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Rohan C HCI Assignment 1

This document provides a critical report on evaluating a Samsung ES28 digital camera based on principles of human-computer interaction (HCI). It begins with an introduction and scope of the evaluation. Relevant HCI theories are then discussed, including cognition, attention, perception, memory, learning, and Norman's principles of design such as affordance, visibility, feedback, mapping, consistency, and constraints. The document analyzes how these theories relate to usage of the digital camera and critiques its design accordingly.
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0% found this document useful (0 votes)
217 views12 pages

Rohan C HCI Assignment 1

This document provides a critical report on evaluating a Samsung ES28 digital camera based on principles of human-computer interaction (HCI). It begins with an introduction and scope of the evaluation. Relevant HCI theories are then discussed, including cognition, attention, perception, memory, learning, and Norman's principles of design such as affordance, visibility, feedback, mapping, consistency, and constraints. The document analyzes how these theories relate to usage of the digital camera and critiques its design accordingly.
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Human-Computer Interaction: 409229 Rohan Chandrasekar

Student ID: 1095906

Human-Computer Interaction
Critical Report

Evaluation of a Samsung ES28


Digital Camera

Prepared By:Rohan Chandrasekar


Student ID: 1095906
Date: 20/04/2011
Human-Computer Interaction: 409229 Rohan Chandrasekar
Student ID: 1095906

1. Introduction
In the recent years analog cameras have completely been replaced by digital ones. The
development of low cost, low powered digital sensors have enabled the mass production of
digital cameras at a cost affordable to consumers. Users who have switched from analog cameras
to digital ones expect the digital counterparts to function as much as possible like the old analog
ones. Hence digital camera manufacturers try and map all the features and usage of traditional
cameras into these digital devices.

In this report we evaluate a Samsung ES28 Digital camera on the basis of theories of Human-
Computer interaction. In the following sections we talk about the scope of the evaluation, then
try and understand theories in HCI that relate to the usage of this device. We later try and apply
these theories to our device and critique the design of the device based on the theories.

2. Scope
In this section we define the scope for the evaluation of the Samsung ES28 with respect to the
principles of HCI. Since this is a mid (or even low) end range camera, it has limited
functionality. Hence we will try and evaluate all possible features of this camera. This includes
using the camera to take pictures, browse exiting pictures, and navigate into the setting menu to
turn various features on and off. We will also evaluate its design in terms of its controls and its
interface. We first understand the principles of HCI that are relevant to this use and then evaluate
the device on the basis of those principles.

3. Relevant Theories

3.1 The Concept of Human-Computer Interaction

Human Computer Interaction is a technical science which analyses and researches the interaction
of humans and computers through mutual understanding. Application of this research facilitates
developers to create usage centred interfaces that optimize the control of a machine/computer
system by a human.(Dix et al, 1998)

HCI is defined by Carroll (2000) as “The study and practice of usability. It is about
understanding and creating software and other technology that people will want to use, will be
able to use and will find effective when used.”
Human-Computer Interaction: 409229 Rohan Chandrasekar
Student ID: 1095906

3.2 Human factors in HCI.

In the recent past, human factors in HCI have been recognized as a crucial part in the design
process of an interaction device. Needs of users are considered most important in the system
design process. With the continuous inflow of new products and technology, newer problems
have to be continuously encountered. Hence arises a need to continually address factors relevant
to users (humans) during the design and development of interactive computer and computing
devices. (Cooper,1999).

3.2.1 Cognition

Cognition is an important human factor and covers several other important factors like
perception, memory etc. under it.

Cognition is defined as the process of thought in the brain. In other words it is the process that
goes on in our head when we are carrying out our daily activities.
Cognition can also be defined on the basis of specific processes like:[ CITATION Hel07 \l 1033 ]

We will only be describing relevant topics in detail:

 attention
 perception and recognition
 memory
 learning
 reading, speaking, and listening
 problem solving, planning, reasoning, decision making.

3.2.1.1 Attention:

Attention is focusing on things to concentrate on at a given point of time. From our sensory
inputs (auditory/visual) our brain has a variety of things available to focus on. Attention is to
select one of the possible availabilities and concentrate on it. It allows us to focus on something
that is relevant to what we are doing. According to Helen Sharp et al (2007), the extent to which
the process of attention is easy or difficult is dependent on the clarity of our goals and whether
the information we need is salient in our environment.
 Goals: If a user is aware of his goals or needs, he can easily try and match his need with the
information that is currently available to him. If not, the users’ attention is distracted to other
items and his attention may go astray.

 Information presentation: The manner in which information is presented to the user can
also greatly affect the easy or difficulty to attend to appropriate sections of information.
Human-Computer Interaction: 409229 Rohan Chandrasekar
Student ID: 1095906

3.2.1.2 Perception and Recognition:

According to Roth (1986), Perception can be defined as the process of acquiring information
from the surroundings (environment) with the help of our sensory organs like eyes, fingers, ears
etc. and transforming the information into experiences of events, objects, tastes and sound. It is a
complex process and involves other cognitive processes like memory and attention. Vision is
considered the most important sense which is followed by other senses like hearing and
touching. With respect to interactive devices, it is crucial to have information presented in the
right way and which can be perceived in the intended way. An example to this theory could be
the design of icons. With respect to the design of icons, the most important thing is to design the
icons so that they are clearly distinguishable from each other and also clearly represent the
intended purpose or use.

A mixture of different media can also be used to enable users to identify the composite
information clearly and in the intended manner. A mix of visual and sound information could be
used to make the user aware of the state of the system. With respect to audible information
provided by the system, it is important that the sound is audible and distinguishable so that the
users are clearly able to perceive the meaning.

3.2.1.3 Memory:

Our brain stores huge amounts of information which is gathered through experience. Memory
involves recalling these pieces of information stored in our brain to react appropriately in a given
situation. How does this process of recalling work? Information is encoded into the brain
depending on what we pay attention to and how well it is interpreted. The extent to which the
above process takes places, determines our ability to recall that piece of information at a later
stage. [ CITATION Hel07 \l 1033 ]

Context also plays an important role in determining how well we are able to recall a piece of
information from our brain. For example, It is generally difficult for people to recall information
that encoded in a different context than the context he is currently in.

Another theory related to memory is that humans are much better at recognizing things as
compared to recalling them. Certain types of information are easier to recognize than others. For
example, People find recognizing images much easier than text.
Human-Computer Interaction: 409229 Rohan Chandrasekar
Student ID: 1095906

3.2.1.4 Learning:

Learning in computer based systems can be of two types:

i) Learning to use a system/interaction device.


ii) Using a computer/device to learn new things.

According to Carroll (1990) Users generally don’t like learning from books or manuals. They
prefer “learning through doing”. User interfaces should provide for such exploratory learning
through interaction and importantly allowing users to undo their actions.

3.3 Norman’s Principle of design

With respect to Human-Computer Interaction Donald Norman has introduced a number of


factors/principles that successfully capture the most important aspects of HCI design. These
include:

 Affordance
 Visibility
 Feedback
 Mapping
 Consistency
 Constraints

3.3.1 Affordance:

Affordance is a property of an object that lets people know how they are going to use it. In other
words, to afford means “to give a clue” (Norman, 1988). A physical object who’s affordances are
perceptually obvious, is easier to understand to use.

Norman (1999) also talks about real and perceived affordances. Real affordance related to real
world objects whose affordance are perceptually obvious.. Virtual objects like screen based
interfaces are better classified as perceived affordances which are essentially learned
conventions. Norman also argues that his principles of design are far more useful in developing
screen based interfaces with virtual affordance.
Human-Computer Interaction: 409229 Rohan Chandrasekar
Student ID: 1095906

3.3.2 Visibility:

Visibility is the amount of emphasis a feature is given. It is perceived that a feature with better
visibility is of greater emphasis than a feature with low visibility. It is very important to provide
the right amount of emphasis to each feature. Having many high priority features can confuse the
user and can cause desensitization. Alternatively providing a feature with too low priority can
cause it to get missed and may cause an error.

3.3.3 Feedback:

The process by which a system communicates with the user and makes him aware of the state of
the system is known as feedback. It is very crucial that the user is made aware of the system state
at every given point of time so that the user can anticipate what the system is going to do next.
This allows the user to take control of the system if he feels that it is not performing the intended
task.

3.3.4 Mapping:

In the field of Human-Computer Interaction mapping specifies the correlation between a system
control and its affordance. Since virtual objects have perceived affordances, it is important to
provide a clear mapping of the system controls (virtual/real). Ideally mapping should take
advantage of physical analogies so that they may be intuitively understandable without prior
training.

3.3.5 Consistency

Consistency refers to having interfaces in which similar elements (controls) are used to perform
similar tasks. Consistent design makes the system easier to understand and lessens the load on
the users’ memory to remember how to perform similar tasks in the system.

3.3.6 Constraints

A system designer can direct a user to make correct choices by limiting the ability of the user to
make changes in the system. Constraints are key to good interfaces since they implant the
knowledge of the designer within the structure. Actions which the designer categorizes as
dangerous are constrained so that the user cannot access them mistakenly.
Human-Computer Interaction: 409229 Rohan Chandrasekar
Student ID: 1095906

4. Analysis
In this section we analyze our device based on the theories discusses in the above section. We try
to evaluate our device on the basis of the design principles of Norman and also try to apply
theory related to cognition to these principles.

4.1 Visibility:

It is important to give primary system controls and important system messages higher visibility
so that the user focuses on the critical parts of the device and does not get distracted by items of
secondary importance.

1. The Samsung ES28 has many such highly visible functions. For example the power button on
the top of the camera is clearly visible with a label so that user does not have to look around to
find it.

2. Also the Capture button on the top is big and made obvious. The clicking finger automatically
positions on top the capture button when the camera is held.

3. A large LCD display on the back side of the camera powers on as soon as the camera is turned
on. With the absence of a traditional viewfinder it clearly displays the image that the lens has
focused on.
Human-Computer Interaction: 409229 Rohan Chandrasekar
Student ID: 1095906

4.2 Affordance:

Affordance can real or perceived. In most digital interaction devices affordances are virtual and
perceived. It is crucial that the user understands the affordance of each of the control items.

1.The camera has tried to make affordance of each button clear by placing an icon on it or
clearing labeling the button about its purpose.

4.3 Feedback:

It is important to keep the user aware of the device status; this can be done by providing the user,
information about the state of the system.

1. The LCD panel of the Samsung ES28 provides the user with a wealth of information. Almost
all of the features are annunciated by icons on the display panel. This reduces the need for the
user to check the status of the features by navigating into the menu. This makes the user
aware of the mode/settings in which the picture is going to be taken.
Human-Computer Interaction: 409229 Rohan Chandrasekar
Student ID: 1095906

2. When a picture is clicked with the flash ON, the user is not allowed to take another picture
till the flash capacitor charges back. This state is made clear to the user with a red flash icon
flashing on the screen.
3. The camera also has a face detection technology which indicates faces on the display with a
green box. This is a useful feature if the user is in a hurry, or if he is holding the camera in an
angle in which he cannot see the display properly.
4. When the user uses the zoom function on the camera, a zoom level indicator indicates the
level of zoom that the user is at, and the amount of zoom left that camera can provide.

5. When the user clicks a picture, a click sound is generated (A sound that emulates the click
noise from analog cameras) to indicate to the user that the picture has been taken.

4.4 Constraints:

It is important that the system has constraints so that the user does not mistakenly attempt a
potentially dangerous action.

1. When the user attempts to format the memory, the camera forces the user to contemplate his
decision by reconfirming if he wishes to perform the task.
Human-Computer Interaction: 409229 Rohan Chandrasekar
Student ID: 1095906

2. The battery section has a click lock that does not allow the user to unlock it mistakenly. To
remove the battery the user need to unlock the click lock and then pull the lid off.

4.5 Consistency:

1. The user interface of the Samsung ES28 has the same menu paradigm from menu to menu. In
fact this menu scheme is across almost all Samsung cameras. This allows the user of one device
to transition to another model with less training and reduced cognitive overhead.

2. Samsung has also tried to keep several trivial items like power button, click button, zoom
button consistent with other brands. Almost all brands of digital cameras available in the market
these days have same positioning of buttons and display.

4.6 Mapping:

1. When the user enters the settings menu in the camera, the navigational button mapping are
provide on the bottom of the menu. This is good because of the reduced number of buttons and
ambiguity in the users mind about which button to use.
Human-Computer Interaction: 409229 Rohan Chandrasekar
Student ID: 1095906

2. Several areas in the menu have not been provided with a mapping at all. For eg. The
multipurpose dial does not have any arrows to guide in navigational direction, nor does the menu
provide a clear mapping on what each button does.

5. Design critique
In this section we look at the design of the Samsung ES28 in general and comment on its
usability.

1. Buttons/Controls:
The buttons in the Samsung ES28 are fairly appropriately placed and are easily visible. Most of
them are identified by an icon or a label and its affordance is fairly obvious. Most buttons
provide good feedback in the form of an audible sound.
With respect to the round dial button, there does exist some ambiguity about its usage. It is a
multipurpose dial which provides navigation in the form of arrow buttons, and is also used for
enabling/disabling features. When the user enters the setting menu, these buttons act as
navigational keys, but this usage is not obvious. The dial does not have arrows indicating that it
can be used as navigational key, nor is there any onscreen mapping telling the user which key to
use. The user would not perceive this usage if he is operating the device for the first time.
2. Icons:
The icons used by Samsung in this model are mostly self descriptive. Although some icons are
really small on the buttons and it becomes difficult to comprehend its actual meaning.
Also some of the icons on the LCD panel indicating whether a feature is on/off, are confusing.
Unless a user is familiar with the various features and terminologies of digital photography, these
icons are pretty difficult to interpret.
3. Menu (Usage and Navigation)
Samsung has maintained a standard menu in almost all of its digital cameras. This helps if a user
transitions from one model to the other of the same brand. The menu is quite comprehensive and
provides an array of functions. Good feedback in the form of icons getting turned on and off and
audible sound feedback is provided when features are turned on and off. But, there is an issue
with the mapping of buttons and navigation in the menu. In some scenarios no mapping is
provided on the screen as to which button navigates to which place. Overall it has a simple and
easy to use menu and enables the user to quickly learn how various functions operate.
Human-Computer Interaction: 409229 Rohan Chandrasekar
Student ID: 1095906

6. Conclusion & Discussion


This paper highlights the key aspects of the design of the Samsung ES28 digital camera on the
basis of relevant HCI principles. It evaluates the usability of the design of the camera from the
perspective of a novice user. From our analysis in the above sections we can conclude that most
of the issues discussed in the sections above are parts of lesser accessed portions of the interface.
A common user would typically use the default settings to click and store pictures. Even the
advanced settings section is almost perfectly usable except for a few issues with key mappings.
Considering the camera is from a mid/low end segment with minimal features, there weren’t any
major issues with the design of the camera.

Although the device was fairly usable, certain improvements to the design can be
accommodated. These include i) using of clearer and bigger icons which would easily enable the
user to perceive its meaning ii) better mapping of keys: instead of using a dual purpose dial,
separate buttons could be used , so that its affordance becomes obvious to the user. iii) Use of
color to indicate important buttons for e.g. Making the delete button red, so that the user does not
accidentally delete photographs.

Although the behavior of the device can be optimized by including the above recommendations,
the device is still well designed in its current form and provides an enriching experience to a
beginner/intermediate user.

7. Bibliography

Jenny Preece, Y.R. (1994). Human-Computer Interaction, Addison-Wesley, 1994

Helen Sharp, Y. R. (2007). Understanding users. In Interaction Design: Beyond Human-


Computer Interaction (p. 75). Wiley.
Roth, I. (1986) An introduction to object perception. In I. Roth and J.B. Frisby (eds.) Perception
and Representation: A Cognitive Approach. Milton Keynes: Open University.

Carroll, J. M. (1990) The Nurnberg Funnel. Cambridge, MA: MIT Press.

A. J. Dix, J. E. Finlay, G. D. Abowd, and R. Beale. Human-Computer Interaction,


second edition. Prentice Hall, 1998.

D. A. Norman. The Design of Everyday Things. Doubleday, 1990.

Cooper, A. (1999). The inmates are running the asylum. Indianapolis, IN: SAMS

Carroll, J. M. (2000) Introduction to the special issue on "Scenario-Based Systems


Development," Interacting with Computers, 13(1), 41-42.

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