Human Computer Interaction Material For 3 Units
Human Computer Interaction Material For 3 Units
There are not a few UI design principles on the web, but the top golden rules for UI design will be the 4E’
in the following. Also, this can be the standard to judge whether it’s a good UI design:
- Error-free.
- Easy to use.
- Easy to understand.
- Effective for the end goal or product.
Graphical user interface
User interfaces nothing but collection of interacting objects these object communicate with user.
Example for objects:- Radio Buttons , Check Boxes , Text field, Buttons ,capcha ……
Properties of objects
Object need to interact or heard or felt and easily understand by the user.
Object not dependent on another objects.
Different objects need to show different functionality.
Objects operating means we can give input data to objects and objects can hold and send to another page to that data
also need to save that data.
Example is dragging a file from a folder to another one in order to move it.
In command-line interfaces, the user must remember the file names & location for a desired action, and type it in
together with the names for the objects of the action.
Direct-manipulation is resizing a graphical shape, such as a rectangle, by dragging its corners or edges with a mouse. ...
For example, direct manipulation concepts can be useful to interfaces for blind or vision-impaired users, using a
combination of tactile and sonic devices and software.
Graphical System
The graphical system provides interface
That allows users to interact with electronic devices
Through graphical icons and audio indicator such as primary notation, instead of text-based user interfaces,
typed command labels or text navigation.
In most of the software, we have drag and drop functionality by which complex tasks are managed easily.
Like dragging and dropping folders.
And in mobile games, it is also nice to use.
In much graphical software, drag and drop are awesome.
In text interface, we have limited options to choose from and navigation is difficult.
For non-educated people, text interface is difficult to understand and use.
In GUI user can use any tool by detecting symbols or buttons.
Hotkeys usage:-
(Hot keys are sometimes called shortcut keys. Hot keys are supported by many operating system and applications.
hot key is a key or a combination of keys on a computer keyboard )
Sometimes we want a multiple functionality performed by single click then we use hotkeys.
Like we see some buttons or mouse clicks/movements by which a couple of actions performed.
This is very handy for speeding up tasks.
User-friendly:-
A user can easily navigate to the system without knowing a lot of details.
Easy setup and ready to start working are awesome.
Most of the software hides the complexity of actions from the users and display only required information is
key to good interface.
Disabled people:-
In modern science, we can detect eyes movement and finger movement which is helpful for disabled people.
Now, most of the software use this functionality to make life easier for disabled people.
They can use software and websites easily with a few actions
Interaction styles/types
The method by which the user and a computer system communicate with one another
- Command line
- Menu selection
- Form fill-in
- Direct manipulation
Anthropomorphic
Windows Multiple windows allow different information to be displayed simultaneously on the user's screen.
Icons Usually icons represent files (including folders and applications), but they may also stand for processes
(e.g., printer drivers).
Menus Menus bundle and organize commands (eliminating the need for a command language).
Pointing A pointing device such as a mouse is used for command choices from a menu or indicating items of
interest in a window.
2nd UNIT
Design Process
Before designing, designer need to focus on below areas.
1. Understand Obstacles (difficulties) and pitfalls (unsuspected difficulties) in development path.
2. In designing nobody ever gets it right for the first time.
3. Development is chock (strangle) full of surprises.
4. Good design requires so many changes.
5. Designers need good tools.
6. Goal is “Good design”.
7. People may make mistakes while using a good system also
8. Common pitfalls (difficulties)
9. No early analysis and understanding the user’s needs and expectations.
10. Need to focus on design features or components.
11. Avoid Poor communication with client.
12. Common usability problems
13. Avoid Ambiguous (confusion) menus and icons.
14. Languages that permit only single direction movement through a system.
15. Input and direct manipulation limits.
16. Avoid Complex linkage in design.
17. Need to give option to user for enough feedback.
18. Need of design assumetion.
19. Inadequate error messages.( Need to show perfect error messages for wrong inputs)
20. Avoid Irritating characters
21. Need visual order.
22. Impaired information readability
23. Incomprehensible components
24. Annoying distractions.
25. Avoid Confusing navigation.
26. Avoid inefficient operations
27. Avoid inefficient page scrolling.
28. Avoid Information overload
29. Estimate Design team
30. Estimate Development
31. Human factors
32. Visual Design
33. Usability assessment
34. Give training through Documentation/ Training
(b)Similarity :- Our eyes and mind see objects as belonging together if they share a
common visual property, such as color, size, shape, brightness, or orientation.
(c)Matching patterns:-
Human respond similarly to the same shape in different sizes.
The letters of the alphabet, for example, possess the same meaning, regardless of
physical size.
Human can see and easier to remember object based on shape.
(d)Closure:-
If something does not quite close itself, such as a circle, square, triangle, or word, we
see it as closed anyway.
(e) Unity:- Objects that are all in single shapes then human can identified this looks
like a group.
Hand printing
Memorized text: 31 words per minute.
Copying text: 22 words per minute.
System literacy:-
System literacy is the knowledge and ability to use computer & technology efficient.
Computer literacy can also refer to the comfort level someone has with using computer programs.
System literacy is about knowing how computer work & operate.
A highly technical user such as a programmer is highly experienced.
A moderate user is comparatively less experienced than an expert.
A new user who is facility to only the basic computer terms & concepts is least experienced.
System Experience:-
Experience nothing but knowledge.
Humans have 3 types of System Experiences.
High Experience,
Moderate
Low knowledge of a particular system and its methods of interaction.
knowledge of similar systems.
Task Experience - Other Level of knowledge of job and job tasks.
Systems Use - Frequent or infrequent use of other systems in doing job.
Education - High school, college, or advanced degree.
Application Experience - High, moderate, or low
Reading Level - Less than 5th grade, 5th-12th, more than 12th
grade
Typing Skill –
Expert Skill (135 Words Per Minute),
Skilled Skill (90 Words Per Minute),
Good Skill (55 Words Per Minute),
Average Skill (40 Words Per Minute),
Hunt and Peck Skill (10 Words Per Minute)
Native Language or Culture:-
English, another, or several.
Consider JOB/TASK/NEED
Before design we need to consider/analysis application is for JOB/TASK/NEED & below points.
Type of System Use -Mandatory or non-mandatory use of the system.
Frequency of Use -Continual, frequent, occasional, or once-in-a- lifetime use of system
Task or Need importance - High, moderate, or low importance of the task being performed
Task Structure - Repetitiveness or predictability of tasks being automated, high, moderate, or low
Social Interactions - Verbal communication with another person required or not required
Primary Training - Extensive or formal training, self-training through manuals, or no training
Turnover Rate - High, moderate, or low turnover rate for jobholders
Job Category- Executive, manager, professional, secretary, clerk
Lifestyle - For Web e-commerce systems, includes hobbies, recreational pursuits, and economic status
DIRECT METHODS
Individual Face-to-Face Interview
Telephone Interview or Survey
Traditional Focus Group
Facilitated Team Workshop
Observational Field Study
User-Interface Prototyping Card Sorting for Web Sites
Usability Laboratory Testing Using cards & show on dashboard
Card Sorting for Web Sites
A technique to establish groupings of information for Web sites
INDIRECT METHODS
Interact with user using
Paper Surveyor using some question paper to user.
Electronic Surveyor using some question paper to user
Electronic Focus Group
Marketing and Sales
Support Line
E-Mail or Bulletin Board
Competitor Analyses
System Testing
1. Unclear captions
2. Improper type and graphic emphasis
3. Misleading headings
4. Irrelevant and unnecessary headings
5. Inefficient results
6. Clustered and cramped layout
7. Poor quality of presentation
8. Legibility
9. Appearance
10. Arrangement
11. Visual inconsistency(Visually un stable )
12. Lack of design features
13. Over use of 3D presentations
14. Overuse of too many bright colors
15. Bad typography(styles)
Web screens also present to the user Variety of distractions (divertion):
(Because of these below points user attention will divert)
1. Numerous audio and visual interruptions
2. Extensive visual clutter (random )
3. Poor information readability
4. In comprehensible screen components
5. Confusing and inefficient navigation
6. Inefficient operations
7. Excessive or inefficient page scrolling
8. Information overload
9. Design inconsistency
10. Outdated information
Visual clarity is achieved when the display elements are organized and presented in meaningful
and understandable ways.
A clear and clean organization makes it easier to recognize screen’s essential elements and to ignore its
secondary information when appropriate.
Consistency in Design:-
User observe the same way and rules for all screens then it is called Consistency design
All screen Working ways, and Cultural ways are equal.
Provide internal consistency.
And application or web site screens have same type of operations and navigation
And visual identity or theme
In our application the processes using navigation flow are - Customer Registration,
Order booking,
Invoice generation,
Payments,
Debit Note,
And Credit Note.
