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Human-Computer Interaction "(Code : 314445) Semester V- Information Technology (Savitribai Phule Pune University) (SPPU) See 2017-2018 Dr. K. S. Wagh ME. Computer Engineering, Ph.D., Lecturer, Department of Information Technology Associate Professor, Department of Computer Engineering Sanjay Rajendra Mate MTech. IT, LMISTE, Government Polytechnic, Daman and Diu (U.T) AISSMS, IOIT, Pune ® ~~ R0328A eth: Matisinsnn aN Innovation Throughout Engineering Division‘Human-Computer Interaction Sanjay R.Mate,Dr.K.S.Wagh (Semester V - Information Technology) (Saviteibai Phule Pune University) (SPPU) Copyright © by Authors. All rights reserved. No part of this publication may be reproduced, copied, or stored in a retrieval system, distributed or transmitted in any form of by any mean, including photocopy, recording, or other electronic or mechanical methods, without the prior writen permission ofthe publisher. This book is sold subject to the condition that it shall not, by the way of trade or otherwise, be lent, resold, hired out, or otherwise circulated without the publisher's prior written consent in any form of binding or cover other than’ which itis ‘Published and without a similar condition including this.condition being imposed on the subsequent purchaser and without limiting the rights under copyright reserved above, First Edition : July 2018 (For Savitribai Phule Pune University) ‘This eiition is for sale in India, Bangladesh, Bhutan, Maldives, Nepal, Pakistan, Sri Lanka and designated countries in ‘South-East Asia, Sale and purchase of this book outside of these countries is unauthorized by the publisher. Printed at: Image Offset, Dugane Ind. Area Survey No. 28/25, Dhayari, Near Pari Company, Pune - 41, Maharashtra State, Indja, E-mail: rahulshahimage@ gmail.com ISBN 978-93-88200-26-4 Published by ‘Tech-Max Publications Head Office: B/S, First floor, Maniratna Complex, Taware Colony, Aranyeshwar Comer, Pune - 411 009. Maharashtra State, India Ph : 91-20-24225065, 91-20-24217965. Fax 020-24228978. Email :
[email protected]
, Website : www.techmaxbooks.com. (314445) (FID: TPS83) (Book Code : PO328A)Dear Students, ~ ‘We ate extremely happy to present the book of “Human-Computer Interaction” for you. ‘We have divided the subject into small chapters so that the topics can be arranged and understood properly. The topics within the cliapters have been arranged in a proper sequence to ‘ensure smooth flow of the subject. We are thankful to Late Shri. Pradeep Lunawat and Shri. Sachin Shah for the encouragement and support that they have extended. We are also thankful to the staff members ‘of Tech Max Publications and others for their efforts to make this book as good as itis. We have. jointly made every possible efforts to eliminate all the errors in this book. However if you find any, please let us know, because that will help us to improve further. We are also thankful to our family members and friends for their patience and encouragement.Savitribai Phule Pune University Fourth Year of Information Technology (2015 Course) Course Code : 314445 oe Course Name : Human-Computer Interaction Teaching Scheme : Credits : 03 Examination Scheme : TH: 03 Hours/Week InSem (Paper): 30 Marks /'4 End-Sem (Paper) : 70 Marks /¢o Prerequisites : 1. Problem Solving and Object Oriented Technologies, Course Objectives : To introduce tothe field of human-computer-interaction study. 2. To gain an understanding of the human part of human-computer-interactions 3. Toleamn to do design and evaluate effective human-computer-interactions. 4, To study HCI models and theories. . 5. - To understand HCI design processes. . 6. Toapply HCT to real life use cases. 2 . 7 . Course Outcomes : ‘To.explain importance of HCI study and principles of user-centred design (UCD) approach, 2. To develop understanding of human factors in HCI design, 3. To develop understanding of models, paradigms and context of interactions. ‘4 Todesign effective user-inerfaces following a structured und organized UCD process. 5. Toevaluate usability ofa user-interface design, ‘Toapply cognitive models for predicting human-computer-interactions. Course Contents _——— UNIT I: INTRODUCTION 06 Hours ‘What is HCT?, Disciplines involved in HCI, Why HCI study is important? The psychology of everyday things, Principles of HCI, User-centred Design, _ (Refer chapter 1) UNIT Il :UNDERSTANDING THE HUMAN 06 Hours Tnput-output channels, Human memory, Thinking: Reasoning and Problem Solving, Homan emotions, Individual differences, Psychology and Design. (Refer chapter 2) i i | | j iUNIT: UNITIV: UNDERSTANDING THE INTERACTION 7 06 Hours ‘Models. of interaction; Ergonomics, Interaction. styles, WIMP Interface, Interactivity, Context of interaction, User expetience, Paradigms of Interactions. (Refer chapter 3) HCI - DESIGN PROCESS 06 Hours. ‘What is interaction design?, The software design process, User focus, Scenarios, Navigation Desiga, Sereen Desiga, Prototyping tecfniques, Wire-Framing, Understanding the Ul Layer and Its Execution Framework, Model-View-Controler(MVC) Framework. (Refer chapter 4) HCI- DESIGN RULES , GUIDELINES AND EVALUATION TECHNIQUES 08 Hours Principles that support usability, Design standards, Design Guidelines, Golden rules and heuristics, Using toolkits, User interface management system (UIMS), Goals of evaluation, Evaluation Criteria, Evaluation through expert analysis, Evaluation through user participation, Choosing an Evaluation Method. (Refer chapter 5) HCI MODELS AND THEORIES 06 Hours Goal and task hierarchy model, Linguistic modei, Physical and device models, Cognitive architectures, Hierarchical task analysis (HTTA), Uses of task analysis, Diagrammatic dialog design notations, Computer mediated communication, Ubiquitous Computing, Finding things on web Future of HC. (Refer chapter 6)a Humari Computer interaction (SPPU-TT) 1 Table of Contents [UN 244 | JAto1419 | 95 Syllabus : What is HCI ? Discipines involved in HCI, Why HI |} 2.8.1 study ie impotant 7 The peycholgy of Everday Things, Phas || 5 5» of HO, Usercontred ¥ Syllabus Topic : What is HCI? 14 = Whatis Hor? : 1.4.4" Introduction to HCI 14.2 TheHuman... 1.43 The Computer. 1.4.4 Modals of interaction (Aug. 2017). 253 ¥ ——Syflabus Tople : Human Memory. 26 Homan Merny. 26.1 Sensory Memory. 262 Sha Tem Wamery (STM) (Dee. 2017 se 263 Long Ter Memory (Aug. 2017) 264 Retrieval of information in Long Term Memory 7 Saou Tope :Oscetes nebed AHCI 4 | oe oon nae a 12 Disobinesnvoed HCl nnnnniinnnnnent | pen ray Renan ¥ ——Syabus Topic: Why HCI Study is Important... 1412 Problem Sohing. ieee 19 HCI ht pte nnn 412] 297° Thing: Roscingand raion Seng 7 Situ Toi: Pode ey (ug. 2017) = Things. om : oe 14 Toto Endy Tigh nt 272 Stl Acquistion 1.41 The Complexity Of Modem Devices... 1418 | + syttabus Tope: Human Emotens 7° Syllabus Tope: Pino pee CHCl nnnnnnnn +18 og Hunan Eton 15 Popp thr 4.8.1 Shneidermain’s 8 Golden Rule 182 bonNomars Pins t Deen et ee Ee 52 Mire rorets ie ya... 147 | sya toperrooawecon, 184 FevOrmcranines aPineie... 18 | 83 poemanrmoren 2 ee — 18 UsscotedDesin. Dae ter 3: Und t! fon _ 3-1 to 3. (ona Chapter 3 lerstanding the Interaction _3-1 to 3-24 Syllabus : Mods of interaction, Ergonomics, interaction styles | WIMP Interface, interactivty, Context of inraction, User experience, Paradigms of teractions. 28.1 Emotion influences Human Cupabiitios. ae ‘Syllabus Topic : individual Diferences.. Understanding the Human 2-1 to 2-14 Syllabus : input Output Channels, Human Memory, Thinking Reasoning and Problem SoVing, Human Eratons, indviual || v —_gynabue Topo : Models of tracon 3 3.1 Models of Interaction 34 21 Introduction 24 | 94.4 Donald Norman's Seven Stages of Action ¥ Syllabus Topic: input Output Channels... 24 (Aug. 2017), = 34 22 Input Output Channels (Aug. 2017) 24 | 32 The Imoraction FrameWOtkinnnnsnsnnm 39 23° Visual Chane ne vnmnintnnnn 2 | © Syllabus Topic. Ergonomics on 281 ViloRnn . 821 Ergonomics. a4 23.2 Mustration ofthe Capability and Limits of Visual a Syllabus Topic = easton Se : 35 Perception and Proces8i9 nn 25 | 322 Intoraction SIO ennnnnsen ns 35 233 Reading 25 | % Syllabus Tople: WIMP interiace op 24 Aucftory Chanaet ee a seEE sin corer rrn SPU) 2 324 Select the Proper Kind Windows.. 325° Components of Wind 326 Slecta Proper Device Bas64 Cont nnn 948 “ ‘Syllabus Topic : Interactivty.. 33 Interactivity .. c ¥ Syllabus Tope: Context of iteration. 34. The Cortxt ofthe interaction ¥ Syllabus Topié: User Experionce:. 35 User Bepetnee % Syllabus Tope: Paradigms of teractons 36 Paradigms of Interactions. aes [univ 2 s 41 to 4-16 Chapter 4: HCI- Design Process 484 Prototype Dimendons.. 485 Rapid Protoyping ¥ Syllabus Topic: Wire-Framing.. sent 49° ° Wre-Framing . os ane ¥ Syllabus Topic: Understanding the UI Layer and Its Execution Framework... 4.10 Understanding the UI Lajer and its Execution Framework. = ~%. Syllabus Topic : Mode View-Contoler (MVC) Framework. 411 Modck-Viow-Contrller (MVC) Framework Chapter 5: HCI-Design Rules, Guidelines and Evaluation Techniques 5-1 105-25 Sylabus : What is interaction design ? The sofware design process, User focus, Sosnaris, Navigation Design, Screen ‘Design, Prototyping techniques, Wire-Framing, Understanding the UL Layer and its Execution Framework, Mode-View- Controfer(VC) Framework. 41 Whatis Design ? (Dee. 2017). 44 Syflabus : Principles that support usability, Design standards, Design ‘Guidelines, Golden rules and heuristics, Using tookits, User inlerace management system (UIMS), Goals of evaluation, Evaluation Criteria, Evaluation through expert analysis, Evaluation through user participation, Choosing an Evaluation Method. ¥ Syllabus Topic: Whats Inforacon Design Panam 42 | 54 st 42 Whatisineracton Design 2... wy rn 42.1 Ineracion Design Process 42 | 59 eA ¥ Sys Topic: The Stare Design Process. 3 | 52 Leama = 43 ‘The Software Design Process. -43 | 522 Flexbilty..... . sone 4 43.1 Software Design Process Principles ~43 | 553 Robustness. . senna 8 . Seale eases mea ‘Syllabus Topic : Design Standards... 57 o Cot + | 53 Design Standards ..reeornnrnrnnsen 57 441 Koon yourUses. 4 Syllabus Tope Design Cid nn 8 aera eeeae a wow AS | 5.4 Design Guidelines oan 58 443 Colusa Probes. aly ‘Syllabus Topic : Golden Rules and Heuristics.. 58 v ‘Syllabus Topic : Scenarios. 55 Golden Rules and Heuristics 8 es 55.1 Shnoiderman's Eight Golden Fules o Intrtace 451 Types ot Sconaes. 4 Design 58 Y Syllabus Tope: Navigator Dag. 47 | 552 Norman's Seven Panes or Trarsorming 46° Navgaton Design (G Diet Task ro mp6 0128 enn 9 ¥ _Syflabus Tope: Seen Daxian 49 | 7 Sillabus Tope: Using Toot nnn Sas we gg | 58 Using Toots 58 v ‘Syllabus Topic : Prototyping Techniques. 49 |“ ane alerted AB Praying Teshngues 802019 | yer ntatace Manageinent Syst (UMS) 510 care ene z en 5.7.1 UIMS asa Conceptual Architecture. 510 eee Secetael ° “0 5.7.2 UIMS Conceptual architectures... St 4.8 Protoypos as Design Arfats 410 =@ Human Computer Interaction (SPU Table of Contents 512 873 Does baween PACING 574 UNSinpneraton Casta 1 Sli Tope oder ttn. 68. codecEmtaten v Syllabus Topic : Evaluation Cataia.. 89” erten co S10 Elion Teoh Een oe S01 copie Wika. 5102 Hau ton. 5103 Modan Eaton, 5104 Guoten Pi Suds ¥ Syllabus Topic: Evaluation Through User Participation sat akan Trough Use Papato, 5.11.4 Styles of Evaluation 5.11.2 Empirical Methods: Experimental Evaluation DBS rn 5.11.3 Observational Techniques... 