Human Computer Interface
Human Computer Interface
Human Computer Interface
Make-UpTest:
Human-Computer Interface (HCI) aka man-machine studies deals with the design,
execution and assessment
HCI is implemented in :
1. Computer Science: For application design and engineering.
2. Psychology: For the application of theories and analytical purposes.
3. Sociology: For interaction between technology and organisation.
4. Industrial Design: For interactive products like mobile phones, microwave ovens, etc.
1. Early computers like ENIAC (1946): Brought hardware improvements in computer power
and people started thinking of innovative ideas
2. Visual display unit (VDU, 1950s) : The earliest version of VDUs was SAGE
(semi-automatic ground environment), an air defence system of the USA
3. Sketchpad by Ivan Sutherland (1962): This showed that computers can be used for
more than data processing.
4. Douglas Engelbart introduced the idea of programming toolkits (1963): Smaller systems
that can create larger systems e.g Compilers, code editors, etc.
5. Introduction of Word Processor and Mouse (1968): Design of oN-Line System (NLS)
also pioneered by Douglas Engelbart.
6. Introduction of personal computers like Dynabook (1970s)
7. Windows and WIMP(Windows, Icons, Menus, Pointers) interfaces: Multiple displays and
all
8. The idea of metaphor interface: Xerox star and alto were the first computers to use this
interface
9. Direct Manipulation introduced by Ben Shneiderman (1982): First used on Apple’s Mac
PC (1984) that reduced the chances of syntactic errors
10. Vannevar Bush introduced Hypertext (1945): To denote the non-linear structure of text.
11. Multimodality (late 1980s).
12. Computer Supported Cooperative Work (1990’s): Computer-mediated communication
13. WWW (1989): The first graphical browser (Mosaic) came in 1993.
14. Ubiquitous Computing: Currently the most active research area in HCI. Sensor-based /
context-aware computing is also known as pervasive computing.
Guidelines In HCI
3. Heuristic Evaluation
By Jakob Nelson. The principles are
3.1. Visibility of system status.
3.2. Match between system and the real world.
3.3. User control and freedom.
3.4. Consistency and standards.
3.5. Error prevention.
3.6. Recognition rather than Recall.
3.7. Flexibility and efficiency of use.
3.8. Aesthetic and minimalist design.
3.9. Help, diagnosis and recovery from errors.
3.10. Documentation and Help.
Applications Of HCI
This is the full link
1. Everyday Use: HCI helps create an interface that people may interact with on a
regular basis e.g Touch screens, ATMs, ticket selling machines, vending machines…
2. Industries and business: HCI makes staff more productive cuz flawed designs can
lead to catastrophic death e.g systems for air traffic control, power plants…
3. Accessibility: HCI helps make systems also functional to persons with impairments
4. Users who are untrained: HCI equips designers with the ideas, strategies, and
resources they need to create intuitive, easy-to-use interfaces that don't require
training.
5. Other applications :
a. Virtual reality: HCI can help VR resemble an actual environment when done
right (Not that trash Facebook is calling Metaverse. Oculus is dope sha).
b. Voice search: These allow users to control their devices with voice (e.g Alexa,
Google, Siri, Bixby and most importantly Clippy)
c. Education
d. Military
e. Sport
f. Mental Health
g. Medicine
h. Fashion
i. Marketing
j. Architecture
Input Devices
Data Entry
The following guidelines focus on data entry:
1. Determine the number of input actions for the user
2. Allow users to customize their own input
3. Disable commands that are unsuitable in the context of the current action
Those are the ones he said in class, but there are more:
4. Remove "mickey mouse" input (A micky is just tiny input of the mouse, like shaking
the mouse small)
5. Offer help to assist with all input actions.
6. Allow the user to control the interactive flow.
7. Interaction should be flexible but also tuned to the user's favored mode of input.
8. Uphold steadiness between information display and data input.
9. Reduce the number of input actions required of the user.
Basic Activities In ID
1. Identify requirements
2. Building alternative design
3. Developing interactive version
4. Verifying design
Design Methodology
1. Activity theory
2. User centre design
3. Principles of user interface design(7 principles)
a. Tolerance
b. Simplicity
c. Consistency
d. Feedback
e. Visibility
f. Accordance
g. Structure
4. Value sensitive design
a. Conceptual investigation
b. Empirical investigation
c. Technical investigation