Unit 1:humans in HCI
Unit 1:humans in HCI
It is evident that many computer systems have to support people operating in stressful
circumstances and, of course, there are important design issues concerning how to present
Traditionally, stress has been considered to result from exposure to some adverse
It is one of the clearest paradoxes of modern work that computer-based systems designed to
reduce task complexity and cognitive workload actually often impose even greater demands
• approaches to mitigate the negative effects of stress and workload on the performance of
HCI tasks.
• These strategies include skill development, specific display design changes, as well as
technologies employing adaptive automation and decision aids
• Developing skills so that they are relatively automatic as opposed to the alternative
controlled processing and developing expertise can mitigate some of the negative effects
of stress.
• Regarding display design, simple, easily perceivable graphics can permit quick, direct
extraction of information when cognitive resources are reduced by stress and workload
• Adaptive automation can be employed by adjusting the level of automation and the
management of that automation according to stress state
Task Loading and Stress in Human- Mitigation of stress
• HCI has traditionally been about designing efficient and effective systems
• Now more about how to design interactive systems that make people respond in
certain ways
• e.g. to be happy, to be trusting, to learn, to be motivated
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Expressive interfaces
1. Colour, icons, sounds, graphical elements and animations are used to make the ‘look and feel’ of
an interface appealing
-People are prepared to put up with certain aspects of an interface (e.g. slow download rate) if
the end result is appealing and aesthetic
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User-created expressiveness
• Users have created a range of emotions - compensate for lack of expressiveness in
text communication:
Happy :)
Sad :<
Sick :X
Mad >:
Very angry >:-(
• Also use of icons and shorthand in texting and instant messaging has emotional
connotations, e.g.
I 12 CU 2NITE
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Would you use any of these? What for?
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Friendly interfaces
• Microsoft pioneered friendly interfaces for technophobes - ‘At home with Bob’
software
• Agents in the guise of pets (e.g. bunny, dog) were included to talk to the user
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Bob
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Clippy
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User frustration
Many causes:
• When an application doesn’t work properly or crashes
• When a system doesn’t do what the user wants it to do
• When a user’s expectations are not met
• When a system does not provide sufficient information to enable the user to know what to do
• When error messages pop up that are vague, obtuse or condemning
• When the appearance of an interface is garish, noisy, gimmicky or patronizing
• When a system requires users to carry out too many steps to perform a task, only to discover a
mistake was made earlier and they need to start all over again
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Gimmicks
Amusing to the designer but not the user, e.g.,
-Clicking on a link to a website only to discover that it is still ‘under
construction’
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Error messages
“The application Word Wonder has unexpectedly quit due to a type 2 error.”
Why not instead:
“the application has expectedly quit due to poor coding in the operating system”
guidelines for error messages include:
• avoid using terms like FATAL, INVALID, BAD
• Audio warnings
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Choices and Decisions of Computer Users.
Computer users are constantly making small choices and larger decisions about how to use
Shall I dictate this e-mail message using speech recognition or tap in the text with a
stylus?
• This chapter focuses on cases, like these, in which a user can choose among two or more
options, none of which is correct or incorrect but one of which can be preferred to the others.
The term preferential choice will be used to distinguish this situation from non preferential
choices that concern the correct way to operate a system, such as “Which of these unfamiliar
• We will use the terms choice and decision, together and in alternation, to do justice to the
• Decision suggests a thorough, effortful process, whereas choice suggests a quick selection
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Learning from experience
• The model of action introduced by Norman (1986), which is well known in the HCI field, is worth
bearing in mind in this context, even though it was not specifically intended to illuminate processes
of preferential choice.
• Each of these phases can be seen as a way in which a chooser may have difficulty in learning from
experience in making a certain type of choice.
• In cases like these, in which individual learning from experience faces serious obstacles, sources of
guidance such as norms, policies, and the behavior of similar other persons play an especially
important role.
• These cases also offer opportunities for interaction designers to improve choice and decision
making noticeably by identifying the learning difficulty and taking steps to compensate for it.
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Models of interaction
We would discuss the interaction between human and computer, and, in particular,
how we can ensure that the interaction is effective to allow the user to get the
required job done.
We would see how we can use Norman’s execution– evaluation model, and the
interaction framework that extends it, to analyze the interaction in terms of how easy
or difficult it is for the user to express what he wants and determine whether it has
been done.
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Norman’s execution–evaluation cycle
• Norman’s model of interaction is perhaps the most influential in Human–
Computer Interaction
• The user formulates a plan of action, which is then executed at the computer interface.
• When the plan, or part of the plan, has been executed, the user observes the computer
interface to evaluate the result of the executed plan, and to determine further actions.
• interactive cycle can be divided into two major phases: execution and
evaluation.
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Norman’s execution–evaluation cycle
If someone else is closer the intention may be different – you may ask them to switch on the light for you. Your
goal is the same but the intention and actions are different. When you have executed the action you perceive the
result, either the light is on or it isn’t and you interpret this, based on your knowledge of the world.
For example, if the light does not come on you may interpret this as indicating the bulb has blown or the lamp is
not plugged into the mains, and you will formulate new goals to deal with this.
If the light does come on, you will evaluate the new state according to the original goals – is there now enough
light? If so, the cycle is complete. If not, you may formulate a new intention to switch on the main ceiling light as
well.
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Norman’s execution–evaluation cycle
• Norman uses this model of interaction to demonstrate why some interfaces cause problems to their users.
• As we noted earlier, the user and the system do not use the same terms to describe the domain and goals –
remember that we called the language of the system the core language and the language of the user the task
language.
• The gulf of execution difference between the user’s formulation of the actions to reach the goal and the actions
allowed by the system. If the actions allowed by the system correspond to those intended by the user, the
interaction will be effective. The interface should therefore aim to reduce this gulf.
• The gulf of evaluation is the distance between the physical presentation of the system state and the expectation of
the user. If the user can readily evaluate the presentation in terms of his goal, the gulf of evaluation is small. The
more effort that is required on the part of the user to interpret the presentation, the less effective the interaction.
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Norman’s execution–evaluation cycle
• It does not attempt to deal with the system’s communication through the
interface.
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