity,
precision, and efficiency. It gives its viewer the greatest number of ideas, in the shortest time,
and in the smallest space, and with least possible clutter. It will also induce the viewer to think of
substance, not techniques or methodology. It will provide coherence to large amounts of
information by tying them together in a meaningful way, and it will encourage data comparisons
of its different pieces by the eye. A well designed statistical graphic display also avoids
distortions by telling the truth about the data.
Student’s task:
Considering your application as a sample, design statistical graphics application. Students are
required to submit one version of statistical graphics application
Guidelines:
While designing statistical graphics GUI application, students must consider following
1. Choosing the emphasized data
2. Minimize the non-data elements
3. 3 Minimize redundant data.
4. Show data variation, not design variation.
5. Provide the proper context for data interpretation.
6. Restrict the number of information-carrying dimensions depicted to the number of
7. Data dimensions being illustrated.
8. Employ data in multiple ways, whenever possible.
9. Maximize data density.
10. Employ simple data-coding schemes.
11. Avoid unnecessary embellishment of:
— Grids.
— Vibration.
— Ornamentation.
12. Fill the graph’s available area with data.
.Example:
Figure 1: example of Pie Chart and Bar Chart
Output:
4. Consider adding a sub-data series in the third column. With the bar graph
function, you can use a clustered or stacked bar graph that shows a second number
that is identified with the variable.
Make sure that the sub-data series is labeled at the top of the third column.
Also, ensure that the data is given using the same format, such as dollars or
numbers.
5. Highlight the entire series you have entered, including column titles. Microsoft
Excel will use your columns to separate the X and Y axis.
6. Click on the "Charts" tab of the horizontal user interface. If you do not see the
"Charts" tab, go to the "Insert" menu and select "Charts" from the drop down menu.
If you are using an older version of Microsoft Excel, you will need to go
directly to the Insert menu and select "Charts" to access the chart wizard.
7. Click on the arrow next to the type of chart you would like to make. If you want a
traditional bar graph, you will choose "Bar." If you want a vertical graph, click the
arrow next to "Column."
8. Select the type of bar graph you want from the choices available in the Bar
menu. You can choose 2-D, 3-D, Cylinder, Cone or Pyramid shaped bar graphs.
You can also choose to cluster or stack your bar graph to highlight a second
type of data in your data series.
9. Wait for the image of your graph to appear in the middle of your Excel sheet.
11. Click through the options for fill, line, shadow, 3-D format and glow & soft edges
to format your bar graph. Click "Ok" when you are done formatting.
12. Double click the area near the exterior of your bar graph. Choose a different font
or formatting for the outside area of the graph. Click "Ok" after you make your
changes.
Click on "Alt Text" to name your graph and add a description. Click on "Properties"
to choose the object positioning
13. . Save your Excel sheet with your new bar graph.
Experiment No-6
Icon designing
Description:
Icon design is the process of designing a graphic symbol that represents some real, fantasy or
abstract motive, entity or action. In the context of software applications, an icon often represents
a program, a function, data or a collection of data on a computer system.
Icon designs can be simple, with flat two-dimensional drawing or a black silhouette, or complex,
presenting a combination of graphic design elements such as one or more linear and radial color
gradients, projected shadows, contour shades, and three-dimensional perspective effects.
Modern icons often have a maximum size of 1024 by 1024 pixels. The challenge of icon design
is to create an image that is communicative, beautiful, and understandable, at every size from this
maximum resolution down to the minimum resolution of 16 by 16 pixels. One of the most
common and important examples of this are Application Icons, used to represent an app on Mac,
Windows, Linux, or mobile platforms. These icons rely on unique and memorable metaphors as
a form of product branding. Other common uses of icons include favicons, toolbar icons, and
icons for buttons or controls.
Students Task:
Design an Icon using Paint or paint.net or student can use any other icon designing
tool.
Guidelines:
Output:
For this practical the software used is paint.net it is a freeware that can be
downloaded.
Step 1:
The first step is to create a new file in paint.net and set width and height as
per your need.
Step 2: Browse a image you want and paste it in to new layer in paint.net.
and select keep canvas size.
The extension for icon is .ico and this extension by default is not present in
paint.net but you can add plug-in for the same.
You can change icon of your computer application by right clicking on the
application go to properties >change icon.
Experiment No-7
Guidelines:
While choosing colors for display, one must consider these factors:
The human visual system
The possible problems that the colors’ use may cause
The viewing environment in which the display is used
The task of the user
Hardware on which the colors will be displayed.
For the animation one must keep in mind
Do not Distract Attention from Salient Information
Avoid Clutter
Allow Appropriate Exposure Duration
Manage the Positioning and Organization of Objects
Adhere to Color Conventions
Support Animation with Textual and Auditory Information
Appreciate the Insights of Semiotics
Comply with the Cooperative Maxims
Conclusion: Thus we have studied how to select proper colors and animation.
Output:
Conclusion: Thus we have successfully Provided effective feedback, guidance and assistance
Output: