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Module 1-Introduction PDF

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Module 1-Introduction PDF

Uploaded by

aryang720
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© © All Rights Reserved
Available Formats
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INTRODUCTION

CHAPTER NO.01
Foundations of HMI
The Human: History of User Interface
Designing
• Human Machine Interaction is the study of interaction between
people (users) and computers.
• Also concerned with the design, evaluation and implementation
of interactive computing systems for human use and with the
study of major phenomena surrounding them.
• With today's technology and tools, and our motivation towards
digital India mission to create effective and usable interfaces and
screens.
• Still there are systems that are inefficient, confusing and
unusable? Is it because (1) System developer’s don't care?
(2) don't possess common sense? (3) don't have the time?
(4)don't know what really makes good design?
(Resourse : HMI Dr. Kalbande Wiley Publication)
FIRST GENERATION
Machines that reduce physical labor
SECOND GENERATION
Machines that displayed output
THIRD GENERATION
Machines that provided output with feedback
FOURTH GENERATION

Machines with computing power


FIFTH GENERATION

Intelligent Machines
Future: Augmented Reality
• The virtual world is brought into user’s reality.
• e.g sci-fi movies: The human is able to enter
into a video game or one of the game
characters come into our real world.
I/O channels
• The part of a computer and its software that people can see,
hear, touch, talk to, or otherwise understand or direct.
• The user interface has essentially two components: input and
output.
• Input is how a person communicates his / her needs to the
computer.
• Some common input components are the keyboard, mouse,
trackball, one's finger, and one's voice.
• Output is how the computer conveys the results of its
computations and requirements to the user.
• Today, the most common computer output mechanism is the
display screen, followed by mechanisms that take advantage of
a person's auditory capabilities: voice and sound.
(Resource: HCI Alan Dix Pearson)
Contd…
• Vision:
1. The human eye
2. Visual perception
3. Perceiving size and depth
4. Perceiving brightness
5. Perceiving color
6. Reading
• Hearing:
1. The human error
2. Processing Sound
• Touch: Thermoreceptors (heat and cold), nociceptors (intense
pressure) and mechanoreceptors (pressure)
• Movement: Speed and Accuracy
(Resource: HCI Alan Dix Pearson)
Hardware, Software and Operating
environments
• Hardware: Choose the hardware as per requirement of the user and top
it up with any software application.
• Software: Tool with which we can create effective user interface. e.g
front-end developer tools can create an audio/visual experience for the
user such as VB, HTML, PHP, animators etc.
• Operating environments: Our design decision should fulfill the user-
level acceptance test and the modification should be provided
immediately after any suggestion.
1. Friends, family members, colleagues are not representatives of target
users.
2. User requirements should be understand by a team and not by an
individual.
3. Goal should be to minimize user difficulties.
4. The hardware and software balance should be maintained.
(Resource : HMI Dr. Kalbande Wiley Publication)
PSYCHOPATHY OF EVERYDAY THINGS

Psychopathy Of Everyday Things : How the design of our everyday things can make us crazy.

(Resource : HMI Dr. Kalbande Wiley Publication)


Complexity of Modern Devices

(Resource : HMI Dr. Kalbande Wiley


Publication)
Human Centered Design
1. Feedback: The effect of everyday action.
Every single user action has to be
acknowledged immediately.
2. Constraints: Prevent the user from making
mistakes
3. Affordance: Convey the rules by leaving
visual clues.
4. Power of observation: Learn from struggle
of others.
(Resource : HMI Dr. Kalbande Wiley Publication)
Norman’s Fundamental principles of interaction
• Affordance : Convey the rules by leaving visual clues.
• Signifiers: Physical form of showing functionality to the users
such as a sound, a printed word or an image.
• Perceived Affordance: What the user understands by looking at
the object. It may not be the same as what the designer intended
it to be.
• Mapping: Present the relationship between two objects is
mapping. Mapping of actions to consequences.
• Feedback: Feedback is the best and fastest way of learning.
• Conceptual Models: Design model of the designer and not the
users.
(Resource : HMI Dr. Kalbande Wiley Publication)
Psychopathy Of Everyday Actions
Our aim should not be to make humans adapt to our product.
Instead to build products that can adapt to the humans.
Seven stages of Action
1. Forming the goal
Execution
2. Forming the intention (plan)
3. Specifying an action (specify)
4. Executing the action (perform)
Evaluation
5. Perceiving the state of the world (perceive)
6. Interpreting the state of the world (reflect)
7. Evaluating the outcome (compare)

(Resource : HMI Dr. Kalbande Wiley Publication)


Three Levels of Processing

• Reflective level(): Plan, Compare


Careful analysis and reflection of all the incidents
or experiences
• Behavioral level: Specify, Reflect
Emotional brain takes control of decision making.
• Visceral level: Perform, Perceive
Human reacts to audio, visual and other aspects of
a product before experiencing it. The Look and feel
of the product dominates the user in this level.