Balance:
Create a screen balance means an equal weight of screen elements left, right, top
and bottom.
Balance can be explained in the figure as follows.
Symmetry:
Create symmetry by replicating elements left and right of the screen
center line
Elements made up of exactly similar parts facing each other or
around an axis.
Regularity:
1) Create regularity by establishing standard and consistency spaced horizontal and
vertical alignment points
2) Also use similar elements sizes, shapes, colors and spacing.
Predictability:
Create Predictability by Being Consistent and following conventional
orders or arrangements.
Sequentiality:
Provide sequentiality by arranging elements to guide the eye through the
screen in an obvious, logical, rhythmic and efficient manner
2)Eye tends to be attracted to
a)A bright element before one less bright
b)isolated elements before elements in a group
c)graphics before text
d)color before black and white
e)highly saturated colors before those less saturated
f)dark areas before light areas
g)a big element before a small one
h)an shape before a usual one
i)big objects before little objects
Economy:
1) Provide economy by using as few styles,
display techniques and colors as possible.
Unity:
1) Create unity by
a) Using similar sizes, shapes, or colors for related information
b) Leaving less space between elements of a screen than the space
left at the margins
Simplicity:
1) Optimizes the number of elements on a screen,
within limits of a clarity
2) Minimize the alignment points, especially
horizontal or vertical
Density of a screen:
Density is a measure of “ How much ” is to be presented on the screen.
Density defined as the amount of information or characters to be displayed.
Both density & complexity are directly proportional to each other.
Rise & fall together and follow the same measure as well.
1) Screen's title.
2) Information displayed on the screen.
3) Headings and headlines.
4) Instructional information.
Screen's Title
The following are the guidelines for title of screen.
1)Each screen must be identified with the help of titles.
2)The titles must be clearly spelled out so that they are easily understandable to the user.
3)Th e y mu st b e p r e s e n t e d i n b r i g h t n e s s o r i n t e n s i t y .
4)T h e y m u s t h a v e a m i x e d - c a s e f o n t .
5)Each title must be different from one another so that they can be identified easily.
The rules for presenting information simply and meaningfully on the screen are,
1) Understandability:
The elements on the screen must be clear and understandable by the users.
There should be an appropriate difference between its text and the background.
2) Readability:
The information should be easy, clear and simple to be read by the viewer’s interference.
While reading it is not the individual letter but the shape of words that are recognized
3) Usability :
The displayed information should be usable to user for fulfilling the task on application.
The data represented in the form of text and w o r d f o r m a t .
The information on the screen must be presented in its direct usa b le p a t te r n.
Ther e sho uld be no r eq uir ement for c hec k ing a nd reference to documentation.
5)Visual Lines :
Visual Lines & Control alignments, data and
whitespace guide user to horizontally or
vertically flow over the screen.
6)Consistency :
1) Control Section Headings: The following are the guidelines for control section
headings.
i) A meaningful heading specifying all the relationships between the controls (text field
radio buttons, etc..)must be provided.
ii)Section headings must be positioned above their controls , leaving one space line. They
may also be positioned inside the border placed on the upper-left corner.
iv) They must be fully spelled out and must be written in an uppercase font.
v) They must be displayed in normal intensity. And if a distinct font size or style appears then a
mixed case font with the heading style must be used to present the heading.
i)A meaningful heading specifying all the relationships between the controls.
ii)The row headings must be positioned at the left of the controls or must be placed
at the topmost row of a group of related fields.
iii)By using a symbol (for example, greater than symbol or a filled in arrow), the row
heading must be separated from its caption.
iv)The symbol must be separated from heading and caption by a single and at
least three spaces respectively.
v ) W e m e nt io ne d r ow h ea di ng s ri gh t o r le ft .
vii)They must be displayed in normal intensity style. And , if a separate font size or
style appears then a mixed-case font along with the headline style must be
used so as to present the heading.
Organization:-
Alignment of webpage elements.
And providing clear flow of links and pages.
And organize the contents of pages in distinct manner.
These are easy to understand and scan web page easily.
3) Presentation
Presentation of Information contain keywords, words that separate page from another page.
Colors, Increased brightness, fonts & underlines create attractive presentations.
Searching:-
User searching for some information.
It is important to know what user requirement is and what he searches.
What is user knowledge & capabilities?
