Unit 1-Hci
Unit 1-Hci
INTRODUCTION
Human–computer interaction (HCI), alternatively man–machine interaction (MMI) or computer–human interaction (CHI) is
the study of interaction between people (users) and computers.
• With today's technology and tools, and our motivation to create really effective and usable interfaces and screens, why do
we continue to produce systems that are inefficient and confusing or, at worst, just plain unusable? Is it because:
1. We don't care?
DEFINITION
• "Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive
computing systems for human use and with the study of major phenomena surrounding them."
GOALS
– to design systems that minimize the barrier between the human's cognitive model of what they want
• It is getting more important today to increase competitiveness via HCI studies (Norman, 1990)
• User interface, design is a subset of a field of study called human-computer interaction (HCI).
• Human-computer interaction is the study, planning, and design of how people and computers work together so that
– Technical characteristics and limitations of the computer hardware and software must also be considered.
– 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.
– 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.
• The use of the human senses of smell and touch output in interface design still remain largely unexplored.
• Proper interface design will provide a mix of well-designed input and output mechanisms that satisfy the user's needs,
capabilities, and limitations in the most effective way possible.
• The best interface is one that it not noticed, one that permits the user to focus on the information and task at hand, not
the mechanisms used to present the information and perform the task.
With today's technology and tools, and our motivation to create really effective and usable interfaces and screens, why do
we continue to produce systems that are inefficient and confusing or, at worst, just plain unusable? Is it because:
• We don't care?
• But we never seem to have time to find out what makes good design, nor to properly apply it. After all, many of us have
other things to do in addition to designing interfaces and screens.
• So we take our best shot given the workload and time constraints imposed upon us. The result, too often, is woefully
inadequate.
• Interface and screen design were really a matter of common sense, we developers would have been producing almost
identical screens for representing the real world.
A well-designed interface and screen is terribly important to our users. It is their window to view the capabilities of
the system.
It is also the vehicle through which many critical tasks are presented. These tasks often have a direct impact on an
organization's relations with its customers, and its profitability.
A screen's layout and appearance affect a person in a variety of ways. If they are confusing and inefficient, people
will have greater difficulty in doing their jobs and will make more mistakes.
Poor design may even chase some people away from a system permanently. It can also lead to aggravation,
frustration, and increased stress.
Poor clarity forced screen users to spend one extra second per screen.
o Twenty extra seconds in screen usage time adds an additional 14 person years.
The benefits of a well designed screen have also been under experimental scrutiny for many years.
o One researcher, for example, attempted to improve screen clarity and readability by making screens less crowded.
o Separate items, which had been combined on the same display line to conserve space, were placed on separate
lines instead.
o The result screen users were about 20 percent more productive with the less crowded version.
Proper formatting of information on screens does have a significant positive effect on performance.
o In recent years, the productivity benefits of well-designed Web pages have also been scrutinized.
• The need for people to communicate with each other has existed since we first walked upon this planet.
• The lowest and most common level of communication modes we share are movements and gestures.
• Movements and gestures are language independent, that is, they permit people who do not speak the same language to
deal with one another.
• The next higher level, in terms of universality and complexity, is spoken language.
• Most people can speak one language, some two or more. A spoken language is a very efficient mode of communication if
both parties to the communication understand it.
• At the third and highest level of complexity is written language. While most people speak, not all can write.
• But for those who can, writing is still nowhere near as efficient a means of communication as speaking.
• In modem times, we have the typewriter, another step upward in communication complexity.
• Significantly fewer people type than write. (While a practiced typist can find typing faster and more efficient than
handwriting, the unskilled may not find this the case.)
• Spoken language, however, is still more efficient than typing, regardless' of typing skill level.
• Through its first few decades, a computer's ability to deal with human communication was inversely related to what was
easy for people to do.
o The computer demanded rigid, typed input through a keyboard; people responded slowly using this device and
with varying degrees of skill.
o The human-computer dialog reflected the computer's preferences, consisting of one style or a combination of
styles using keyboards, commonly referred to as Command Language, Question and Answer, Menu selection,
Function Key Selection, and Form Fill-In.
• Throughout the computer's history, designers have been developing, with varying degrees of success, other human-
computer interaction methods that utilize more general, widespread, and easier-to-learn capabilities: voice and handwriting.
o Systems that recognize human speech and handwriting now exist, although they still lack the universality and
richness of typed input.
• The Xerox systems, Altus and STAR, introduced the mouse and pointing and selecting as the primary human-computer
communication method.
• The user simply pointed at the screen, using the mouse as an intermediary.
• These systems also introduced the graphical user interface as we know it a new concept was born, revolutionizing the
human-computer interface.
• While developers have been designing screens since a cathode ray tube display was first attached to a computer, more
widespread interest in the application of good design principles to screens did not begin to emerge until the early 1970s,
when IBM introduced its 3270 cathode ray tube text-based terminal.
It usually consisted of many fields (more than are illustrated here) with very cryptic and often unintelligible captions.
• It was visually cluttered, and often possessed a command field that challenged the user to remember what had to be keyed
into it.
• Effectively using this kind of screen required a great deal of practice and patience.
• Most early screens were monochromatic, typically presenting green text on black backgrounds.
• At the turn of the decade guidelines for text-based screen design were finally made widely available and many screens
began to take on a much less cluttered look through concepts such as grouping and alignment of elements, as illustrated in
Figure 1.2.
• User memory was supported by providing clear and meaningful field captions and by listing commands on the screen, and
enabling them to be applied, through function keys. Messages also became clearer.
• These screens were not entirely clutter-free, however. Instructions and reminders to the user had to be inscribed on the
screen in the form of prompts or completion aids such as the codes PR and Sc.
• Not all 1980s screens looked like this, however. In the 1980s, 1970s-type screens were still being designed, and many still
reside in systems today.
• The advent of graphics yielded another milestone in the evolution of screen design, as illustrated in Figure above.
While some basic "design principles did not change, groupings and alignment, for example, Borders were made available to
visually enhance groupings and buttons and menus for implementing commands replaced function keys.
• Multiple properties of elements were also provided, including many different font sizes and styles, line thicknesses, and
colors.
• The entry field was supplemented by a multitude of other kinds of controls, including list boxes, drop-down combination
boxes, spin boxes, and so forth.
• These new controls were much more effective in supporting a person's memory, now simply allowing for selection from a
list instead of requiring a remembered key entry.
• Completion aids disappeared from screens, replaced by one of the new listing controls. Screens could also be simplified,
the much more powerful computers being able to quickly present a new screen.
• In the 1990s, our knowledge concerning what makes effective screen design continued to expand. Coupled with ever-
improving technology, the result was even greater improvements in the user-computer screen interface as the new century
dawned.
• Controls appeared to rise above the screen and move when activated.
• selection fields such as radio buttons, check boxes, list boxes, and palettes coexisted with the reliable old text entry field
• More sophisticated text entry fields with attached or dropdown menus of.
• Properly used, it reduces the requirement for perceptual and mental information recoding and reorganization, and also
reduces the memory loads.
• It permits faster information transfer between computers and people by permitting more visual comparisons of amounts,
trends, or relationships; more compact representation of information;
• Graphics also can add appeal or charm to the interface and permit greater customization to create a unique corporate or
organization style.
