Module 1-Introduction To HCI
Module 1-Introduction To HCI
Introduction to HCI
jjelenzano
Objectives
At the end of the chapter, the learner should be able to:
• Identify what is HCI
• Know the history of HCI
• HCI related disciplines
History of HCI
What is HCI?
Human-Computer Interaction (HCI) is a field of study focusing on the
design of computer technology and the interaction between humans
(the users) and computers.
What is HCI?
• Emerged in the early 1980s, initially as a specialty area of Computer
Science
Ben Shneiderman
Design Rules for HCI
Shneiderman’s Eight Golden Rules of Interface Design
These guidelines are beneficial for normal designers as well as
interface designers. Using these eight guidelines, it is possible to
differentiate a good interface design from a bad one. These are
beneficial in experimental assessment of identifying better GUIs.
Design Rules for HCI
8 Golden Rules of Interface Design
-Strive for consistency
by utilizing familiar icons, colors, menu hierarchy, call-to-actions,
and user flows when designing similar situations and sequence of
actions. Standardizing the way information is conveyed ensures users
are able to apply knowledge from one click to another; without the
need to learn new representations for the same actions. Consistency
plays an important role by helping users become familiar with the
digital landscape of your product so they can achieve their goals more
easily.
Design Rules for HCI
8 Golden Rules of Interface Design
-Enable frequent users to use shortcuts
with increased use comes the demand for quicker methods of
completing tasks. For example, both Windows and Mac provide users
with keyboard shortcuts for copying and pasting, so as the user
becomes more experienced, they can navigate and operate the user
interface more quickly and effortlessly.
Design Rules for HCI
8 Golden Rules of Interface Design
-Offer informative feedback
The user should know where they
are at and what is going on at all times.
For every action there should be
appropriate, human-readable feedback
within a reasonable amount of time. A
good example of applying this would be
to indicate to the user where they are at The Windows Media Player designers should
in the process when working through a have remembered Ben Shneiderman’s 3rd golden
multi-page questionnaire. A bad example rule: Offer informative feedback. Poorly designed
we often see is when an error message error messages often show an error-code that
shows an error-code instead of a human- does not mean anything to the user. As a good
designer you should always seek to give human-
readable and meaningful message. readable and meaningful feedback.
Design Rules for HCI
8 Golden Rules of Interface Design
-Design dialogue to yield closure.
Don’t keep your users guessing. Tell them what their action has
led them to. For example, users would appreciate a “Thank You”
message and a proof of purchase receipt when they’ve completed an
online purchase.
Design Rules for HCI
8 Golden Rules of Interface Design
-Offer simple error handling
No one likes to be told they’re wrong, especially your users.
Systems should be designed to be as fool-proof as possible, but when
unavoidable errors occur, ensure users are provided with simple,
intuitive step-by-step instructions to solve the problem as quickly and
painlessly as possible. For example, flag the text fields where the users
forgot to provide input in an online form.
Design Rules for HCI
8 Golden Rules of Interface Design
-Permit easy reversal of actions
Designers should aim to offer users obvious ways to reverse their
actions. These reversals should be permitted at various points whether
it occurs after a single action, a data entry or a whole sequence of
actions. As Shneiderman states in his book: “This feature relieves
anxiety, since the user knows that errors can be undone; it thus
encourages exploration of unfamiliar options”.
Design Rules for HCI
8 Golden Rules of Interface Design
-Support Internal Locus of Control
Allow your users to be the initiators of actions. Give users the
sense that they are in full control of events occurring in the digital
space. Earn their trust as you design the system to behave as they
expect.
Design Rules for HCI
8 Golden Rules of Interface Design
-Reduce short-term memory load
Human attention is limited and we are only capable of
maintaining around five items in our short-term memory at one time.
Therefore, interfaces should be as simple as possible with proper
information hierarchy, and choosing recognition over recall.
Recognizing something is always easier than recall because recognition
involves perceiving cues that help us reach into our vast memory and
allowing relevant information to surface.
The director of The Design
Lab at University of
California, San Diego. He is
best known for his books on
design, especially The
Design of Everyday Things
Example:
• different keys fit different locks
• design of manhole covers - they are round so that they
don’t fall into the hole
Constraints-Semantic
• Rely on the meaning of a situation to control actions
Constraints-Cultural
• Accepted cultural conventions that control actions
Constraints-Logical
• Relationship between spatial or functional layout of
components and the things they affect
Has to do
something
with doors
Mapping
• Mapping is about having a clear relationship between controls
and the effect they have on the world. You want this mapping to
feel as natural as possible.
• This is best understood with the vertical scroll bar; it tells you
where you currently are, and the page moves down at the same
pace and sensitivity as the vertical bar. A non-digital example is
of a modern stovetop whose control knobs are arranged in the
same order as the burners. This way, you will know exactly which
knob operates which burner.
Consistency
• Consistency refers to having similar operations and similar
elements for achieving similar tasks. By leveraging consistent
elements throughout your entire experience, you make your
experience far easier to use. This consistency is important not
only within your interface, but across the many interfaces users
are using across their devices.
• People learn new things and manage better when they
recognize patterns. Consistency is key for these patterns to be
recognized and learned by users. If similar-looking things do not
produce a similar output, the user is bound to become
frustrated. For example, if a website’s buttons are protruding
boxes with labels on them, then all of the website’s buttons
should look like that. Similarly, if a backward arrow denotes the
back button, then it should not be changed to something else
because that would be inconsistent with what the user has
learned.
Affordance
• Affordance refers to an attribute of an object that allows
people to know how to use it. Essentially to afford means
to give a clue. The physical button on a mouse gives a clue
that it can be clicked to perform an action. When an object
has strong affordances, it’s very clear how to use it.
• For example, a coffee mug has high affordance because
you instantly know how to hold it just by looking at it. The
same is true for digital applications; the design should be
intuitive enough that the users know how to access their
desired information just by looking at the interface.
• End