Statistical Graphics
1) Data representation.
2) Axes.
3) Scales and Scaling.
4) Proportion.
5) Lines.
6) Labeling.
7) Title.
8) Aiding Interpretation of Numbers.
Data Representation
It is an alphanumeric display and an essential part of graphics display.
The repetition of same value again and again for a specific information should be
reduced or eliminated.
Therefore surplus or unnecessary data should be used only if it is necessary. '
3) Variation of Data :
So graphic should be show the changes in data need not to highlight change on graphics.
What is “Statistical graphics”?
Data Presentation
Linear scaling means results obtained with the single input file.
Consistency
Need Consistency between two or more related graphics
Should use same scaling and graphics.
Labeling
Labeling of scale should be done in the traditional left to right orientation with complete description of
values along with measurement units.
Physical components of the device and device internal software affects the screen interface design.
Graphics compatibility & Screen design must be depends on the following system components:
System power.
Screen size.
Screen resolution.
Display colors.
Other display features.
Development and implementation tools being used.
System platform being used.
Platform style guide being used.
System power/Configuration:- Less Configurations like Less RAM memory & processor & cache.
Gives less loading speed so it gives improper alignments for some time And shows less
graphics .User needs more time to understand the screens.
Screen Size:-Screen size vary from 13 to 21 inches & 17 inches is screen being most common.
21 inches screen completes the task compare to 15,17, 19 inches.
Large screens perform 26 % faster from small screen.
Screen Resolution:-
It is a function of monitor & different screen resolution has capabilities & video card.
Poor resolution may not produce real, sharp drawing images.
So proper resolution is necessary to achieve to show graphics.
Other display features:-Screen need to display the different display features like.
Higher Brightness
Blinking
Underlining Boxes,
White Spaces
Lines
Software Tools
A software tool is programmatic software used to create, maintain, or otherwise support other programs
and applications.
Some of the commonly used software tools in HCI are as follows −
Specification Methods − The methods used to specify the GUI.
Even though these are lengthy and ambiguous methods, they are easy to understand.
Grammars Tool − Provide confirmations for completeness and correctness from Written Instructions or Expressions.
That a tool can understand instruction and send error message.
Transition Diagram Tool −Set of nodes and links that can be displayed in text, link frequency, state diagram, etc.
They are difficult in evaluating usability, visibility, modularity and synchronization.
Statecharts − Chart methods developed for simultaneous user activities and external actions. They provide link-
specification with interface building tools.
Interface Building Tools − Design methods that help in designing command languages, data-entry structures, and
widgets.
Interface Mockup Tools − Tools to develop a quick sketch of GUI. E.g., Microsoft Visio, Visual Studio .Net, etc.
Software Engineering Tools − Extensive programming tools to provide user interface management system.
Evaluation Tools − Tools to evaluate the correctness and completeness of programs.
Keyboard
A keyboard can be considered as a primitive device known to all of us today.
Keyboard uses an organization of keys/buttons that serves as a mechanical device for a computer.
Each key in a keyboard corresponds to a single written symbol or character.
This is the most effective and ancient interactive device between man and machine
That has given ideas to develop many more interactive devices as well as has made advancements in itself
Such as soft screen keyboards for computers and mobile phones.
4th Unit
New and Navigation Schemes(Plan)
A menu is used to perform tasks in the application.
There are different types of menus and to use the best type of menu,
following factors must be considered.
Types of menus
Menu's Structure
The structure of menus useful to user to performing a particular task.
Menus basically consist of small dialog boxes in which the user is allowed to choose from a
set of alternations.
Single Menu
In this, a single window is displayed to get user's input.
For example, while playing a game, the different choices are simple, intermediate or
hard.
The user is concerned only with the immediate consequence of selected item from this
single menu
And no additional system menus require user choices.
When repeated single menu is presented, the user should re-enter an input data.
Sequential Menus
Parallel Menu:-
Parallel menu are presented on same screen with all the menu available in parallel.
Parallel menu also denote the relationships and dependence between the menu choices.
Hierarchical Menus
It is a top down process in which branches are increase from top to down.
When many relationships exist between menu alternatives, and
Some menu options are depending upon a previous menu selection,
A hierarchical structure is the best solution.
Common examples hierarchical design today are found in menu bars with their
associated pull-downs, and in Web sites with their navigation links.
Interconnected Menus
Advantage of interconnected menu is that complete control over navigation flow at any time.
Define input data