• Experience indicates that for many people they have done all these things.
ADVANTAGES
DISADVANTAGES
The system is portrayed as an extension of the real world: It is assumed that a person is already familiar with the objects and
actions in his or her environment of interest.
The system simply replicates them and portrays them on a different medium, the screen.
A person has the power to access and modify these objects, among which are windows.
A person is allowed to work in a familiar environment and in a familiar way, focusing on the data, not the application and
tools.
The physical organization of the system, which most often is unfamiliar, is hidden from view and is not a distraction.
Continuous visibility of objects and actions: Like one's desktop, objects are continuously visible. Reminders of actions to be
performed are also obvious, labeled buttons replacing complex syntax and command names.
Cursor action and motion occurs in physically obvious and natural ways. One problem in direct manipulation, however, is
that there is no direct analogy on the desk for all necessary windowing operations.
A piece of paper on one's desk maintains a constant size, never shrinking or growing. Windows can do both. Solving this
problem required embedding a control panel, a familiar concept to most people, in a window's border.
This control panel is manipulated, not the window itself. Actions are rapid and incremental with visible display of results, the
results of actions are immediately displayed visually on the screen in their new and current form.
Auditory feedback may also be provided. The impact of a previous action is quickly seen, and the evolution of tasks is
continuous and effortless. Incremental actions are easily reversible.
o The concept of direct manipulation actually preceded the first graphical system. The earliest full-screen text editors
possessed similar characteristics.
o Screens of text resembling a piece of paper on one's desk could be created (extension of real world) and then reviewed in
their entirety (continuous visibility).
o Editing or restructuring could be easily accomplished (through rapid incremental actions) and the results immediately seen.
o Actions could be reversed when necessary. It took the advent of graphical systems to crystallize the direct manipulation
concept, however.
INDIRECT MANIPULATION
In practice, direct manipulation of all screen objects and actions may not be feasible because of the following:
• The amount of space available for placing manipulation controls in the window border may be limited.
• It may be difficult for people to learn and remember all the necessary operations and actions.
• When this occurs, indirect manipulation is provided. Indirect manipulation substitutes words and text, such as pull-down or
pop-up menus, for symbols, and substitutes typing for pointing.
• Most window systems are a combination of both direct and indirect manipulation. A menu may be accessed by pointing at
a menu icon and then selecting it (direct manipulation).
• The menu itself, however, is a textual list of operations (indirect manipulation). When an operation is selected from the list,
by pointing or typing, the system executes it as a command.
• Which style of interaction-direct manipulation, indirect manipulation, or a combination of both-is best, under what
conditions and for whom, remains a question whose answer still eludes us.
A graphical system possesses a set of defining concepts. Included are sophisticated visual Presentation, pick-and click
interaction, a restricted set of interface options, visualization, object orientation, extensive use of a person's recognition
memory, and concurrent performance of functions.
Visual presentation is the visual aspect of the interface. It is what people see on the screen.
• The sophistication of a graphical system permits displaying lines, including drawings and icons.
• It also permits the displaying of a variety of character fonts, including different sizes and styles.
• The display of 16 million or more colors is possible on some screens. Graphics also permit animation and the presentation
of photograph and motion video.
The meaningful interface elements visually presented to the user in a graphical System include windows (primary, secondary,
or dialog boxes), menus (menu bar, pull down, pop-up, cascading), icons to represent objects such as programs or files,
assorted screen-based controls (text boxes, list boxes, combination boxes, settings, scroll bar and buttons), and a mouse
pointer and cursor.
-- The objective is to reflect visually on screen the real world of the user as realistically, meaningfully, simply, and clearly
possible.
A graphical system possesses a set of defining concepts. Included are sophisticated visual presentation, pick-and click
interaction, a restricted set of interface options, visualization, object orientation, extensive use of a person's recognition
memory, and concurrent performance of functions.
Restricted Set of Interface Options: The array of alternatives available to the user is what is presented on the screen or may
be retrieved through what is presented on the screen, nothing less, nothing more. This concept fostered the acronym
WYSIWYG.
Pick-and-Click Interaction: Elements of a graphical screen upon which some action is to be performed must first identified.
o The motor activity required of a person to identify this element for a proposed action is commonly referred to as
pick, the signal to perform an action as cue.
o The primary mechanism for performing this pick-and-click is most often the mouse and its buttons.
o The user moves the mouse pointer to the relevant element (pick) and the action is signaled (click).
o Pointing allows rapid selection and feedback. The hand and mind seem to work smoothly and efficiently together.
o The secondary mechanism for performing these selection actions is the keyboard most systems permit pick-and-
click to be performed using the keyboard as well.
Visualization: Visualization is a cognitive process that allows people to understand. Information that is difficult to perceive,
because it is either too voluminous or too abstract.
The best visualization method for an activity depends on what People are trying to learn from the data.
The goal is not necessarily to reproduce a really graphical image, but to produce one that conveys the most relevant
information.
Effective visualizations can facilitate mental insights, increase productivity, and for faster and more accurate use of
data.
Object Orientation: A graphical system consists of objects and actions. Objects are what people see on screen. They are
manipulated as a single unit.
• Objects can be composed of sub objects. For example, an object may be a document. The document's sub objects
may be a paragraph, sentence, word, and letter.
• A collection might be the result of a query or a multiple selection of objects. Operations can be applied to a
collection of objects.
• A constraint is a stronger object relationship. Changing an object in a set affects some other object in the set.
• A document being organized into pages is an example of a constraint. A composite exists when the relationship
between objects becomes so significant that the aggregation itself can be identified as an object.
• Examples include a range of cells organized into a spreadsheet, or a collection of words organized into a paragraph.
• A container is an object in which other objects exist. Examples include text in a document
• or documents in a folder.
A container often influences the behavior of its content. It may add or suppress certain properties or operations of objects
placed within it, control access to its content, or control access to kinds of objects it will accept. These relationships help
define an object's type. Similar traits and behaviors exist in objects of the same object type.
Another important object characteristic is persistence. Persistence is the maintenance of a state once it is established. An
object's state (for example, window size, cursor location, scroll position, and so on) should always be automatically
preserved when the user changes it.
Use of Recognition Memory: Continuous visibility of objects and actions encourages use of a person's more powerful
recognition memory. The "out of sight, out of mind" problem is eliminated.
Graphic systems may do two or more things at one time. Multiple programs may run simultaneously. When a system is not
busy on a primary task, it may process background tasks (cooperative multitasking). When applications are running as truly
separate tasks, the system may divide the processing power into time slices and allocate portions to each application.
Data may also be transferred between programs. It may be temporarily stored on a "clipboard" for later transfer or be
automatically swapped between programs.
In a graphical interface the primary interaction mechanism is a pointing device of some kind.
This device is the electronic equivalent to the human hand. What the user interacts with is a collection of elements
referred to as objects.
Objects are always visible to the user and are used to perform tasks.
People perform operations, called actions, on objects. The operations include accessing and modifying objects by
pointing, selecting, and manipulating. All objects have standard resulting behaviors.
The expansion of the World Wide Web since the early 1990s has been truly amazing. Once simply a communication medium
for scientists and researchers, its many and pervasive tentacles have spread deeply into businesses, organizations, and
homes around the world. Unlike earlier text-based and GUI systems that were developed and nurtured in an organization's
Data Processing and Information Systems groups, the Web's roots were sown in a market-driven society thirsting for
convenience and information.
Web interface design is essentially the design of navigation and the presentation of information. It is about content, not
data.
Proper interface design is largely a matter of properly balancing the structure and relationships of menus, content, and other
linked documents or graphics. The design goal is to build a hierarchy of menus and pages that feels natural, is well
structured, is easy to use, and is truthful.
The Web is a navigation environment where people move between pages of information, not an application environment. It
is also a graphically rich environment.
Web interface design is difficult for a number of reasons. First, its underlying design language, HTML, was never intended for
creating screens to be used by the general population.
Its scope of users was expected to be technical. HTML was limited in objects and interaction styles and did not provide a
means for presenting information in the most effective way for people.
Next, browser navigation retreated to the pre-GUI era. This era was characterized by a "command" field whose contents had
to be learned, and a navigational organization and structure that lay hidden beneath a mostly dark and blank screen.
GUIs eliminated the absolute necessity for a command field, providing menus related to the task and the current contextual
situation.
Browser navigation is mostly confined to a "Back" and "Forward" concept, but "back-to where" and "forward-to-where" is
often unremembered or unknown.
Web interface design is also more difficult because the main issues concern information Architecture and task flow, neither
of which is easy to standardize.
It is more difficult because of the availability of the various types of multimedia, and the desire of many designers to use
something simply because it is available.
It is more difficult because users are ill defined, and the user's tools so variable in nature.
The ultimate goal of a Web that feels natural, is well structured, and is easy to use will reach fruition.
While the introduction of the graphical user interface revolutionized the user interface, the Web has revolutionized
computing.
It allows millions of people scattered across the globe to communicate, access information, publish, and be heard.
• It allows people to control much of the display and the rendering of Web pages.
• Aspects such as typography and colors can be changed, graphics turned off, and decisions made whether or not to
transmit certain data over non secure channels or whether to accept or refuse cookies.
• Web usage has reflected this popularity. The number of Internet hosts has risen dramatically:
• in 1987, 10,000;
• in 1989, 100,000,
• in 1990, 300,000;
• Commercialization of the Internet saw even greater expansion of the growth rate. In 1993, Internet traffic was
expanding at a 341,634 percent annual growth rate. In 1996, there were nearly 10 million hosts online and 40 million
connected people (PBS Timeline).
• User control has had some decided disadvantages for some Web site owners as well.
• Users have become much more discerning about good design.
• Slow download times, confusing navigation, confusing page organization, disturbing animation, or other
undesirable site features often results in user abandonment of the site for others with a more agreeable interface.
• People are quick to vote with their mouse, and these warnings should not go unheeded.
• GUI and Web interface design do have similarities. Both are software designs, they are used by people, they are
interactive, they are heavily visual experiences presented through screens, and they are composed of many similar
components.
• Fairly long times spent within an application. Familiarity with applications often achieved.
• Through menus, lists, trees, dialogs, and wizards. Not a strong and visible concept.
• Constrained by design.
• Generally standardized by toolkits and
• Style guides. User Focus • Data and applications • Information and navigation
• Multiple viewable windows Interactions such as clicking menu choices, pressing buttons, selecting list choices, and
cut/copy/paste occur within context of active program.
• Nearly instantaneous.
• Unlimited capability proportional to sophistication of hardware and software. Targeted to a specific audience with
specific tasks. Only limited by the amount of programming undertaken to support it
• Major objective exists within and across applications. Aided by platform toolkit and design guidelines. Universal
consistency in GUI products generally created through toolkits and design guidelines.
• Integral part of most systems and applications. Accessed through standard mechanisms. Documentation, both
online and offline,
• Usually provided.
• Seamless integration of all applications into the platform environment a major objective.
• Tightly controlled in business systems, proportional to degree of willingness to invest resources and effort
WEB
• Often not placed onto the Web by users or known people and organizations.
• Link to a site, browse or read pages, fill out forms, register for services, participate in transactions, download and
save things.
• Movement between pages and sites very rapid. Familiarity with many sites not established.
• Within page, any combination of text, images, audio, video, and animation.
• May not be presented as specified by the designer dependent on browser, monitor, and user specifications.
• Little standardization
• Through links: bookmarks, and typed URLs. Significant and highly visible concept.
• Few standards.
• Basic interaction is a single click. This can cause extreme changes in context, which may not be noticed.
• Quite variable, depending on transmission speeds, page content, and so on. Long times can upset the user
• Limited by constraints imposed by the hardware, browser, software, client support, and user willingness to allow
features because of response time, security, and privacy concerns
• The little available help is built into the page. Customer service support, if provided, oriented to product or service
offered.
• Apparent for some basic functions within most Web sites (navigation, printing, and soon.)
• Susceptible to disruptions caused by user, telephone line and cable providers, Internet service providers, hosting
servers, and remotely accessed sites.
• An interface must really be just an extension of a person. This means that the system and its software must reflect
a person's capabilities and respond to his or her specific needs.
• It should be useful, accomplishing some business objectives faster and more efficiently than the previously used
method or tool did.
• It must also be easy to learn, for people want to do, not learn to do.
• Finally, the system must be easy and fun to use, evoking a sense of pleasure and accomplishment not tedium and
frustration.
• a connector in that it ties the user to the power of the computer, and a separator in that it minimizes the possibility
of the participants damaging one another.
• While the damage the user inflicts on the computer tends to be physical (a frustrated pounding of the keyboard),
the damage caused by the computer is more psychological.
• Throughout the history of the human-computer interface, various researchers and writers have attempted to
define a set of general principles of interface design.
• What follows is a compilation of these principles. They reflect not only what we know today, but also what we
think we know today.
• Many are based on research, others on the collective thinking of behaviorists working with user interfaces.
• These principles will continue to evolve, expand, and be refined as our experience with Gills and the Web
increases.
• The design of the Xerox STAR was guided by a set of principles that evolved over its lengthy development process.
These principles established the foundation for graphical interfaces.
• A design challenge is to invent a set of displayable objects that are represented meaningfully and appropriately for
the intended application.
• It must be clear that these objects can be selected, and how to select them must be Self-evident.
• When they are selected should also be obvious, because it should be clear that the selected object will be the focus
of the next action. Standalone icons easily fulfilled this requirement.
• Visual order and viewer focus: Attention must be drawn, at the proper time, to the important and relevant
elements of the display. Effective visual contrast between various components of the screen is used to achieve this
goal. Animation is also used to draw attention, as is sound.
Feedback must also be provided to the user. Since the pointer is usually the focus of viewer attention, it is a useful
mechanism for providing this feedback (by changing shapes).
• Revealed structure: The distance between one's intention and the effect must be minimized.
Most often, the distance between intention and effect is lengthened as system power increases. The relationship between
intention and effect must be, tightened and made as apparent as possible to the user. The underlying structure is often
revealed during the selection process.
• Consistency: Consistency aids learning. Consistency is provided in such areas as element location, grammar, font
shapes, styles, and sizes, selection indicators, and contrast and emphasis techniques.
• Appropriate effect or emotional impact: The interface must provide the appropriate emotional effect for the
product and its market. Is it a corporate, professional, and secure business system? Should it reflect the fantasy,
wizardry, and bad puns of computer games?
• A match with the medium: The interface must also reflect the capabilities of the device on which it will be
displayed. Quality of screen images will be greatly affected by a device's resolution and color-generation capabilities.
GENERAL PRINCIPLES
• They are fundamental to the design and implementation of all effective interfaces, including GUI and Web ones.
• These principles are general characteristics of the interface, and they apply to all aspects.
• The compilation is presented alphabetically, and the ordering is not intended to imply degree of importance.
Aesthetically Pleasing
Provide visual appeal by following these presentation and graphic design principles:
• Create groupings.
Clarity
• Visual elements
• Functions
• Metaphors
Compatibility
- The user
- The Product
Configurability
Comprehensibility
A system should be easily learned and understood: A user should know the following:
- What to look at
- What to do
- When to do it
- Where to do it
- Why to do it
- How to do it
The flow of actions, responses, visual presentations, and information should be in a sensible order that is easy to recollect
and place in context.
Consistency
A system should look, act, and operate the same throughout. Similar components should:
- Operate similarly.
Control
• The means to achieve goals should be flexible and compatible with the user's skills, experiences, habits, and preferences.
• Avoid modes since they constrain the actions available to the user.
• Permit the user to customize aspects of the interface, while always providing a Proper set of defaults
Directness
Flexibility
A system must be sensitive to the differing needs of its users, enabling a level and type of performance based upon:
- Transitions between various system controls should flow easily and freely.
Familiarity
• Employ familiar concepts and use a language that is familiar to the user.
Forgiveness
Predictability
• The user should be able to anticipate the natural progression of each task.
Recovery
The system must rapidly respond to the user's requests Provide immediate acknowledgment for all user actions:
- Visual.
- Textual
- Auditory.
Transparency
Permit the user to focus on the task or job, without concern for the mechanics of the interface.
- Workings and reminders of workings inside the computer should be invisible to the user.
Simplicity
- Provide defaults.
- Make common actions simple at the expense of uncommon actions being made harder.
COMMON PITFALLS
• No usability testing.
• Poor communication
• Complex linkage.
• Inadequate feedback.
IRRITATING CHARACTERS
• Visual clutter
• Incomprehensible components
• Annoying distractions.
• Confusing navigation.
• Inefficient operations
• Information overload
DESIGN TEAM
• Development
• Human factors
• Visual Design
• Usability assesment
• Documentation
• Training
Understanding How People Interact with Computers Characteristics of computer systems, past and present, that have
caused, and are causing, people problems. We will then look at the effect these problems have –
• Use of jargon
• Non-obvious design
• Fine distinctions
• an "error-preventing" strategy
• Design inconsistency
PSYCHOLOGICAL
• Confusion: Detail overwhelms the perceived structure. Meaningful patterns are difficult to ascertain, and the conceptual
model or underlying framework cannot be understood or established.
• Annoyance: Roadblocks that prevent a task being completed, or a need from being satisfied, promptly and efficiently lead
to annoyance. Inconsistencies in design, slow computer reaction times, difficulties in quickly finding information, outdated
information, and visual screen distractions are a few of the many things that may annoy users.
• Frustration: An overabundance of annoyances, an inability to easily convey one's intentions to the computer, or an
inability to finish a task or satisfy a need can cause frustration. Frustration is heightened if an unexpected computer response
cannot be undone or if what really took place cannot be determined: Inflexible andunforgiving systems are a major source of
frustration.
• Panic or stress: Unexpectedly long delays during times of severe or unusual pressure may introduce panic or stress. Some
typical causes are unavailable systems or long response times when the user is operating under a deadline or dealing with an
irate customer.
• Boredom: Boredom results from improper computer pacing (slow response times or long download times) or overly
simplistic jobs.
• These psychological responses diminish user effectiveness because they are severe blocks to concentration.
--Thoughts irrelevant to the task at hand are forced to the user’s attention, and necessary concentration is
impossible.
--The result, in addition to higher error rates, is poor performance, anxiety, and dissatisfaction Physical.
• Psychological responses frequently lead to, or are accompanied by, the following physical reactions.
• Abandonment of the system: The system is rejected and other information sources
are relied upon. These sources must, of course, be available and the user must have the discretion to perform the rejection.
In business systems this is a common reaction of managerial and professional personnel. With the Web, almost all users can
exercise this option.
• Partial use of the system: Only a portion of the system's capabilities are used, usually those operations that are easiest to
perform or that provide the most benefits. Historically, this has been the most common user reaction to most computer
systems. Many aspects of many systems often go unused.
• Indirect use of the system: An intermediary is placed between the would-be user and the computer. Again, since this
requires high status and discretion, it is another typical response of managers or others with authority.
• Modification of the task: The task is changed to match the capabilities of the system. This is a prevalent reaction when the
tools are rigid and the problem is unstructured, as in scientific problem solving.
• Compensatory activity: Additional actions are performed to compensate for system inadequacies. A common example is
the manual reformatting of information to match the structure required by the computer. This is a reaction common to
workers whose discretion is limited, such as clerical personnel.
• Misuse of the system: The rules are bent to shortcut operational difficulties. This requires significant knowledge of the
system and may affect system integrity.
• Direct programming: The system is reprogrammed by its user to meet specific needs. This is a typical response of the
sophisticated worker.
• These physical responses also greatly diminish user efficiency and effectiveness. They force the user to rely upon other
information sources, to fail to use a system's complete capabilities, or to perform time-consuming "work-around" actions
• Importance in design are perception, memory, visual acuity, foveal and peripheral vision, sensory storage, information
processing, learning, skill, and individual differences.
• Perception
• Proximity
• Similarity
• Matching patterns
• Succinctness
• Closure
• Unity
• Continuity
• Balance
• Expectancies
• Context
• Memory: Memory is not the most stable of human attributes, as anyone who has forgotten why they walked into a room,
or forgotten a very important birthday, can attest.
- Long-term memory
- Mighty memory
- Sensory Storage
• Mental Models: As a result of our experiences and culture, we develop mental models of things and people we interact
with.
• A mental model is simply an internal representation of a person's current understanding of something. Usually a person
cannot describe this mental mode and most often is unaware it even exists.
• Mental models are gradually developed in order to understand something, explain things, make decisions, do something,
or interact with another person.
• Mental models also enable a person to predict the actions necessary to do things if the action has been forgotten or has
not yet been encountered.
• Movement Control: Once data has been perceived and an appropriate action decided upon, a response must be made.
• In many cases the response is a movement. In computer systems, movements include such activities as pressing keyboard
keys, moving the screen pointer by pushing a mouse or rotating a trackball, or clicking a mouse button.
• Learning: Learning, as has been said, is the process of encoding in long-term memory information that is contained in
short-term memory.
• It is a complex process requiring some effort on our part. Our ability to learn is important-it clearly differentiates people
from machines.
• Given enough time people can improve the performance in almost any task. Too often, however, designers use our
learning ability as an excuse to justify complex design.
• A design developed to minimize human learning time can greatly accelerate human performance.
• People prefer to stick with what they know, and they prefer to jump in and get started. Unproductive time spent learning is
something frequently avoided.
• Skill: The goal of human performance is to perform skillfully. To do so requires linking inputs and responses into a sequence
of action.
• The essence of skill is performance of actions or movements in the correct time sequence with adequate precision. It is
characterized by consistency and economy of effort.
• Economy of effort is achieved by establishing a work pace that represents optimum efficiency.
• It is accomplished by increasing mastery of the system through such things as progressive learning of shortcuts, increased
speed, and easier access to information or data.
• Skills are hierarchical in nature, and many basic skills may be integrated to form increasingly complex ones. Lower-order
skills tend to become routine and may drop out of consciousness.
• System and screen design must permit development of increasingly skillful performance.
• Individual Differences: In reality, there is no average user. A complicating but very advantageous human characteristic is
that we all differ-in looks, feelings, motor abilities, intellectual abilities, learning abilities and speed, and so on.
• In a keyboard data entry task, for example, the best typists will probably be twice as fast as the poorest and make 10 times
fewer errors.
• Individual differences complicate design because the design must permit people with widely varying characteristics to
satisfactorily and comfortably learn the task or job, or use the Web site.
• In the past this has usually resulted in bringing designs down to the level of lowest abilities or selecting people with the
minimum skills necessary to perform a job.
• But technology now offers the possibility of tailoring jobs to the specific needs of people with varying and changing
learning or skill levels. Multiple versions of a system can easily be created.
The knowledge possessed by a person, and the experiences undergone, shape the design of the interface in many ways. The
following kinds of knowledge and experiences should be identified.
• System Experience - High, moderate, or low knowledge of a particular system and its methods of interaction
• Reading Level - Less than 5th grade, 5th-12th, more than 12th grade
• Typing Skill - Expert (135 WPM), skilled (90 WPM), good (55 WPM), average (40 WPM), or "hunt and peck" (10 WPM).
JOB/TASK/NEED
• 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
• Lifestyle - For Web e-commerce systems, includes hobbies, recreational pursuits, and economic status
PSYCHOLOCICAL CHARCTERISTICS
• Stress Level - High, some, or no stress generally resulting from task performance
PHYSICAL CHARACTRISTICS
• The speed at which people can perform using various communication methods has been studied by a number of
researchers.
• Reading: The average adult, reading English prose in the United States, has a reading speed in the order of 250-300 words
per minute. Proof reading text on paper has been found to occur at about 200 words per minute, on a computer monitor,
about 180 words per minute.
• One technique that has dramatically increased reading speeds is called Rapid Serial Visual Presentation, or RSVP. In this
technique single words are presented one at a time in the center of a screen. New words continually replace old words at a
rate set by the reader. For a sample of people whose paper document reading speed was 342 words per minute. (With a
speed range of 143 to 540 words per minute.) Single words were presented on a screen in sets at a speed sequentially
varying ranging from 600 to 1,600 words per minute. After each set a comprehension test was administered.
READING
KEYING
• Typewriter
• Computer
• Hand printing
--Direct methods
--Indirect methods
--Document design
-- Training
--Documentation
DIRECT METHODS
• User-Interface Prototyping
INDIRECT METHODS
• MIS Intermediary
• Support Line
• User Group
• Competitor Analyses
• Trade Show
• System Testing
• Major system functions are listed and described, including critical system inputs and outputs.
A flowchart of major functions is developed. The process the developer will use is summarized as follows:
• Develop a conceptual model of the system based upon the user's mental model.
This includes:
• Defining objects.
• Developing metaphors.
UNDERSTANDING THE USER'S MENTAL MODEL
• The next phase in interface design is to thoroughly describe the expected system user or users and their current tasks.
• The former will be derived from the kinds of information collected in Step 1 "Understand the User or Client," and the
requirements analysis techniques described above.
• A goal of task analysis, and a goal of understanding the user, is to gain a picture of the user's mental model.
• A mental model is an internal representation of a person's current conceptualization and understanding of something.
• Mental models are gradually developed in order to understand, explain, and do something.
• Mental models enable a person to predict the actions necessary to do things if the actions have been forgotten or have not
yet been encountered.
• Task analysis involves breaking down the user's activities to the individual task level.
• Direct observation, interviews, questionnaires, or obtaining measurements of actual current system usage.
• Another result is a list of objects the users see as important to what they do
• The output of the task analysis is the creation, by the designer, of a conceptual model for the user interface.
• A conceptual model is the general conceptual framework through which the system's functions are presented.
• Such a model describes how the interface will present objects, the relationships between objects, the properties of objects,
and the actions that will be performed.
• A conceptual model is based on the user's mental model. Since the term mental model refers to a person's current level of
knowledge about something, people will always have them
• Since mental models are influenced by a person’s experiences, and people have different experiences, no two user mental
models are likely to be exactly the same.
• Each person looks at the interface from a slightly different perspective. The goal of the designer is to facilitate for the user
the development of useful mental model of the system.
• This is accomplished by presenting to the user a meaningful conceptual model of the system .
• When the user then encounters the system, his or her existing mental model will, hopefully, mesh well with the system's
conceptual model.
• As a person works with a system, he or she then develops a mental model of the system.
• The system mental model the user derives is based upon system's behavior, including factors such as the system inputs,
actions, outputs (including screens and messages), and its feedback and guidance characteristics, all of which are
components of the conceptual model.
• Documentation and training also playa formative role. Mental models will be developed regardless of the particular design
of a system, and then they will be Modified with experience.
• What must be avoided in design is creating for the user a conceptual model that leads to the creation of a false mental
model of the system, or that inhibits the user from creating a meaningful or efficient mental model.
• Provide documentation and a help system that will reinforce the conceptual model.
Defining Objects
Describe:
- The relationship of objects to each other and the people using them.
- State information or attributes that each object in the task must preserve, display, or allow to be edited.
• Identify the objects and actions that appear most often in the workflow.
• Make the several most important objects very obvious and easy to manipulate
Developing Metaphors
• Choose the analogy that works best for each object and its actions.
• Use major metaphors, even if you can't exactly replicate them visually.
SCREEN DESIGNING
• Unclear captions
• Misleading headings
• Inefficient results
• Legibility
• Appearance
• arrangement
• Visual inconsistency
• Bad typography
Variety of distractions
• Inefficient operations
• Information overload
• Design in consistency
• Outdated information
What screen users want
• An obvious indication of what is being shown and what should be done with it.
Design goals
• Every control
• All text
• Screen organization
• All emphasis
• Each color
• Every graphic
Must
• Component
• Organization
• Presentation
• Usage
• Locations
• Divide information into units that are logical, meaningful and sensible.
• Conventional
• Sequence of use
• Frequency of use
• Function
• Importance
• General to specific.
• Locate the most important and most frequently used elements or controls at top left.
Aligning elements
Grouping elements
• Through focus and emphasis, sequentially, direct attention to items that are
Critical
Important
Secondary
Peripheral
• When groups of related information must be broken and displayed on separate screens, provide breaks at logical or natural
points in the information flow.
• In establishing eye movement through a screen, also consider that the eye trends to move sequentially , for example –
• Maintain top to bottom, left to right through the screen. This top to bottom orientation is Recommended for information
entry for the following reasons –
When one’s eyes moves away from the screen and then back, it returns to about same place it left, even if it is
seeking next item in sequence.
• Our earliest display screens reflected this left to right entry orientation.
• Top to bottom orientation is also recommended for presenting displays of read only information that must be scanned.
balance Regularity
Symmetry Predictability
Sequentiality Proportion
Economy Simplicity
Unity Groupings
Balance
Symmetry
Regularity
Predictability
Sequentially
• To ensure that
• Screen clutter
• Higher brightness
• Reverse polarity
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• Underlining
• Blinking
• Line rulings
• Contrasting colors
• Larger size
• Positioning
• Isolation
• Distinctiveness
• White space
• Impatience.
• Web users access site for different reasons: a focused search for a piece of
• High tech capabilities, fancy graphics do not compensable for inefficient or poor
content.
• Page perusal
• Scanning guidelines
• Browsing
• Browsing guidelines
• Searching
SCANNING GUIDELINES
• Organization
• Writing
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• Presentation
– Important concepts
BROWSING GUIDELINES
• Facilitate scanning
• Anticipate
STATISTICAL GRAPHICS
• Data Presentation
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- Proportion
- Lines
- Labeling
- Title
- Interpretation of numbers
Single graph
Label identification
Legend
Data differences
Surface charts
Ordering
Coding schemes
Labels
Scatter plots
two dimensions
Consistent intervals
Significant points
Bar graphs
consistent orientation
Meaningful organization
Bar spacing
Differentiation
Reference index
labeling
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Large segments
Coding schemes
labeling
Flow charts
Order of stps
Orientation
Coding conventions
Arrows
Highlighting
Pie chart
Graphical systems
• system power
• Screen size
• Screen resolution
• Display colors
• Platform compatibility
• Browser
• compatibility
• fonts
• Color
• Bandwidth
• Version
• Other considerations
o Downloading
o Currency
o Page printing
o Maintainability
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UNIT-III
STRUCTURES OF MENUS
• Single Menus
• Sequential LinearMenus
• Simultaneous Menus
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• Hierarchical Menus
– When many relationships exist between menu alternatives, and some menu options are
only appropriate depending upon a previous menu selection, a hierarchical structure is the
best solution.
• Connected Menus
– This menu gives you a full control over the navigation flow
• Event-Trapping Menus
(bold text)
check)
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FUNCTIONS OF MENUS
• Displaying Information
CONTENT OF MENUS
• Menu Context
• Menu Title
• Choice Descriptions:
• Completion Instructions
FORMATTING OF MENUS
• Consistency
• Display
– Frequent references
• Permanently display the menu in an area of the screen that will not obscure other
screen data
– Occasional references
• Presentation
– Should be obvious with a unique and consistent structure
• Organization
– Display
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• 18-24 choices with logical groupings of elements with no more than 10 items
within a group
• Complexity
• Item Arrangement
• Ordering
– Numeric order
– Sequence/Frequency of occurrence
– Importance
– Semantic similarity
GROUPINGS
• Create grouping of items that are logical, unique, meaningful and mutually
exclusive
LINE SEPARATOR
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• Keyboard Accelerators
• Keyboard Equivalents
• Intent Indicators
• Choice Selection
– Pointers
– Keyboards
– Selection/Execution
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– Combining techniques
• Defaults
• Unavailable Choices
• Purpose
consider including one alternative that deselects all items an reverts the
Italic Ctrl+I
• Purpose
– Use when the menu item displayed will clearly indicate that the opposite
view view
• Menu Bar
• Pull-Down Bar
• Pop-Up Menu
• Iconic Menu
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Menu Bar
• Advantage
– Always visible
– Easy to browse
• Disadvantage
• All menu bars must have an associated pull-down menu containing at least two
choices
• Do not allow the user to turn off the display of the menu bar
• Locate at the top of the screen, just below the screen title
Pull-Down Menu
• Proper Usage
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• Advantages
• Disadvantage
• Position the pull-down directly below the selected menu bar choice
interface, mark the pull down choice or choices whose state is current or active
“On”
• Grouping:
Cascading Menus
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• Advantage:
alternatives
• Disadvantage
Pop Up Menu
• Choices may be also presents alternatives or choices within the context of the task
• Pop-up menus may be requested when the mouse pointer is positioned over a
• Advantage
• Disadvantage
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Iconic Menu
A window is an area of the screen that contains a particular view of some area of the
Content
• A window’s characteristics
• A window’s components
• A window’s operations
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Window Characteristics
cascading)
• Reminding
• Monitoring
Components of a Window
• Frame (Border)
• Title Bar
• Menu Bar
• Status Bar
• Scroll Bars
• Toolbar
• Command Area
• Size Grip
• Work Area
• Tiled Windows
to learn
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– Yield better user performance for tasks where the data requires little
can be annoying
– As the number of displayed windows increases, each window can get very
tiny
• Overlapped Windows
– Visually, their look is 3-D, resembling the desktop that is familiar to the
user
– Windows can maintain larger sizes
not to exist
Type of Windows
• Primary Window
– Use for presenting information that is continually updated (Date and time)
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• Secondary Windows
– A dependent secondary
• It can only be displayed from a command on the interface of its primary window
– A independent secondary
windows called
– Dialog boxes
– Property sheet
– Property inspectors
– Message boxes
– Palette windows
– Pop-up windows
• Secondary Windows
• Modal window
– Will not permit interaction with another window until the current dialog is
completed
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removed
• Modeless window
• Cascading
• Relevant information
• Title Bar
• Unfolding
Dialog Boxes
– OK
– Cancel
– Others as necessary
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• Property sheets
• Ok
• Cancel
• Apply
• Reset
• Others as necessary
– For tabbed property pages, place the commands outside the tabbed pages
Property Inspectors
• Property Inspectors
– Use for displaying only the most common or frequently accessed object
properties
Message Boxes
each option
• Include OK and Cancel buttons only when the user has the option of continuing or
• Use Yes and No buttons when the user must decide how to continue
• If the choices are too ambiguous, label the command buttons with the names of
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• Palette windows are modeless secondary windows that present a set of controls.
• The title bar for a palette window is shorter and includes only a close button
main presentation
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Device-based controls, often called input devices, are the mechanisms through which
• Trackball
• Joystick
• Graphic tablet
• Light pen
• Touch screen
• Voice
• Mouse
• Keyboard
Trackball
• Description
• Advantages
• Disadvantage
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Joystick
• Advantages
• Disadvantage
• Description
• Advantages
• Disadvantage
Touch Screen
• Advantages
• Disadvantage
Light Pen
• Description
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pen
• Advantage
• Disadvantage
Voice
• Description
• Advantage
• Disadvantage
Mouse
• Advantage
• Disadvantage
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Mouse Usage Guidelines
• Provide a “hot zone” around small or thin objects that might require extremely
essential operations
Keyboard
• Advantage
– Familiar
– Accurate
• Disadvantage
Keyboard Guidelines
Shit-key
• Infrequent actions
• Tasks that represent larger-scale versions of the task assigned to the unmodified
key
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Shit-key
• Infrequent actions
• Tasks that represent larger-scale versions of the task assigned to the unmodified
key
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Pointer Guidelines
• The pointer
– Should maintain its size across all screen locations and during movement
• Shape of pointer
– Should not be used for any other purpose other than its already defined
meaning
• Use only as many shapes as necessary to inform the user about current
Screen Based controls, often simply called controls and sometimes called widgets. By
definitions, they are graphic objects that represent the properties or operations of other
objects.
Operable Controls
• Operable controls are those that permit the entry, selection, changing, or editing of
– Buttons
– Specialized controls
Buttons
• Description
action to be accomplished
• Command Buttons
• Toolbars
78
menu bar)
• Use single-word labels whenever possible (Use two –three words for clarity, if
necessary)
• Use mixed-case letters with the first letter of each significant label word
capitalized.
and widths
positioned horizontally and centered across the lower part of the window
• For a button invokes a dialog or expands the dialog, position it centered and
• Position the buttons within windows before locate the other window
controls
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Command Buttons
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• Windows Recommends
– Help last
performed
• When a button leads to a menu, include a triangle pointing in the direction the
• When a button leads to and expanding dialog, include a double arrow (>>)
– A confirmation
be Cancel
• Indicate the default action by displaying the buttons with a bold or double border
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• Assign a keyboard accelerator to each button to facilitate keyboard selection
• Use buttons to move between multi-page forms, not scroll bars Label
• Highlight the button in some visually distinctive manner when the point is
• Provide easy and fast access to most frequently used commands or options
• Provide the smaller size as the default size with a user option to change it
• Place the most frequently used actions to the left or the top
• Position main features and functions bar horizontally across top of window just
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• Highlight the button in some visually distinctive manner when the pointer is
resting on it
• Call attention to the button in another visually distinctive manner when it has been
activated or pressed
• For single fields, caption can be located in front of upper left corner of the box
• For multiple fields, position the caption upper left of the box
• If the data field is long or about the same length, center the caption above the
• If the data field is numeric and variable in length, right justify the caption above
the displayed
manner
• Break up long text boxes through incorporation of slashes(/), dashes (-), spaces, or
common delimiters
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Selection Controls
• Radio Buttons
• Check Boxes
• Palettes
• List Boxes
Radio Buttons
– Choice descriptions
– Discrete
– Most easily understood when the alternatives can be seen together and
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• Do not use
– For commands
• If there is a default selection, designate it as the default and display its button
filled in. Else, display all the buttons without setting a dot
• When a multiple selection includes choices, display the buttons in another unique
limited
• Position any control related to a radio button immediately to the right of the
• Display full spelled out in mixed-case letters, capitalizing the first letter of all
significant words
• Columnar orientation
• Alternatively, the caption may be located to the left of the topmost choice
• Horizontal orientation
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• Highlight the selection choice in some visually distinctive way when the cursor’s
resting on it
• If there is a default choice, display the selected choice as set in the control
Radio Buttons
Check Boxes
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– When an option is selected, a mark (X) appears within the square box, or
Palettes
pictorially
pictorially
• Display it less brightly than the other choices, if a choice is not available
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• Highlight the choice in some visually distinctive way when the pointer is resting
List Boxes
– Large in number
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• Order in a logical and meaningful way to permit easy browsing (allow user to
• If a particular choices is not available in the current context, omit , gray or dim it
• Use mixed-case
– Position the list box below and as close as possible to the text box
– The list box caption should be worded similarly to the text box caption
– If the related text box and the list box are very close, the caption may be
– If a choice has not been previously selected, provide a default choice and
• Mark the selected choice with an X or check mark to the left of the entry
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• Consider providing a display-only text control indicating how many choices have
been selected
• When displayed, all choices may not always be visible, requiring scrolling
together.
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• Spin Boxes
• Combo Boxes
• Slider
Spin Boxes
• A single line field followed by two small, vertically arranged buttons (pointing up
• Selection/entry is made by
– Small in number
• To reduce the size of potentially long lists, break the listing into subcomponents
(break a date into dd mm yy)
• The spin box should be wide enough to display the longest entry or choice
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Combo Boxes
• A single rectangular text box entry field, beneath which is a larger rectangular list
• As text is typed into the text box, the list scrolls to the nearest match
• Also, when an item in the list box is selected, that item is placed within the text
box
• A single rectangular text box with a small button to the side and an associated
• Requiring scrolling
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• Proper usage
• Frequently changed
• Large in number
Slider
• Proper usage:
Custom Controls
• Presentation controls
• Group boxes
• Column Headings
• ToolTips
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• Balloon Tips
• Progress indicators
IF: USE:
AND:
Radio Buttons
OR:
OR:
Combo box
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IF: USE:
OR:
IF: USE:
AND:
OR:
OR:
Combo box
IF: USE:
OR:
IF: USE:
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Palette
IF: USE:
And:
IF: USE:
predictable way
Slider
IF: USE:
•Nonexclusive alternatives
And:
OR:
• Revision
Words
Do not use technical words, made-up words or terms filespec, abend, or spool, Ungroup or
dearchive
– Always use the fully spelled-out form the first time it is encountered in the
interface
• Consider the usage of contradictions or short forms (won’t vs will not, un- -
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• Positive terms (avoid the prefix “ir-” “in-” “dis-” and “un-”)
• Consistency
• Multiple-word phrases are more readable if the entire phrase is on one line
• Imply that the system is awaiting the user’s direction, not that the system is
• Negative tones or actions, or threats are not very friendly (“Numbers are illegal”
• Should remain factual and informative, and should not attempt humor or
punishment
Messages
– System messages:
• tell the user how to work with, or complete the screen displayed
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System Messages
• Status messages
– This kind of message is usually identified by an “I” icon to the left of the
message
• Warning messages
– The user must determine whether the situation is in fact a problem and
may be asked to advise the system whether or not to proceed (A deletion
messages)
System Messages
– Call attention to conditions that require a user action before the system can
proceed
– Some products use a “Do Not” symbol while others use a “Stop” sign. An
• Question messages
selection
• Message box: Provide a clear and concise description of the condition of the
– Show only message box about the cause of condition in single message
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• Command Buttons:
• OK and Cancel buttons only when the user has the option to
continue or cancel
• Yes and No buttons when the user must decide how to continue
• If these choices are too ambiguous, label with the name of specific
actions
• Close Box:
– Enable the title bar Close only if the message includes a Cancel button
Instructional Messages
• In writing, follow all relevant writing guideline for words, sentences, and
messages
ERROR!