5.114 Query Techniques. 5.11.5 Evaluaton through Physiological Resporses 5.12. Choosing an Evaluation Method... 5.12.1 Factors distinguishing evaluation techniques. 5.122 A Classification of Evaluation Techniques... aie) HCI Models and Theories. Syllabus so 516 516 ~5a7 6-1 to6-21 Goal and task hierarchy model, Linguistic model, Physical and device médels, Cognitive architectures, Hierarchical ‘ask analysis (HTA), Uses of task analysis, Diagrammatic dialog design notations, Coriputer mediated communication, Ubiquitous Computing, Finding things on web Future of HC 6.1 Introduction, Syllabus Topic: Goal and Task Hierarchy Model. 82 Goal and Task Hierarchy Modal (Dec. 2017). 62.1 Issues or Goal Hirarchies 622 Tectniques for Goa and Task Hierarchies 628 Problems and Extensions of Goal Hiorarcies ¥ Syllabus Topic: Linguistic Model... 63 Linguist Mode. 63.1 BNF (Backus-Naur Form) 632 Task-Acton Grammer. et 62 62 Y-_Syllabus Tople : Physical and Device Models ¥ Syllabus Topic : Cognitive Arctitectures 65 Cognitive Architectures or Architecture Med... 65:1 The Problem Space Model 652° Interacing Cognitive Subsyetoms{ics) Y Syllabus Topic : Hirarchical Task Modal (HTA).. 66 Hierarchical Task Analysis (HTA) (Dee. 2017)... Y Syllabus Topie : Uses of Task Aisi. 87 Uses of task anaysie. . ¥ Syllabus Topi “arama Die Desin Notations. a BAS 68 Diagrammatic Bialog Design NotaHON een B13, 68.1 State transiton networks (STN).. 613 682 — Petiines. 883 State Charts. 684 FlOW Chater 685 Jackson structured design (JSD)... . Syllabus Topic : Computer 69 Computer Madiatod Communication. 69.1 Email and Bulletin Boards. 6.92 Structured Message Systems. 69.3 txtis gf or Informal Text Messaging Systoms.......6-19 0.9.4 Video Conferences and Communication... 649 69.5 Virtual Collaborative Environments... “ Syllabus Topic : Ubiquitous Computing.rnn8-19) 6.10 Ubiquitous CompUEIN osu es 6.10.1 Defining the Appropriate Physical Interaction - Exper onnnnnene 620 6.10.2 Applicaton Themes for ubicomp 620 9.103 Understanding interaction in Dicom. 24 6.10.4 Evaluation Challenges for Ubicomp. ened ¥ Syllabus Topic : Finding Things on web and Future of HCI ns 621 6.11 Finding things on web and Future of HCI... 621 > Questions and Answers for In Semester Examination... oon Ot 10 0-33 >» Keynotes K© Whatis HCI? '* Disciplines involved in HCL ‘© Why HC! study is important? © The psychology of Everyday Things * Principles of HCI ‘© User-centred Design. Syliabus Topic : What is HCI Neen ee ee ee 1.1 Whatis HCI? 1.1.1 Introduction to HCI — The activity performed among man-made-machine, i.e, computer and 'human beings in an interactive session = Particularly human-computerinieraction ‘can be partitioned ‘nwo dhe distinct items foc beter understanding, = The human computer interaction foundation can be observed with the help of: (@) Human’s psychological nature and physiological activity (0) Computer Inet and Output Channels (vs, tutor, hap, movemen along with thee charters), Computational power and memory (©) Modes of inaction, teraction syle and design = Model Human Processor’ by Card, Moran and Neel in 1983 which describes about simplified approach of a human processing towards ineracion with computer systems. Model. Humai Processor” described subsystents 7 - (a) Perceptual System (Operating sensory stimulus) (b) Motor System (Action control) (Cognitive syem (Approach of processes to establish connection between two) Each ofthese subsystems has is own memory and processor, complexity of them varies apr the task assigned to it.The mode represents pate of behaviour ofa system under any conto, 1.4.2 The Human ‘The human has the capacity to observe, think, sense, and waco objets surrounded to him. Human i a vital source of| interaction with computer based of his features and every human is distinct and different. Few qualities of the human ‘are mentioned below: (a), Vision: Human eye, visual perception, perceiving size and depth, perceiviig brightness, perceiving colour. () Reading : (©) Hearing: The human ear (Outer ear, middle ear, inner cat) Processing Sound, D i . the help of thee | | | |Benen Interaction (SPU 12 (@ Touch haptic prception) . (© Moveinent Sensory Memory Shot term memory, Long ‘erm memory, "(0 Thinking: Reasoxag (tose soning, indasve seasoning, inductive resonng)_and Problem Solving (Gestalt Theory, problem spge they) (@ Emotion 7 (8) ndividualDitterences 14.3. The Computer = The computer is & micine which works on request and responds mechanically asprinstction sven bythe user ~ Many ine esr pass information on compu and farts regi ito ei, update, may dele, eee and on it is pact ineriton betwen use nd compat. ~ Iwate cass te compute eds infomation fom user it col inthe frm of eet wil it provides infomation Asan up in the Form of pons to wer queries, = - A comput sytem-may be any personal comptes, iapop, personal digital assistant (PDAs). (A) Input Devices. (8) Output Devices Fig. 1.1; Types of Computer Devices > (A) Input Devices ~ Barer days batch processing approach used for interaction, itis highly time consuming process. The reader has to tead all panched cards and it took few thous to read and retum thse cards. Bact processing ‘was efficient for printing pay checks, ~ Fase is better in interaction approach left batch roessing unused in recent days. Recently IP addresses based devices associated with computer helped to rapid interaction between use and computer. Introduotion to HCI ‘Automation taking place new form of interaction between computer system and himan, ‘The Keyboard is one of the input devices of the Computer. I helps in interaction between user and computer. The QWERTY keyboard is more users ftiendly and popular as compared to Chord and DVORAK keyboard. A bad design of the Keyboard may lead to Repeltive Strain Injury (RSIY'to the operator's fingers, Bespoke, key layout is also used which help to educe the strain of finger movements. . ATM, Caleulator, Phone’ and computéir keyboard (QWERTY type keyboard) has not same arrangemedt of ‘umerical key. Key arrangements vaty from device to
(SPPU- Dec. 2017) old paper-based: system. What assonpboh you need to make about its user? = Paper and sound, both are input as well as an output source for interaction. = The sounds output ofthe speakers while for device like microphone and mike sound is input. _ ° — Sound is used to alarm for a different indication like ferent beeps patterns from CPU inform about its CPU status, some text fo speech tol also used as interaction among computer and user lke paf has Read out loud option. Its also used to pass information inform instruction with the help of speech to text tool lke siri application of iPhone or some cloud based APL Paper used for printing text, images with an output device like a printer. While . Optical Character Recognition (OCR) technology uses paper as input for devices like a scanner ‘The idea behind a paperless or digitized work is about eliminating paper based work, all transactions of data Introduction to HO! through digitized form, but it doesn’t appear in te manier as a record Keeping activity required paper or bard copy in the draft. Few softwar for handling meeting or calendar used to replace dairy or paper-based system. ‘An-appointment. scheduler software should consider some assumption lke: (© Appointment scheduler will be more wset {tiendly ft syns with Google calendar, Outlook oriCalit will keep notifying a pr settings (©) Allow users-to sign up and apply for an appointment oatine (©) Appointment timeline (@ Accept online appointments (©) Display time available for booking or update notifications about scheduled: or rescheduled appointment . (Use an online booking calendar for. events, * conferences or workshops for beter interaction (@) Post meting evaluation () Review or Feedback Fo ‘A task which can be organized tnd: managed by software are as below: (2) Appointment scheduler (0) Meeting invitation (©) Meeting scheduler (@) Calendar bookings on weekly-monthly- Tei monthly ete (©) Update notification for books, events participantsBP ruman ‘Computer Intoraction (SPPU-T) 16. Introduction to HCI ‘= Few of appointment scheduler software sereeashot for better understanding purpse:” (@), Weekly planner _| Set up @ meeting next week? ‘Here's what my next we'ek looks fka—any Se avatlable for yo? 2 sspmimnueetosere ngs aeenpeergeeammet en Tom Meo 2 bes enm~eerr F- Fig, 1.14 :An Appointment Schedule: Weekly planner (©) Google Calendar: Calendar tility provided by Google works efficiently and popular in wer for an interaction too! for meeting, conference or appointmesi scheduler etspeci eae w dhe igen | Datos eerie © Gonz tpsembiitat desman te Slice om FB. Gimme: x see + a = Bsmt $ cvooe . 8 Soren: “car Fexzbecnsee OD mapenit Bo saan @ sewpenee Aig. 1.15: A Google Calendar: Event organization page —_Schedaling of a task provides start date and time, event end date and time, all day or repetitive task, With event details user can ‘mention location, invite cat group or email, notification can be scheduled, invit ‘can be sent with traft email. Post sending request guest can reply either as Yes , Noor Maybe. Fig. 1.1.6: Google Calendar: A Weekly Summary18 Introduction to HC! EEF Human Compute Interaction (SPPU‘T) Memory 7 + Memory talks about RAM — Shor term memory (STM), Disks and Long term ‘memory (LTMD, storage, compression, capacity and speed. = _ Memory keyword refers to a component within ‘our computer which allows us to access data which is stored fora short term, = Few of such components known as DRAM or dynamic random-access memory (RAM). , = The computer performs vatiois operations by accessing data which ae stored in its short-term memory. For example editing a document; surfing via web trowser, installing any application depends on the memory of your computer system. = Like items which equently required place onthe desk, but there is limitation of space to put things on desk, similarly in case of memory ofthe computer. ~ Storage is another component of data Which can be sccessed from memory on a Jong termi basis, usually it comes from magnetic disks like HDD, DVD, Blu-ray «isk, pendrive or any portable storage devices = Usually a hard disk drive is used a prime long term ‘memory (TM) inte computer. = Itconssts ofa disk platter, many disk together creates 2 isk cylinder Each disk has a track, tracks has smal, virtually separated memory storage compartment known as @ sector Read/Write head assembly is attached to 2 rotatory postion assembly whichis helpful to change R/W head position ffom one tack to another while disk were rotating ~ Generally, such six disk eylinder observed in SATA HDD technology Head stack assembly Poa tionor aoeomety 4 Disk clamp jist stack assanby Base casing assonby 06 Spo motor forties + inttace connector toad ig. 1.L7 : Mlastration of Hard Dise Drive (HDD) components = Instorage device, average sek time or average access time is nothing but the amount of me taken by device takes to attain a position for read/write head over a spot inthe medium. ~ Measurement isan average then a access times get varied as pet distance between the heads orginal location and head designated locaton. = in cae of storage devices seek times is, counted in Milisecons. Incas of memory devices, sxk tines are Counted in Nanoseconds: = In-eae of a disk drive the sock time affected dve to a combination of 2 things: Revolutions por “minute (RPM)and time requied for head movenent among the tracks =. Difforent device along with their access time mentioned * below: ‘Table 11.1 : Memory Devices and access time Device ‘Access Time Static RAM | 5-15 Nano Seconds Dynamic RAM _} 50-70 Nano Seconds ROM 55-250 Nano Seconds Hard disk drives. | 6-12 Milliseconds CD-ROM drives } 80-800 Milliseconds 10-500 Seconds Tape DrivesEB tuman Computer interaction (SPU) 19 Introduction to HCL ~ File Compression or data compfesson technology used | - Evolution of HCH interface: to shrink the size ofa fil; i gives more free data on ‘Table 1.12 : Evolution of FICI Interface disk for storage, ~ ” ilferent disks, inctoing hard disks, Noppy disks (ot ‘sed now--dys), of ome individu ils might be pt compressed witha rato of 3 A mathematical algorithm is used to squeeze he data {nto small unit of memory siorage, ie. chunks by removal of less important information. ~ Data in reinserted just before ie retuned to its orginl ize, ~ Data transfer raté is the speed of dato transfer from one ‘evice to anather, ~ The data transfer rate varies from a few KB 10 MB or GB. Generally HDD gets ISMBps to 80MBps. or sometime little more, comparably CD-ROMs. get low data transfer rate, Models of Interaction Interaction models help us to know the interaction takes place {in human and the computer with help of Interaction Design, Interaction Styles, Interaction design process, Social and organizational interaction conext are also equally affecting factor system and we. Norman model suggests 7 stages of interaction as mentioned below (@ Batablshng the goal (8) Forming the intention. (©) Specifying the action sequence. (® Becuing the action (©). Peotiving the system sue. (O)_ Interpreting the system ste. (@) Evaluating he syste ste with espect othe goals and intentions el reA nas 1950s _ | Hardware Switch Panels 1960s- | Programming ‘COBOL, FORTRAN 706 1980s — | Dialogue evel GUL, Motimedia 19905 | A networked system | Groupware’ RF tag, Bluetooth technology, mobile devies, consumer 20008 | electronics, interactive ia ™ screens, "embedded technology, information sppliances 12 ———— ‘Syllabus Topic : Disciplines Involved in HCI Disciplines Involved in HCI Psychology ~ understanding the user Sociology ~ groupware Art aesthetic appeal Design ~ user interface layout Engineering/Computer Science ~ faster machines ~ faster systems ~ means of building better interfaces Linguistics — language for commands Anthropotogy — user body shape Ergonomics ~ equipment design ‘Al—helpfaciiies modelling the user Philosophy ~ creating consistency .Fig. 1.21 HCI Discptne (A) Psychology 9 = Itundertands about booan mental stats and behaviour in imeration system = The prychology approach of HCI is inially for laboratory based experiments and resarch, ~ "The psychology behind HCI is intlly about vier Behavioural proach for dotvare design and Programming, motivate and guide stew development. "Psychologist analyzed human user. requirement and suided for development of software and eompnter Spplictions. Few popular theories of Psychology ar as: 1. Mant’s Theory of Vision 2. ° Gesalt Laws of Perception, 3, Model Human Processor by Card, Moran and Newell 4. Keystroke Level Model by Card, Moran and Newell 5. GOMS (Goal, Operators, Methods and Selection) Input Output (vision) ‘User Input Output | (Movernent) Fig. 1.2.2: Peychological User Mode (8) Sociology ‘It is about human responses on Social’ context like attimde: and behaviour gets effected doe wo influnce Someone or someone's attitude and behavionr get impacted by a member ofthe group, Sometime a member in a group or tam impact on overall eam activity. (©) art Design may imply Ait but it i not required that at siuuld also implies design similaly science and design too, ‘A User Expesionce (UX) looks forward with high - design’and outcomes while HCI focus scientifically on butcomes. am Fig, 123: HCI relation to Art, Caf, Disgn, Selene and HCL UX cardinality (0) Design : ‘A user design should more users friendly. It should contain appropriate symbol, color combination, logo, ‘avigation button or ba, relevance of information is ‘so more important for tooltip for the new user or Visitor in case of web design or installation guide or an application based software, ‘A user should easly traverse among diferent section or ‘modules ofthe application or took. A helpful yout should be availed as per requirement Stukcholder feedback must have to be considered for better improvement in design and interaction between user and computer system, —EB Human compuir interaction (SPPULT) 111 Introduction to HC! — ee (©) EngineeringlComputer Science Ea ae eee ~\ Faster is beter in perception ofinteraction, User Interface Management System (UIMS) and User "Interface Development Environntent (UIDE) are helpful platform inGompte eence computer bid aplations oatwar. nerface-of user with ~ Hardware design and maintenance is also managed by a systematic approach by interaction guidance available in HCL © Forexamples ~' The user should use rubber hand gloves for handling cables inside the CPU cabinet which willseves from minor curents as well ~ Power Off and On Key should not glow for fong once. ‘sed ort shouldbe arranged ina way that uses will not be disturbed. (F) Linguistics = Slob(1977) discussed characteristic for anguage; Language should possess certain qualities like Clear, quick and easy, expressive, procesible. ~ In adition to the design rules, Slob (1977) discussed bout natural pressures which can change natural languages ae: 1. Gradual evolutionary processes 2. Contact. with thar languages 3. Realization 4. Individual development (G) Anthropology ~ Anthropcogy is a branch of science and it deal with societies and culture This the study of human behaviour, development and societies. @ o © ~ ._ Its about understanding the social context importance ieontnes of diy srs required Whol can be designed in a beter manner. (H) Ergonomics [Lis suitability between technology and eavironmens. It ensures: that information and environment suits each other, 1k monitors performed activity of the user and demands of the user. Ergonomics can be studied in details with such as; a : (© tis generally about human anatomicsl process (© It describes about how a human (user) prefer his siting arrangements i. physically interaction with 5 computer like appropriate use of chair height, wrist ‘est, neutral wrist position, height of keyboard from the ground, angle of sight within monitor screen and eyes, distance between user and inonitor , ~ sitting posture for back, footrest tc. Cognitive Ergonomics Mental process like reasoning, memory and motor response Organizational Ergonomics ‘Socio technical systems in policies and wark design ia teamwork, community ergonomics.EEF Hunan computer intercon (SPPU-TD Monitor at es lve sgt ower (tai supports ‘uo of back ¥ig.124 : Discipline of HCI: Physical Ergonomics 180 9241 : Ergonomics of Human Computer (System) Interaction, adopt a traditional usability category means of specific measures, Example: ‘opie | iovmny | Baten’ | Ame for finetionaites efficiency based rating exit | wet ty toeny users — Teaming | vanity [Raion | Tame | soem veto) | nator 1 learning for [Encanto [Ene | ai [race 3) | omcton | et ig i mn () Artificial intetigence ~ Artificial inetigence iy roved user and computer | 142 {Introduction to HCI multiple data which were remaining unused before AI ‘come into the picture ~_ Hurian interaction . with machine fearing is increasingly going up day-by-day.AT usage begins with the help of NLP, Neuron technology, augmented reality, biometric readers for finger, palms, eye retina, face-as ‘well as voice as a command or instruction Software evelopment, MOOCS, robotics isa domain where Al is use is increasing is rapid approach. (8) Philosophy 2 Philosophy in-a technology is about revealing, analyzing and discussing the human, ethical, politcal and soi cultural implications ofthese changes. ~ Now a days compoter programmer ad computer users ae treated asa separate group in view of philosophy in HCI ~ HCI philosophy acts as designer ,consutant and Participative role for user overall development and providing an appropriate decision making environment for design solution for"exting as well upcoming —_—— ‘Syllabus Topic : Why HCI Study is important eee 1.3 Is HCI study Important? — In early period computers were expensive device or machine and mostly used for research and industry. Recently, literacy Aefntion is changed as those who know to use a computer “ae titrate one. Now-a-days computer users and software Programmers are two different user groups inthe computer system. HCI comes into the picture where necessity comes ‘up wilh knowing user intrest and requirement, betaviour on social context. = HCI is highly important as we interface with many computerized michines ona daily basis ike ATM machines , Jocal iain or express train ticket vénding machines, image (cetina or face) based unlocking system and hot drinks ispensing, machines, etc. User gives command by voice, Ineriace in many sew approaches whi providing | biometric, ouch and keysttoke based instrcton, interaction cof users with the system is increased a Jt. With the use of —anifcial intelligence interaction of wser and computer or | —- User mental model should get reflected in goal directed computtized system wil grow rapidly in neat future interstion. > As per daly needs of interacting with various systems we | = . Iteration design is mot ike 2 guesswork ned to improve design, safety for user by considering social k See eeneen em pes Oda eandlig te Vee b context, physiological, psychological behaviour of user. HCL important wo; © Recognize the User Goal © Understanding the ProblemDesign Research) Modeling Users (Persons and Goals) © Setting The Vision © Design Product © Teamwork Fig. 13:1: Importance of HC > & Recognize the User Goal Developer and designer should keep in mind that all users are not same, their privileges change over time. Goals are diferent trom the overall functionality ot task todo, Business goals, user's goal and/ or personal goals may ‘get Varied as per environment of the company, ‘depending on whether i is product based, service based ‘company. The designer should think about designing goals and ‘need to think differently about achieving goals. ~The designer should follow some design principal of goal: User interfaces should be based on the user mental ‘model rather than implemeatation models = A designer has to choose among an available ‘quantitative data br qualitative data. Both data have own, strength and weakness, Qualitative data give behaviours, social context of user and system, It helps to make a decision making design ‘Quantitative data lead to guesswork, usef observation or ‘ethnographic reatings which can be used to make some ‘decision segment or pattern, Modelling Users Lie car manictaing amp gn a ow uses wa oy eager vith minum kerr eats ra ae ear ost rae bt dl et wih «aber 0 Inger ony a model fr er be wb ma ping dig wer gr be ssid ft easoun rete concen HCL_is “useful ic’ ‘modelling a user with the help Infra i cae so he u's Pel. Phinspy Soo, Egmont were Sone mds wich pn HL ae Phys mode, Ai molt Wako nde ee. Model srs nly deat with © Determining wer reuitement © Communication wit stakeholder © Build consensus snd commitment to design © Measure of design effectiveness Setting the Vision AS per business perspective ICI set the vision with centre designed approach with the core experience Fow visions centred method based framework a8 well as sinuctured scenario based design methed also suggested (0 se vision114 EP suman Compitorntraguon (SPPU-T) Tools are used which ae helpful to design vision to help ‘of conveying vision of the-future, ~ Value “scenario, interaction scenario and activity scenario are considered in Stuctured Scenario Based Design Method (SSBDM).. ~ Human Centred Deign (ACD) was used to address the issues in the design of sérvces, products. and systems Agroup of users Members of ateam | basedicenaio. - \ Fig. 13.2: Representation of Group, Teamwork > 5. Design Product . — A group has the same purpose to work, but each iser Generally design of product is user centred a more user {riendly design is more important than other issues. More interactive design’ are considefed as good design and become popular compare to others design like: (© The peanut shape of the TV remote is prefered as better design than a rectingular shape TV emote © An appropriate Font Face, Size, Test Effects, Colo, Text Highligh, Alignment, proper ” Capitalization of an Alphabets, Nambering, Line and Paragraph Spacing, Shading, Tent, Sot, Silo, Editing (Find, Replace, Selec), Picture, Clipart, Shape, Smart Ai, Chat, Links, Header and Footer, Symbols, Tables, Page Setup (arg, Orientation, Size, Columns, Breaks, Line. Number, Hyphenation), Page Background- color-border, Theme ete. sould be considered in case of display of text on website page or software oF too, iV itallation manual etc, Combining ecessry graphical and representation improves GUI wil the unecessary nse textual of an Image, gif file, Flash screen, the use of horizontal or vertical sections in between the text lead to bad design, ‘Teamwork ‘The team isa collective representation of members from istinet portfolio. In team its more ‘we" than ‘me’ or ‘we di this” than “Tdi his S fas its own linking and ideology (© group lead or representative atthe individual level ~ Ina Team each member has coordination with other members of a team; together they work for achieving some task. James: Everyone should be quick to listen, slow to speak and slow to become angry. — Syllabus Topic : The Psychology of Everyday Things SE 1.4" The Psychology of Everyday Things > (SPPU- Aug. 2017) |. Explain eveneay design things with example? Everyday things are required with good design, essetial characteristic of good design is understanding ie, What does it mean? And Discoverailiy i. looking for probability of performing acting in How? What? Waysitcan be acieved, One famous example of doors good design known as ‘Norman Dorts’ where a user is confused with operating the door atthe entrance and exits, ‘Some door required to Pull for entrance and push for exist ‘and some door required Push for entrance and Pull for exist, it means it operate in either direction, ‘Some door fencton in both the ways Push-Pall in either side. ‘Some door doesn't help on Pull or Push they required to slide. e‘Asin, few sliding dor slides from eft ight and few fos right to Tet wile some door sides from mile fo ether side. ven though, instruction reir on the door lke a push or pull, but some design of door handles makes confusion in such small things to open and close door. = © Some other design issues in sinilar example category like microwave oven, coffee veyding machine, washer dryer machine, etc. devices from the same manufacturer have a ‘ifereat operating process. “All such devices are not used with all of its functionality. Most of the user, uses few functions and keep self restricted ‘unnecessarily from many other functions. Generally approx. 100 of recipes availed in the auto function mode in microwave oven, approx 15+ function in the washer ‘dryer machine, approx. 10 functions on coffee machine, but ‘very few user usability is more than a half of function available devices. All such devices conié up with a user manual or an “narution set and purpose behind ito help wert wile all functions of the device. Rarely, users pref to read (mos of, the time they found it as confusing) and all purposes behind design get Lost. 1.4.1 The Complexity Of Modern Devices = - he trend for the field of design is raising up in recent days with steam of specaly. Everything around us is designed purposely to make usr fendly objets for interaction or se interface with aly inersctive an atractve mame. Products or objcts re designe to increase its understanding and usability, It shold maintain interaction quality along wih the motive of enginesting, ergonomics! Generally design ates ar observed in thee specials are: (4) Industial Design: 1 ix mad with the purpose to improve infection between usr and manufacturer by providing beter service with the development of new concepts and specifiction () Interaction Design: tis made with the purpose to improve interaction of ser with technology. The design {is based on social culture, psychology, ergonomics. It is made. with the purpose to (© Experience Desi improve quality in design of product, processes, overall eavironment considering review, feedback. = Good design lad more useful, precise products while bad design makes a produc with restricted use or unusable. — Engineer think logically, technically and these qualities reflect inthe design. , ~ Machines has intelligence, no emotions hence act equally as per set instruction assigned [its to-do ist. — Human having emotions and sometimes it makes deficiency in interaction. To get design miore interactive and useful users should read manual or instruction set provided along, with products or software Serviee agreement, SNe SSS ‘Syllabus Topic : Principles of HCI ee 1.5 Principles of HCl 1.5.1. Shneiderman’s 8 Golden Rule - D (SPPU- Aug. 2017, Des. 2017) Q, Explain Principles of Humain Computer Interaction ? SEIMEI Explain Shnetdetman’s eight golden rule of interface design with suitable example SEAS Q. Explain any 2 ofthe following Principles in bret Know the User ii Understand the task ft Reduce memory load Iv. Stveforconsisency v. Prevent enorsteversal of action SRE eA, EGF human contr eaten (SPPU-) 116 SO lS Introduction to HCI ~ Ban Shneiderman provide general guideline for computer software o¢ user interface developer (1987) also known 3s ‘Shacideiman’s 8 Golden Rule =>} 1. Strive for consistency 2. Enable frequent users Io use wets 3. Offer informative feedback 4. Design dialog to yet closure 5. offer error preventive and sirnple error handling 6, Permit easy reversal of actions ] 7. Support intemal locus of eontrot 8. Reduce short term memory oad Fig. 181: Shneiderman’s 8 Golden Rule > 1. Strive for consistency Consistency is observed in sequencé of an- action, terminologies, ayout and command used ete, > % Enable frequent users to use shortcuts Use of macro for repeatedly required context, Key sequence for specific functions, abbreviation and shortcut for more familiar and frequently used operation. > 3. Offer informative feedback Availability of feedback for each user action with an appropriate feedback platform. > 4. Design dialog to yield closure User knows at what time task is completed. > 5. Offer’ error prevention and simple error handling Isto awake user from getting introdce to eror. It informs + * + tse with the help of informative instructions or cuc, hint ‘messages So mistakes can be avoided at early stages. 6. Permit easy reversal of actions User got encouraged to exploration, User become more flexible with the environment by acknowledgement of user an be returned to previous postion sage as per tequired. 7. Support. internal locus of control Control helps user activity in contol, which keep responding tohis action, 8... Reduce short term memory load With the help of multiple pane! in a window or- panel with ‘multiple page display, Time for leaning action sequence, 1.5.2. Don Norman's Principle of Design serif step leading 1 an eror, bug” or faults followed by | Don Norman's Pinciple of Design in HCT - _ The emotional side of design ‘may be more critical toa Product's success than it's Practical elements = Donald Norman Fig, L5.3 : Don Norman's principle of design(7 Human +L Visibility More, visible more’ user ftiendly. Hidden or semi hidden, overlapping based, icon based design lead to out of sight and Interaction (SPPU- reduce usability. > 2 Feedback Imeraction design, interaction audio, interaction tactile , verbal and so on feedback mechanism, used. to collect stakeholder approach towards design > 3. Constrains Constraints should be applied toa various user types as they ‘ay lead to error sometimes. Constsints to user are helpful for design purpose and it can be achieved with the help of snipe ways Mapping Itis relationship amcng controls and effects like tp-bottom 74 ~ buttons, left ~ right side indicators, jump to particular page from 4 series of pages, del to honepage of website or information uploading websites WebPages or software too! Without losingdata ce > 5. Consistency Interfice of design remain consistent to lead to a good design Relevant and relevance infornation “should remain in a consistent it help to improve usability, user friendly quality of design. ; > 6 Affordance Itis act of providing cue or basic idea to perform task. Give a Joumey of features and advantages of design with small video ‘or animated clips or design with help of arrows and pop-up mescages Ihelps to inexperienced user 1.5.3 Nielson’s 10 Heuristics > (SPPU - Dec. 2017, May 2018) Q. Explain Niolson’s 10 heuristics. 2087,May 2018, 8 7 Introduction to HCI Jakob Nielson together with Rolf Molich(1994) gives some design interface guideline , popular as Nielson’s Usability Heuristics: nyse | naan | sare | «cosine, renene | aod | wad | sti eco a o0 || O fem | ranma | eames |. segue era oe Fig. 154 :Nelson’s Usability Heuristic 1. Visibility of System Status ‘System should be informing about performance to user and acton user feedback within specific time bound, Match Between System and Real World ‘System should be design in a fashion where it ensemble with users language, words, concepts etc. which lead to a proper logically ordered design User control and Freedom User require necessary exist option at most of critical time, as user come to know proceeding ahead may lead ~ to an error, user check for available exist which may protect from near future error ina task. =” Some options undo , redo are useful but these not help when data submited and processed in such’ case design should provide exist from last saved data or current window without losing previous data its better to exist ‘without losing a data than to face a system's Kill process Consistency and Standard ~ A same word stands fora diferent meaning and in some cases different words are leading to same meaning, = Design should maintain synchronization among design with consistency and without tampering standards Error Prevention ‘An error should prevented from occurrence, user should be intimated before the proceed action which may tum into anEE? ttuman Computer interaction (SPPU-T) 6 10. ‘Recognize Rather Than Recall “Design shouldbe highly iterative so a user can easily find options and objects, option with symbolic ‘ppearances help more better way. ~ Instruction set should be highlighted , design should made user to remember less information while ineractng. Flexibility and Eticieney of Use — System has to interact with both experienced and inexperienced user, — Itshould be efficient for experienced while flexible for inexperienced users. Aesthetic and Minimalist Design = Relevant dialog should be there,” unnecessary information from dialogue lead to disturbances in useful information. = Design stiould be more comfortable to view, read, search and other activities where users are invélved, “Help Users Recognize, dlagnose and recover from error Error, warning, exception, message should be pop-up ‘or display with efficient information. It should ot cover all script of code of.operatng system bug report etc. unless i is required. ~ Even if large information provided it should remain hidden , if user aced then user should avail it from same ‘ialog box with the help of biting any extra key. = Exception, informative, ‘messages dialog box should represent adequate data. successful, waming, enor Help and Documentation = Help is useful to user who is inexperience with inerscton to desig. Help utility work like guide at ‘ours place. = Documentation is not relly geting importance what it deserve but it may lead to consume user time in exploring things without proper interaction with documentation 418 Introduction to HCL a | — A properly documented things gives user maximum ‘usability, robustness, exibilty among. interaction design. 1.5.4 Few Other Characteristics and Principles ~ Few characteristic of good design areas mentioned below: | Innovative 2 Aesthetic 3. Unobrsie 4. Long lasing 5. Bavironment fiendly — Makes a product understandable hs Makes a product useful | 2 Good design isrough down to the lst detail 3. Good design is as teas possible ~ Design Principle to Reduce Cognitive Load 1. Avoid innecessary element 2 Leverage comnion design patterns I ' = liminate unnecessary tak 4, Minimize choices _ 5.” Display choices as a group ~ 6, Strive for readebilty Use igonograpiy with caution SL Syllabus Topic : User-Centred Design ee 1.6 User-centred Design — A good design is a bridge between technology aspicant users and understanding human psychology, user's communication in case of success, partially successful and- unsuccessful interaction du ta design, ~ Better user centred design correlate user capabilities and solution and usability provided by design. ~ Like if we used the keyword ‘attached’ or ‘enclosed’ ete. in body of email and no file is attached tothe body of an email, 45 we tty 0 send an email » pop-up notify to the user informing you not attached anything in the mail, do you want to continue ? |Human Computer interaction (SPI = Foe stidsd Sect aemstadeptentirenin ranted atebmei beck ee : wut t81 ek EER SM GeBee Introduction to HCL Fig.1.6.1 :User centred Design Google -Mail Service Feature( with Intelligence) ‘This is highly supportive and helpful and user centred design. Sometimes user without any intension proceed some activity which leads to an eor or mistake and user centred esgn helps user and improve usability, leibilyof dst Few software or products goes costlier due to inappropriate design, usability reasons like: (@) User requested change post project goes live (b)_ User in confused about SRS satisfactorily completed or not (©) All stakeholder should be taken in ‘consideration atthe time of designing. For better user centred design (2) Understand user which helps to design task centred system design © © @ © ® ® Use of low or medium fidelity protocol User involvement at each stage of proces of design Peeform usability test with wsers Collection of data can be achieved. by interviewing stakeholers, subject mater expetdicusio,itature survey ee Data analysis can be ina eter way with Requirement Analysis, User Analysis, Task Analysis, Punctional Analysis Prototyping It helps i provide a eter system to user as the involvement of user is active, User understand system from he inital stage of system development By evaluating from expert use, user leads to better sity, fantion ability and acceptability. gooaay Input-Output Channels © Human Memory ‘© Thinking: Reasoning and Problem Solving © Human Emotions ‘© Individual Differences ‘© Psychology and Design 24 ~ Introduction - Recently automated drives and robots were used to interact and operate with devices. Research and studies becoming popular nowadays ina fed of Robotics, along with Machine Leaning, Ani Intelligence, NLP based interaction, design and engineering, Ta this chapter, we will se Input ~ Output Channel, Memory, Thinking, Emotion, Psychology and Design with aspects of human as an interesting object with devices, Here, we wil disouss How a tuman adopts stills? How to remember things? How body revokes information fom memory, feat then what season behing ie? Whats mean by emotions? What exactly happens ia reasoning and thinking abilities to human? How human organs work as an {input system for the body ? Syllabus Topic : Input Output Channels ~ 2.2 Input Output Channels D> (sPPU- Aug. 2017) @. Explain the role of senses, which plays: an important role in HCI. ~ A computer gives some output which is accepted by human a apart of an input in the interaction, ~ While human provides instruction to computer or devices Which are recognized as an input fr it in the interaction ie. ‘users’ output becomes computer input — Mectanism of providing input and output with the help of some media will be changing as per device lke sound from the speaker isan output while sound received from in mile or ‘microphone is on input tothe system. tg Human Computer Intoracton (SPPU-MT) standing the Human. =” Input for human ‘are mainly controll of effectors were used to provide oupat, 5 Major five senses of human sigh (ye), hearing(ea), haptic (Covet, sme(nose) from interaction purpose sight, hearing and touch are important ~_ Few scents (fragrance) based teghpology are in demand in commonication technology from! users of web surfing. Asif A Piper scent is one of gaming, music and movies, the devices which instant dispense, scented perfume stips. Scent and taste both not much significantly used in interaction. ~ Fingers, eyes, head, vocal system, limbs these are effectors in. ‘the interaction, Fingers were mainly used to provide inpat via Keyboard and mouse, eyes f0 observe coinputer output as ‘well as input wherever retina uséd as biometric credentials. Some use of Voice, head and body postion in HCI. Hearing is helpful to come to know about system functioning status via beeps from the CPU. Various beeps pattems are used to show the status of working, eror message of the system. Apart ofthis hearing is used to know about press of keys on keyboards Hearing is used in entertainment, communication via internet based calls, recording etc. 2.3 Visual Channel : 23.1 Vision ‘The Bye is one of the prime souree of information for human. ‘Human vision is made up of many sequential actions based process it isa ess complex activity too. (A) Eye ~ Homan vision can be grouped into two for, better understanding; first the physical reception stimulus from the juter environment, second visual system and physical properties ofthe eye along with many universal properties of functioning eye. — Many things can be visually perceived while few things cannot be visually perceived by the hua eye, ight is an important aspect of the human eye, Eye _mechanism begins with light only. ‘The eye feoeives light and transform it into electrical energy, thats elected or emitted from an object in the environment With light-bsed reflection of an object in the human eye is focused upside down on the back of the eye. It gots transformed into an electical signal by the receipt or in the eyes These electrical signals produced by receptor are passed to the bran, ‘ig. 23.1 : Human Bye (Horizontal Section) Conunciva etna Chet Seles Opto neve Suspensory Bind spot ‘omen! Fig, 23.2: Human Eye = a‘Human Computer interaction (SPI + The human eye consists of Comea, Iris, Pupil, Lens, Blind spot, Fovea, Retinafods, cones). Sclera, Conjunctiva, Asiaiorchambers, Suspensory ligament, pic nerve et. = Light reflected from th object fst appear onthe core to the fens to a sharp and from the lens toa sharp image upside down onto th retina. The rota is highly sensitive in the ‘case of light shades. x ~_ Rod dominaes peripheral vision. Approx, 120 million rods ‘were present in a normal human eye situated towards the ‘edge of the retina, ~The rods aré the photoreceptor based at the retina which are ‘more sensitive to light and provides a low level illumination. Sarton of the light may ovcur due (© uneslved fine details at the rods: edge of the retina. Sometimes makes a temporary bind spot. ~ Example + After walking ito the dark tight sudden ‘appearance of sunlighit. The cones cannot function as those were suppressed by rod, normally we are unable 1 sce anything fora while. —. « Anoher receptor of human ey from the retina ae conc. Compare to rd these ae not much sensitive to ight, hence itcanhave mor light. _ = According to wavelength and sensitive cones are divided into tere types. This helps in colo = © Approximately 6 ition ‘ones me avalible foven ie. a tiny rn of he etna where image fasted = Optic nerve extends in the ey va Bind spt — Blind spot oes not contain rods and cones lke the retina ‘Table 23.1 : Funetion of X ~ ¥ cells Xcells | Early Detection of Pattern | Concentrated at Fovea Yeells | Early Detection of Movement | Wide at Retina ~ A special nerve cei, 12. “ganglion cells’ represent inthe ‘etna Sometime pater of peripheral vision remain undetected so that movement i perceived it happens de to istrbution of Xcells and Y-cel 23 Understanding the Human (©) Visual Perception Pictorial information input received by the visual apparatus Aust have tobe filtered before passing it towards processing clements which allow us to recognize distance, color, scenes their variations like disambiguate relative distance size, epth, differentiate t0 colors, coherence among. scene brightness. {C) Perceiving Size and Depth Consider you ate on 1 of a hill and surrounded by a few, ‘tees at that top of a ill. You ean easily observe rod tack | from hilltop towards small villages or market on the downside, vehicle like bikes, car, buses, éte. moving to and fiom hide road tothe nearby marketplace. ~ _Itmeans even though tres near to you afe big enough closer compared to other, vehicles like car, buses looks comparably smaller than original size you can recognize the objects apart of sizes Just by the size, depth, relative distance of an object ‘we can recognize. Virtual image (@)_ Visual angle - Virtual angle (b) Visual angle remain some for different size ‘and distance object Fig 23: Vinal Ange i ~ As we discussed an image of an object formed upside down on the retina. Apart of relative distance, the depth of an object, it has same visual angle with retina, = Degree t minutes of arc unit for visual angle measurement areas follows : 1 Degree = 60 min of axe - I min ofare = 60sec of aw‘ Human Computer interaction (SPPI ‘Ifthe visual angle made by an object -very tiny, we cannot perceive the object tal, : Aa silty of «human wo preive fine det i byt visual acuity, Te large numberof eye test ws available to measure visoal sity. In case of rotating or moving obey’ once you can see objens, ie. perceive the object and ‘even it. went away, our perception about that objet rempin same even its passing away even though a visual angle changed. Sima a person's height once perceived, remain constant even fits visual angle changes ‘This phenomenon Known as “aw of size constancy’ i tls shout the perception of size depending upon factors oer than visual angle. Perception of depth is in important factor to detemine relive poston and distance of an object. Generally sie, and bight parameter help to cue abot distance of an objet. (0) Perceiving Brightness : rightness is another important factor ike size and depthe Birighiness is directly concered with level of fights and tuminance i light excreted or emited by the objet. Luminance depends on surface properties of an object and light fling upon it Photometeris unt to used measure the physical characteristic. Contest and luminance are relating factor, its luminance of an object background and it's the function of a reflecting objec respectively. {As per amount of luinance, brightness changes. Tn case of dim ight. the rod of the human eye predominate vison, ’As very few rods preset at fovea objects in dm light canbe seen less easly when fixed upon and these objects were visible in peripheral vision. “The Rods take over charge in case normal Tight. With increasing lominanc, visual acuity increases. ckering also increases wit increased luminance. More than SOHz switching light ON and OFF will ated as light perceived as ON. Buf speed redoced o less than SOHZ light perceived as ficker. Flicker ovér SOfz can be perceived in case of hig Juminance. Flicker is noticed in peripheral vision, ic, more Understanding the Human larger the display, the more chances aboot (©) Perceiving Colors = Color is imade up of thee component He, Intensity and Saturation, An average person can dscriminae 150 different hes, Spectral wavelength of ight is wsed to measore ie factors ofthe colo. ‘Table 23.2; Color with respective wavelength Color | Wavelength Bive_| Short Green | Medium Red | Long. Binet color depends on the ntensiyand whiteness of color degen on the satu. By varying bigness and tees nth color 7 milion prsivable colors canbe cobtainéd. =A buman eye easly persvs enor with he elp of cones Cones highly ese tight pr dine wavelength Thee ae bere type of Cones for tee diferent pes of lose, Green, Re : ; = esto von id to fovea while wort nor peihery die to Rod predominstely atv. 7 = Most of pedple are unable to discriminate between Greer (medium wavelength) and Red (long, wavelength) color. 3 <4 % area covered by fora is ses tobe Hight and ink lve suit lore = Ttsoul noted approximately 8 % male and 1% female problem in dsininaingealos or sf fom color blindness. Fig, 224: Gray-Black Color Test: A Normal Human Can ‘Observe Digit 5 Like The Pattern‘Human Computer Interaction (SPPU-IT) 2.3.2, Illustration of the Capability. and Limits of Visual Perception and =~ Processing =" Threshold perceptual is measured in msec, it is necessary ‘while understanding temporal image, threshold varies from eta objet along wit see ropes he 25 Understanding the Human [In case of ponzo illustration, line at top appears longer as of distance effect where both lines afe equal; it shows_oitr perception of size isnot truly reliable. ~ Visual provissing involes image transformation and inating eit hy an bet olin of chip! dv tight or aminance oto tie ena, ~ Objet remains atone pac ie. ead poston ead haan cep moving or vce vers or both the human and the Were moving sll it ober abject as a visual processing compenstes forth movement ofan image. ~ To the retin i similar way thogh minance remain changing, the color and brighness of object were perceived asconsat =" Paceived coor, movement of an (bjt) image 1 rein halps to resolve ambiguity in vision — ‘The Muller ~ Layer illusion - which ine isonger Fig. 23 ~ Ifyou thnk top tine is Jonger compared to boitom line as top Tine looks like 2 concaved edge while bottom is with convexed edge then tis wrong both lines are of same length. 23.3 Naturals - Depth 21 Camouflage 2B a Fig,23.6: Ponzo illustration Navigation 4 Symmetry 28 Natural category 33 : Fig. 23.7: lustration Indoor category 43 =~ Above sentence you read comectly ? ing wr Object chtered sone 135 ‘Above seszce you mad camectly? Poand anys wrong word “frum is repeated, Reading Reading is combination of perception and processing of the text, is important aspect of design where text data used in interaction J mechanism of reading fist phase is of perceive of text Patter and liter it is decoded with reference 10 its appropriate intemal representation syntactc- aid semantic analysis isthe lst operation performed with the phases of sentences. ‘Two movements of eyes are important saccades and regressions atthe time of reading. The jerky movements of. the eye at the time of reading is called saccades which is followed by fixation daring the period of fixation perception ‘The movement of eyes forward and backward on text is called as regressions. The more text is complex, the more is regression Few experience states that @ word can be perceived recognized as early as character. Words are scanned in a serial approach, character by caracter. An aut read average F250 words per minute approximately:Human Computer Interaction (SPI = Am easily perceivable and can be read text content has some specifications like lin spating, no of words per page. Font size 9-12 point Linelength- | 58~ 132mm = According to. few expert book iexis, wading is compared ves moe speed than computed seen text. = Generally, long words can be perceived by brain with the heip of vocabulary by reading leftmost and rightmost characters and later in sequential series from Tet to right ‘word get recognized by bran, need vo requied to ace each character 2.4 Auditory Channel 2.4.1 Hearing ~ Sight (eye) ix considered as primary sense while nearing (eat) is secondary sense. You can hear a soond hearing mechanism is done with help of ear further activity is by brain — For a while, close, your eyes listen carefully sound fom environment someone might be speaking, running, passing = on (vehicle) you can recognize the activity with its parameters. — Like if someone is speaking with you may recognize whether ‘ainown or unknown person voice, whether a person is male or female, if some vehicle passed you can recognize from and to which diection it moved. 2.4.2 The Human Ear The heating mechanism begins with vibration in sound waves. The received waves transformed by three section of cari. inner ear, middle ear and outer eat An outer ears the portion of the ear, which observed easily, pinna and auditory canal are the part of it. Some part of the car attached to head on both sides is pinna. Pinna i useful to serve to amplify sound with cana. = Am auditory canal used to pass sounds from the region of ‘outer ear to middle ear. Canal consists of 2 wax like material it prevent ear from material lke dust, small insects and dir, Understanding the Human ‘An eardrum mile ear othe tympanic membrane provides a cavity to the outer ear to pass sound waves to reach by cochlea of ier ea The ostcies are the smallest bone in the entire human body, itpresent inthe middle car. Sound waves pass from auditory canal, vibrate eardrum farther ossicles (wide ea) get vibrated. Ossices transmit vibration to cochlea (ier en). — Outer and middle ear is filed with sic while inner ear i filled wit denser cochlean liquid. Sound waves pased through ossicles to ‘cochlea tiguid. are implied and a = Ide coches ein (tte ti oben bx of ios cokes tig and it gents , cei easter which resimpass ta tr nee. ~ Some cis of sun sto eter understand i ie pi Ldn, be. Andoy spin pero soe sen foie ation on ond resid tex i eso concent dod ped angled wav reiving to ee . . = Forexampl, you ain nek pty, whee msc sound i 1 peak sll you ditingshannoinenent made wi some nae o wort pas — A normal human car is averagely capable to hear with the ‘range of 20 Khz to 15 Khz frequencies. tet bed sound applets ae infin, aviation tention, pec tet comeion 2. Haptic Channel 2.5.1 Touch = Touch or haptic chanel are not much focused like sight or hearing in HCI. There ae thre types of sensory receptors thermo receptors, noceptors, mechanoreceptos. — ‘Thermoreceptor responds for hot or cold sense of object. [Nociceptos respond for intense pressure via sensation, pain, heat ete, Mechanoreceptor mainly responds to pressure, rapidly adapting mechanoreceptor and sloWly adapting, = Mechanoreceptor are its subtype on basis of quick and slow‘Human Computer interaction (SPPU-T) response respectively. Some part of body are more sensitive or acuity compared to few other parts of the body. Whole body itself has sensation {in unequal approach. = Two point threshold testis used fo measure acuity of two points ofthe body. op 25.2 Kinesthesis 7 Tis awareness with the help of limbs and body. Joins receptor work there as sensation miechanism, Rapidly adapting, slow adapting and positional receptor are thyee types init Movement of limb in a articular direction 1. | Rapid adapting Movement as well a5 static position 2. | Slowadapting 3-_| Position receptor On a static position ofa limb, recept 27 Understanding the Human = According o the Fit’s law for a movement : Where a, bare ‘empirically determined as constant Movant ies by (SBE 1) Syllabus Topic : Human Memory 2.6 Human Memory: = Memory is like hard disk dive we store and retrieve {information but from memory few things cannot be recalled as hua forget. Forgetting information from memory happen due to some reason. Memory has seveal abilies like eneode, store, *etain, recall information, stored pas evidences used to reall information some times [On paner of store: recall information human. memory grouped ino three types (1) - Sensory Memory 2) Short Term Memory (STM) (8) Long Term Memory (LIM) Human memory 25.3 Movement ~ ‘A tuman body pats send infomation of ther sensation or ‘input of ther interaction (sight, hear, touch etc) t brain. Brain works on it and givés instruction to concern organ for respective respond. ~ This process is taking some time which canbe ether apart of response time or respond (Movement time. ~ Usually response time is ual compared t0 time taken respon asi consists of moor skills of organs. Motor skills 2 vary according to age group, physical activity ee, For example : Two frends playing computer game (tvio player) for same scenario they may have different response and respond ton, Depending on their approach 19 play and physical activity syle. ~ Am approx reaction time fr an auditory signal is 150 ms, for ius signal its 200 ms, for pain is 700 ms. = Depending upon skill and practices reaction time may get reduced. Depending on user speed of reaction accuracy may —| 1 Sensory memory Short term Long term (iconic echoic, memory memory haptic) Expicit memory Implicit memory Declarative memory Procedure merry Episode Semantic memory ‘memory Fig. 2.61: Human memory bierarehy 2.6.1 Sensory Memory = Sensory memory works lke buffer for memory system, Its buffer get input from stimuli received via senses, ‘Table 2.6.1 : Sensory Memory Channel and Stimuli eet varied, i Sensory Channel Approx Duration Jeon memory 95 se ong Echoic memory 3-4 sec lng—_Tconi¢ memory has some persistency issue ic. appearance of image even after removal of stimuli. . Example : Fireworks a moving sparkling firecrackers leave * persistent image Echoic memory is experienced by the human ability for existence, direction of origination of sound, ‘Fig. 2.62 : Sensory Memory Model — With help of past expetiences i ty get newly informetion of ‘are Sense information sensation, In case haptic senso, few things touch we reall ‘while most of haptic stimuli we forgoten depending on our ‘concentration, reall to it repeatedly any time We can ecogize sme face, oie, sometie tuch even we arin ony, crowded pice, even we ae not much aii, How 7 Just ike eatiey discussed cocktail pat evidence. = Its because we are able to keep our foe on tetve mane with the help of very shor capacity based sensory and wena process.” = : — ‘Aurosal decide to which stimuli should be used to attend 2.6.2 Short Term Memory (STM) > _(SPPU- Dec. 2017) 7 and explain an experiment o investigate ig the decay aspect in human shor! term memory. ~ Short term memory also called as working memory, it as a scratch pad as used for temporal call To ecalla long sentence of calculation which you do orally ice. with pen and paper, we used intermediate stage of storage ice. short form memory. ‘Short term memory has 2 rapid access approx ms. similarly its decay factor is also rapid, I's capacity is Tess There are two types of mithodolgies for measurement of ‘memory capacity. In one approach length of- 3 sequence teeded in on ordet while another approach items can be reailed randomly. With frst approach an average person can recill 7:2 digits from the experiments of miller. I you cas recall digits from a pattem of digits around five to nine, it means your digit spas is average. . Try it out pattern | 562491783269 ‘And now try this pattern It - 562 aL 783269 Recalling digit from pattern Il is litle more easy and number ‘of digit recalled is comparably more because pattern II digit arranged in group or chunk, 7 + 2 rule is nothing but’7 + 2 chonks you can recall (information retrieval) The successfully cieated chunks are known as closure. ‘Chunks and closure helps to improve short term memory. From a sentence, we can recall last word more easily than middle (as per some experiments) i called recency effect: Fig. 2.64 : Short term memory operation Rehearsal improves working memory. Generally, 20 see uration i considered for working memory. Interference, and decay are two distinct factor which are concemed to working memory made it‘fficient for short tes memory.‘Human Computer interaction (SPPL 2.6.3 Long Term Memory . It is aimore vital pat of human memory, i is main storage of information wit so ever we know by our simul, reading, writing, observation, listening activity, past experience and s000n. Long term memory is with large capacity storge of information wit a potentially unlimited duration. Episodic memory nd semantic memory are the two tps of eclaative memory which comes under explicit memory. Prosedural memory is branch of implicit memory. While explicit and implicit memory combinely form along term memory, s refer Fig. 2.6.1: Human memory hierarchy. Episodic memory has information of evens and experiences ‘in. seral “approach. It is made from our lives daily cexernces ‘Semantic memory is factual experiences, skills which person posses, Data or information to semantic memory is detived episodic memory as past experience used by semantic ‘memory. Semantic memory works like linked list in data structure, it accesses information along with selationship between pieces of information. ‘Semantic memory information model appears like a network “structure parent clas, child clas, attributes i association. ‘A model for semantic memory was “postulated by Allan Collins and Ross Quillian. It is suggested that linking based sets of superondinate and subordinate were used to represent knowledge of objects, person, concept, events etc in a hierarchical manner. For example, a property which categories fish (gills and sovimoning) are Kept at one level. Gills and other similar featured types fish (like shark, salmon) not kept with 29 2.64 Understanding the Human, Aiferen types fish. Similarly with appropriate properties birds also kept in structare where birds were super ordinate ‘of canary is an imal ats ¢— ANAL —> nas — Can sai. has wings” rod sel ca aN AN euce- t tunis Sou /\. fy /\ ZN tae ewe car te nip cade. tow be dangroes haps Be Fig. 2.65 : Collins and Quilian’s model of portion of |lerarchially organized memory structure Retrieval of Information in Long Term Memory [Next iniportant phase of long term memory how information is retrieved ? Collins and Quillian designed an experiment with ‘yes" or ‘no question like: 1. Does Canary eat? 2 Does a Canary fly ? 3. IsCanary yellow ? ‘These questions require semantic level to answer from your experience, . ‘Recall’ and ‘Recognition’ are important aspect in information retrieval. Recalling is the reproduce of {information from memory. In recognition, information presented with the help of. knowledge. Cue help is recognition. Depending on° question you have to traverse a level of bird-canary is yellow or can sing ete. Accordingly, “Is Canary a bird ?” question requites les time “Is Canary an animal ?" depending on level to to answer tha transverse in hierarchy. 1 is revealed that 75 milliseconds require to answer long question to an average person like “Does a Canary eat 7” than “Does Canary fly”. Less 75 millisecond will require to answer “Is a canary yellow 7" than to answer “Does canary fly?"Reaction ime 2. Human Interaction (SPPU-IT) 1500 ms. . . 8)» (ones a canary eat) ‘wont 4 away 1310, (Does a canary fly?) tmome | "foacenary yon). Sn ° ot 2 Proper storage lovel Fig. 2.6.6: Graphical level of memory hierarchy traversal representation in semantic memory 6.5 Theory of Forgetting Decay and interference are the two factors which lead to forget information. ‘According to Ebbinghaus, decay of information happen logarithmically ie. it happens rapidly at beginning later it slow down, According to Joss law if two memory stresses which are equally strong ata given period, the older one will be more durable, Interference happens as new information acquired, old information get lost, it, is also “known as ‘Retroactive interference’. Example : As you change mobile or phone number, you remember in use and old sumber and later on you were tunable to remember old number. Because of new information mask to old one. Someline it happens the ok memory trace brake through and succeed to put interference with new information, is called as “Proactive inhibition’ Example : By chance you rotate driving wheel towards old friends house ara than new area where be located Fig. 2. Understanding the Human ‘Syllabus Topic : Thinking : Reasoning and Problem Solving 2.7: Thinking : Reasoning and Problem Solving 274 “Thinking is an ability carried withthe belp of memory past experiences, knowledge, information, et: to achieve a goal ‘orto soive Some puzale or problems, Itiscogitve function; ‘a meaningful mental representation. Reasoning is seletive and controlled approach of thinking at higher level in a systematic and with the help of stepwise meaningful metal capabilities. Decision making is an art of choosing best policies among a ‘wide st of polices, itis also a cognitive function Problem solving is an ability to define a problem (With related sub problems), understand problem, thinking on reason to arse problemi, remedies to be applied to solve problem and precaution for non-existence of the same in near foture. Reasoning Inductive, Deductive and Adductive reasoning are the three types included in reasoning. (A) Inductive Reasoning Inductive easoing isa process of continuous learning from the environment a part ofits wnrelaiity issues. Like all Flephans has a trunk all Monkey has tal we observed it many times, But if anyone asked to prove it, we need to collect evidence or even if someone has t0 prove itis not tre, then tha use nods to collect evidece forthe sme, Wason suggested a theory about inductive reasoning, wll ce it with he help of an example: Each cad has a eter on one sie ind number to anther. Which card you prefer pick the truth of the test of a statement * IF 2 card has an odd ‘umber on one side and a vowel on the other"?Human Interaction (SPPU-IT) ZElsl[s) Fig. 2.7.1: Wason’s Card : An Example = Whit will be your ansiver, a coon response will come with 7 and B, it used only postive evidence. To check with negalive evidence we must chetk 2 card with’odd numbers and what is alter on behind of it, even we prefered 7 and it ‘may have a vowel at back side or not? i. i thas @ vowel, then also as per statement, we chose correct card. Checking with this approach is negative evidence. (8) Deductive Reasoning — Iisa type of a general statement, logic to a specific conclusion ~__Syllogism argument ae written ia the form of A is B, Cis A therefore B is C. =. Example Ituses a general statement © General Statement: All men ate mortal © With the help of specific reference ©” Specific Reference: Socrates's a mas © Ttreaches to conclusion =” Conclusion : Socrates is mortal The Teble 27.1 shown. below is with major and minor Premises and conclusion brought froin both premises, Table 2.7.1: Major and minor premises © Conclusion, 1 | Attmenare | Socrates isa ~ | Therefore, Socaes moral man ismocal 2 | Altappies | A Johny Smith is | Therefore, ohney ae frit | an apple smith i fruit, (C) Abductive Reasoning ~ Tis based on the fact or action of the object concerned. For example: Esha drives vehicle fast when she has been ‘drinking. You know hér for such habits. IF we see Esha
(SPPU- Aug. 2017) It constitutes four stages of execution, three stages of evaluation. ao 5. Perceiving the state ofthe word 6 Interpreting the state ofthe wort 7. Evaluating ta outcome Fig. 3.1 : Donald Norman's Seven Stages of Action Cris Heatwole described Donald Norman's stages of interaction along with afew scenarios mentioned below > Stage 1 : Forming a Goal ‘This is what you want, As an example, Tight want a place that I can relax ouside that won't get muddy and that I don't have to move my otidoor furniture around 6 mow. > Stage 2 : Forming the Intention ‘This is what would satisfy the goal. A deck would satisfy my goal ofa place to relax outdoors that won't get muddy of be in the way of mowing. > Stage 3 : Specifying an Action ‘What do I have todo to achieve the intention? I would need to build a deck to meet the requirement set in my goal > Stage 4 : Executing the Action Here I would do the steps of the action. I would build the deck. > Stage 5 : Perceiving the State of the World Using the senses f0 gather information. My finished deck would be off the ground and have my outdoor furniture oni.[&F Human Computer interaction (SPPU-T) > Stage 6 : Interpreting the State af the World ‘What has changed’? My furniture is off the ground away from the mud and no longer has to be moved to mow the awa. > ‘Stage 7: Evaluating the Outcome Did I achieve my goal? T can #tlax outdoors now without ~ * > worrying about mud or moving furniture. I achieved my goal. % - = Scenario: Today's orale computers and motile devices include use several features to enhance us | ‘The ‘Phone. has several sucess design. Physical coasuins conta the posible jean. =" The touch sereen of the iPhone changes 10 what the user ‘needs, and limits the options available. When the phone rings, a button appears to answer the call, and another appears to decline, =. Those are the nly two options available, so those are the only two buttons that appear on the screen. There is no_| confusion on what fo do, or how. You simply select one or the other, A similar scenacio appears if a call comes in while the user is ‘on the phone. Options. are limited of how to handle the situation, but the user doesn’t need to have memorized a routine, ‘The screen clearly lists the options and the only buttons to select are for those options. There are no extra buttons £0 distract oF confuse. Semantic constraints deal with meaning. inthe situation, Understanding the interation [Norman uses the example of a LEGO imotoreycl: The driver mus dit facing forward and the winds. mut be in font ofthe driver. On an iPhone the scren sone side ‘he user interacts with this side and the camera is'the only thing on the back because the user does not interact with the ‘camera, bt it points away from hier to take a picture. ‘The speaker for listening is on the top of the Screen and the ‘mictéphone ison the bottom because a person's ear is on top and their mouth is on the-boitom, These things need to go where they ae, Visibitty is making relevant parts visible. The iPhone has very few interfaces besides the screen. ‘The Home bution has important functions and is clearly located on the fron ofthe phone beneath the screen. It also has a square printed on it, and itis depressed so itis easily seen and felt. ‘The switch on the side of the phone that can be used to turn the ringér off has a red strip printed on it that is visible only when the phone has been silenced. ‘Buttons that appear on the screen, such as the opem-button or the answer button, are create large, placed centrally and are ‘often a color to make them noticeable ‘The ninlock button fas letering that scrolls to draw attention to it, Feedback occurs when the silence switch has been ‘moved tothe silence position. ‘The phone vibrates when this occurs to signal thatthe phone has been placed in silent mode. ‘Changing the volume on the phone gives a visible eve of the sereen abuts also an auditory cue that lets the user know how ood the volume has been set to. And logical constraints hhappen when options are not avaiable, ‘The user knows that information needs to be input using ‘gestures on the screen when the Keyboard is not available, ‘This happens when setting the time on a calendar event. ‘These are no instructions on how to use the image on the screen, but since the keyboard have not appear the user knows that touching the screen will be necessary to input information. Here the iPhone falls afte short, ‘The graphical interface for inputting information on the calendar is something that needs to be leamed. It relies on theHuman Computer Interaction (SPPU-IT) fact tha it resembles a ial-lifeobjéct, bit not everyone may ‘be familiar wit. those objects. Cultiral constraints are not Push to open, less ‘confusing. how to close..? ig. 3.1.2: An Example of a door design for better illustration ‘of a problem statement ‘One problem with the design is thatthe bar to open the door does not indicate which side ofthe door needs to be pushed to open the door. The bar can be pushed from anywhere. The ‘appearance ofthe handle is uniform and balanced, soit léoks aesthetically pleasing. The other bar is designed so thatthe user should push on one side, the side thatthe door opens. ‘While it would be possible to try and push onthe other side, logic should tell the user that the handle is on one side and that side should be used. This makes it less likely thatthe ‘user will attempt to open the door from the virong side. It is better design. Designing something so that users get it correct the first time should be the goal ofthe designer. To say that most will gett ‘correct isn't enough? ‘As Norman points out, just one percent of the population is still millions of people. It may not be posible to get it so that ro one opens the door incorrectly, but that number should be extremely small, certainly nt millions of people. 33 Understanding the Intoraction However, there are times when a learning curve is going to ‘have to happen. But this should only occur when a device is ‘completely new. = The introduction of the mouse to control 2 GUL operating System was not lke anything before it and was going fo have tobe learned. But in these cases the learning cure should not beextreme, ~~ It should ‘not take long to learn the new skill, The device should also be limited in its abilities to minimize the learning curve. Unnecessary features should not be added. ‘The features that later showed ‘up the. mouse, lke. multiple buttons, wheels, and track balls would have been too much of learning curve onthe first mouse models. 3.2 The Interaction Framework ~The interaction framework is an approach to provide more ‘descriptive interaction with the help of four components such as: the system, the user, the input and the output. ~The system language is preferably known with its core language, i. relevant computational atibutes of domain of system state. A user’s language is referred as task language, ie. psychological attributes with user task relevance. =- An interface is formed by the combination of Input and (Output components. |@ Human Computer interaction (SPPU-IT) Understanding the Interaction = With the help of addressing béth performance and articulation a' dialog design. and’ interface design can be |, vomplished! at the ‘input, Similarly, presentation and ‘observation ofthe output: 3.21 Interaction frameworks help to judg an overall ability of framework, An analysis made fos any framework is mostly with the help of frequently used functionality. ‘Foran example a text editor analysis tack will suggest afew text editor with good reviews, but some wer mia agree and Some may not’ As cach text editor has its some own specialty and os per users! requirement varies a set of users found it ‘more useful than other and users view will be changing as er changin requirement ‘A social and organizational context has its own effeet on interaction. Presentation and Screen design represent Outpt ‘The ACM SIGCHI Curricilum Development Group presents a framework for HCI as mentioned below: ‘Social and organizational context Fig. 323: ACM SIGCHI Carian Development Group If ergonomics is studied atthe special level than concemed with HCI only then itis more about human psychology and system constraints. It is more in details with arangements of controls, displays, bhealth issues, use of color, physical environment etc. In case of arrangements of controls and displays: presents a framework Syllabus Topic : Ergonomics Ergonomics © A set of frequently used coitrols and some. part of Aisplays should be arranged logically so user ean get,” casly id oft (© Controls and displays shold be grouped with the help of functional contr, sequential contol and frequency control, © Inappropriate arrangenients and sequence of controls in ~ a tool, display of icons leads to inefficiency and frustration both in dilypractces. (©. For example: if tol allows Esc key to back from any op Up notification on asceen it shouldbe uniformly ‘work within all modules, it should not happen user needs to use click event of « mouse or enter key at sometimes. © Ciitcal ply should be placed at eye level, while a se of prope light to avoid reflection and gla Incase of physical environment of itraction (© Who will the user? Wher itis going to be in use? Whether users iniercing by siting, moving or standing poston with the device? Likewise, more {question arisé will come into picture as pet disc ‘within a specific domain ‘© Ergonomics focuses on the physical environment along With the layout and arrangements. z (© Fora long period of works user should sit comfortably, it has proper space to move around all the controls easily. Improves efficiency ofthe ser. Jn the case of Healt issues: It arises dve to poor design, layout and arrangements of devices. The improper quality of ‘Physical interaction leads to healt sues: (© Physical Posture: Its needed in a way to get a proper splay without any effors as well as (0 each all controls easly. (© Some support should be allowed to rest the part of the body fora longtime activity like mousepad with wrist suppor for animation or design task where use of mouse is more, wrist sopport to Keyboard try. A& Human Computer Interaction (SPPU-IT) einen eel proper chair to rest back comfortably with the’ good hha rest with adjustable provision © Temperature : A extreme hot or cold will affect a performance. Let say some network efficiency tests are held in'a shielded room, in such environment a normal ‘human “cannot work efficiently with a good concentration for along time as its coldest: Similarly, in case of server roomitoo. © Lighting should be in adequate form so a user can observe a monitor screen easily without any eye stain, It should be maintained to avoid glare and reflection, ©The noise level should be maintained at a comfortable level © Time Spend on the system should be. it a controlled ‘manner, Excessive interaction with long time may affect issues with back pain, eye strain, care should be taken for in case of pregnant women for eyestrain and accessing controls et. - — Inthe case of colors : Generally red, green and yellow color wwe follow in a daily practice for red to stop, green to go and yellow to standby or wait and watch, similarly red should be used to inform about emergency and alarms, yellow in standby or an auxiliary action, green to routine and normal activity. s ~ Use of blue color should be avoided to display critical information. — Color has its own culture everywhere, it is not uniform like ted is happiness and good fortune in China while rest-of ‘others think it as dangerous. ———— Syllabus Topic : Interaction Style 3.2.2 Interaction Style ~ _Adialog ora commancation takes place between a computer (system) anda user is known as interaction, = Each communication or dialog has its own effects in the iteration 35 70 There are several styles of interface areas follows: ‘Fig. 32.4: Several styles of interface ‘Command Line Interface Itis preferred less in recent days as icon selection and = touch and voice based interaction were in a use with plenty of options. 7 Ww Sill command line imerface is @ one of the powerful ‘mechanism of interaction a it gives an aocesst0 the entte environment in staightway approach, You need to be very hiands on with abbreviation, function key, special characters to get an efficient interaction with the help of command fine interface. At present, Telnet uses command line interface while access is via remote desktop. ‘Menus ‘The Meni can be displayed in various ways in more user fiendly approach Understanding the interaction |
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