(Resource : HMI Dr. Kalbande Wiley Publication)


Reasoning
Reasoning is the process by which we use the knowledge we have
to draw conclusions or infer something new about the domain of
interest.
• Deductive Reasoning: Deductive reasoning derives the logically
necessary conclusion from the given premises.

• Inductive Reasoning: Induction is generalizing from cases we


have seen to infer information about cases we have not seen.

• Abductive Reasoning: Abduction reasons from a fact to the


action or state that caused it. This is the method we use to derive
explanations for the events we observe.
(Resource: HCI Alan Dix Pearson)
Problem Solving
• Problem solving is the process of finding a solution to
an unfamiliar task, using the knowledge we have.
• Human problem solving is characterized by the
ability to adapt the information we have to deal with
new situations.
• Gestalt theory: problem solving is a matter of
reproducing known responses or trial and error.
• Problem space theory: problem states, and problem
solving involves generating these states using legal
state transition operators.
(Resource: HCI Alan Dix Pearson)
The computer: Devices
• Input devices for interactive use, allowing text entry, text entry:
traditional keyboard, phone text entry, speech and handwriting, pointing:
principally the mouse, but also touchpad, stylus and others, drawing and
selection from the screen, 3D interaction devices.
• 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 which have special interaction
and display devices.
• Various devices in the physical world: physical controls 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.
(Resource: HCI Alan Dix Pearson)
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.

(Resource: HCI Alan Dix Pearson)


Processing
• The effects when systems run too slow or too fast, the myth of the
infinitely fast machine
Limitations on processing speed
1. Computation bound: Long delays when using find/replace in a large
document.
2. Storage channel bound: Compressed data take less space to store, and is
faster to read in and out, but must be compressed before storage and
decompressed when retrieved.
3. Graphics bound: Most computers include a special-purpose graphics card
to handle many of the most common graphics operations.
4. Network capacity: To use shared file on remote machine the speed of the
network rather than that of the memory which limits performance

(Resource: HCI Alan Dix Pearson)


Interaction: Models
• 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.

(Resource: HCI Alan Dix Pearson)


HCI Framework

(Resource: HCI Alan Dix Pearson)


Ergonomics
• Ergonomics looks at the physical characteristics of the interaction
and how these influence its effectiveness.
• How the controls are designed, the physical environment in which
the interaction takes place, and the layout and physical qualities of
the screen.
• Human psychology and system constraints.
 Arrangement of controls and displays
1. Functional controls and displays: Functionally related are placed together.
2. Sequential controls and displays: Reflect the order of their use in a typical interaction.
3. Frequency controls and displays: Most commonly used controls being the most easily
accessible.

(Resource: HCI Alan Dix Pearson)


Styles
• The interaction takes place within a social and
organizational context that affects both user and system.
The dialog between user and system is influenced by the
style of the interface.
1. command line interface
2. menus
3. natural language
4. question/answer and query dialog
5. form-fills and spreadsheets
6. WIMP
7. point and click
8. three-dimensional interfaces.
(Resource: HCI Alan Dix Pearson)
Interactivity
• When looking at an interface, it is easy to focus on the visually
distinct parts (the buttons,
menus, text areas) but the dynamics, the way they react to a user’s
actions, are less obvious.
• The interaction takes place within a social and
organizational context that affects both user and
system.
• The choice and specification of appropriate sequences of actions and
corresponding changes in the interface state.
1. Understanding Experience
2. Designing Experience
3. Physical design and engagement
Designers are faced with many
constraint
• Ergonomic You cannot physically push buttons if they are too small or too
close.
• Physical The size or nature of the device may force certain positions or styles of
control, for example, a dial like the one on the washing machine would not fit on
the MiniDisc controller; high-voltage switches cannot be as small as low-voltage
ones.
• Legal and safety Cooker controls must be far enough from the pans that you
do not burn yourself, but also high enough to prevent small children turning them
on.
• Context and environment The microwave’s controls are smooth to make them
• easy to clean in the kitchen.
• Aesthetic The controls must look good.
• Economic It must not cost too much!
• If we want people to want to use a device or application we need to understand
their personal values. Why should they want to use it? What value do they get from
using it?
(Resource: HCI Alan Dix Pearson)
Paradigms for Interaction
• 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.
• These paradigms range from the introduction of timesharing
computers, through the WIMP and web, to ubiquitous and
context-aware computing.
The designer of an interactive system ask two questions before
designing interactive system.
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?
Contd…
• Time sharing
• Video display units
• Programming toolkits
• Personal computing
• Window systems and the WIMP interface
• The metaphor
• Direct manipulation
• Language versus action
• Hypertext
• Multi-modality
• Computer-supported cooperative work
• The world wide web
• Age
• Agent-based interfaces
• Ubiquitous computing
• Sensor-based and context-aware interaction
Thank You!!!!!

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