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• Words
– Avoid using words that are specific to the Web (A few Web-specific terms
are “This Web site”, “Click here” and “Follow this link”)
– A good test of this guideline is to print out a page, read it, and see if it
• Error Messages
• Instructions
– Make sure instruction are detailed enough to be understood without being
• Presentation
• Writing
– Write objectively
– Be concise, using only about half the number of words of conventional text
– Each paragraph should be short and Contain only one main idea
– Make text more scannable by using bulleted listings, tables, headings and
bold types
– Too many links within text can disrupt reading continuity and content
understanding
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Links
• Create wording that make link that user can predict where the link leads
– Descriptive
– Differentiable
– Predictive
• Create links that are brief and to the point, avoiding wordiness
reasons
reasons
– Embedded Links
Paragraph with embedded links are sometimes useful for a variety of
reasons
Link Titles
Page Title
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• Their wording must provide a strong clue as to the content they relate to
Creating Images
shapes
Creating Images
shapes
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Icons
• Icons are most often used to represent objects and actions with which users can
interact
toolbar
Characteristics of Icons
– Similar shapes and colors can be used to classify a group of related icons
usability
– Familiar
– Clarity
– Simple
– Consistent
– Efficient
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– Expectancies of users
– Complexity of task
Choosing Icons
• A Successful Icon
• Size
Choosing Images
Creating Images
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shapes
Creating Images
shapes
Drawing Images
• Do not use triangular arrows in design to avoid confusion with other system
symbols
• When icons are used to reflect varying attributes, express these attributes as
• Animation
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– Use
• To provide feedback
• Auditions
– Expectations
– Recognition
– Learning
Graphics in Web
• Use Graphics to
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Images
• Minimize
– Image animation
– Number of colors
Photographs/Pictures
• A thumbnail
Video
• To grab attention
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• Considering using
– Existing video
– Audio only
Diagrams
Animation
– Time
– Position
Audition
• To establish atmosphere
• To teach
• To sample
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Combining Mediums
• Both the visual and auditory information should be totally relevant to the task
being performed
• Testing
– Legibility
– Comprehensibility
– Acceptance
Color Uses
– Status of information
• Use color to
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• Color-Viewing Deficiencies
• Color chosen to organize information or data on a screen must aid the transfer of
information from the display to the user, Some examples of using color code
grouping
• Always consider how spatial formatting, highlighting, and messages may also be
useful
Color in Context
• Small adjacent colored images may appear to the eye to merge or mix
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• A color on a dark background will look lighter and brighter than the same color
on a light background
Usage
– On monochrome displays
are available
Emphasis
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Common Meanings
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• Use adjacent colors that differ by hue and value or lightness for a sharp edge and
maximum differentiation
• Foregrounds
background
color
• Backgrounds
– Use
• Desaturated colors
• Backgrounds
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– Use
• Desaturated colors
Gray Scale
– Recommend values
• White: Screen background, text located in any black area
Filename bar
Ruled lines
Text in Color
Text in Color
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Use similar or same color schemes throughout a Web site help the user maintain
a sense of place
Use dark backgrounds when establishing contrast between an area of the screen and
the main screen body Choosing color for web pages
High intensity colors as back-ground such as red, magenta and bright green) must
be avoided
Non-opponent colors
Red/yellow or green/blue
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UNIT-4
Specification Methods
– The default language for specifications in any field is natural language, e.g.,
English
– lengthy
– vague
– ambiguous
– correct
– consistent
– complete
• Grammars Example
<exchange>::= <digit><digit><digit>
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- A, Z (999) 111-1111
• Multiparty grammars
U: User C: Computer
Transition Diagram
– a set of nodes that represents system states and a set of links between the nodes
• State Charts
Interface-Building Tools:
– Enforce standards
• Rapid Prototyping
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• Software Support
– Increase productivity
– Ease maintenance
• Examples
– Word processors
– Slide-show software
• Visual Editing
– Borland JBuilder
• Learning time
• Building time
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– Perl/Tk
– Python/Tk
– Visual Basic
– Java Script
• Takes alphanumeric screen designs and produces display-complexity metrics plus some
advice:
upper- and lower-case letters is read about 13% faster than text in all
upper case. Reserve all upper-case for items that need to attract
attention.
• This means that the display items (labels and data) are not well aligned
vertically).
• Did not find the required open and close HEAD tag. You should open and close the
– Found extra close STRONG tags in the document. Please remove them.
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UNIT -5:
Keyboard Layouts
QWERTY layout
– 1870 Christopher Latham Sholes
– good mechanical design and a clever placement of the letters that slowed down
– put frequently used letter pairs far apart, thereby increasing finger travel
distances
Dvorak layout
– 1920
– Acceptance has been slow despite the dedicated efforts of some devotees
– it takes about 1 week of regular typing to make the switch, but most users have
ABCDE style
– 26 letters of the alphabet laid out in alphabetical order nontypists will find it
keys
Keys
– 3 to 5 millimeters displacement
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– some keys require state indicator, such as lowered position or light indicator
small raised dot, to help user locate their fingers properly (caution - no
Function keys
– users must either remember each key's function, identify them from the
screen's display, or use a template over the keys in order to identify them
properly
– meaning of each key can change with each application placement on keyboard
– lights next to keys used to indicate availability of the function, or on/off status
– typically simply labeled F1, F2, etc, though some may also have meaningful
– alternative is to use closer keys (e.g. ALT or CTRL) and one letter to indicate
special function
– inverted-T positioning allows users to place their middle three fingers in a way
– other movements may be performed with other keys, such as TAB, ENTER,
HOME, etc.
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– Virtual keyboards
– Cloth keyboards
– Soft keys
Pointing Devices
1. Select:
2. Position:
figure.
3. Orient:
4. Path:
5. Quantify:
such as the page number in a document, the velocity of a ship, or the amplitude
of a sound.
6. Text:
lightpen
other task
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– incorporates a button for the user to press when the cursor is resting on the
– lightpen has three disadvantages: users' hands obscured part of the screen,
users had to remove their hands from the keyboard, and users had to pick up
the lightpen
Touchscreen
the display
– then see a cursor that they can drag around on the display
– when the users are satisfied with the position, they lift their fingers off the
display to activate
• Stylus
• mouse
– the hand rests in a comfortable position, buttons on the mouse are easily pressed, even
• trackball
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• joystick
• touchpad
– built-in near the keyboard offers the convenience and precision of a touchscreen while
• Human-factors variables
– accuracy of positioning
– error rates
– learning time
– user satisfaction
• Other variables
– cost
– durability
– space requirements
– weight
• Some results
– graphics tablets are appealing when user can remain with device for long periods
– for tasks that mix typing and pointing, cursor keys a faster and are preferred by users to
a mouse
• Fitts' Law
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Novel devices
• Foot controls
• Eye-tracking
• Multiple-degrees-of-freedom devices
• DataGlove
• Haptic feedback
• Bimanual input
• Handheld devices
• Speech recognition still does not match the fantasy of science fiction:
– recognize individual words spoken by a specific person; can work with 90- to 98-
– Speaker-dependent training, in which the user repeats the full vocabulary once or
twice
commercial applications
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• mobility is required
• Continuous-speech recognition
• receive messages
• replay messages
• reply to caller
• archive messages
– Low cost
– Voice prompts
searching problems
– Voice mail
– Audio books
– Instructional systems
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• Speech generation
• The environment is too brightly lit, too poorly lit, subject to severe
information.
• to confirm actions
• offer warning
• The display has become the primary source of feedback to the user from the
computer
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• Power consumption
• Cost
• Reliability
• Portability
• Privacy
• Saliency
• Ubiquity
• Simultaneity
Display technology
• Monochrome displays
– flicker-free
• Plasma panel
– rows of horizontal wires are slightly separated from vertical wires by small
• Electronic ink
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• Braille displays
• Large displays
– A helmet/head mounted display (HMD) moves the image with the user
– 3D images
• Digital video
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Printers
– Speed
– Print quality
– Cost
– Compactness
– Quiet operation
– Character set
– Support for special forms (printed forms, different lengths, and so on)
– Reliability
• dot-matrix printers
– print more than 200 characters per second, have multiple fonts, can print boldface, use
• inkjet printers
• laser printers
• color printers
• photographic printers
prints