HCI Notes - Unit 4
HCI Notes - Unit 4
SYLLABUS
Textbooks:
1. Dix A., Finlay J.,Abowd G. D. and Beale R. Human Computer Interaction, 3 rd edition,
Pearson Education, 2005
References:
1. Yvonne Rogers, Helen Sharp, Jennifer Preece; Interaction Design 3 rd Edition Wiley 2011.
2. Preece J., Rogers Y.,Sharp H.,Baniyon D., Holland S. and Carey T. Human Computer
Interaction,Addison-Wesley, 1994.
3. B.Shneiderman; Designing the User Interface,Addison Wesley 2000 (Indian Reprint).
NPTEL Course https://nptel.ac.in/content/syllabus_pdf/106103115.pdf
Dialog Design
A dialog is the construction of interaction between two or more beings or systems. In HCI, a
dialog is studied at three levels –
Lexical − Shape of icons, actual keys pressed, etc., are dealt at this level.
Syntactic − The order of inputs and outputs in an interaction are described at this level.
Semantic − At this level, the effect of dialog on the internal application/data is taken care of.
Dialog Representation
To represent dialogs, we need formal techniques that serves two purposes –
Introduction to Formalism
There are many formalism techniques that we can use to signify dialogs. In this chapter, we
will discuss on three of these formalism techniques, which are –
Circles − A circle refers to a state of the system, which is branded by giving a name to the
state.
Arcs − The circles are connected with arcs that refers to the action/event resulting in the
transition from the state where the arc initiates, to the state where it ends.
State Charts
StateCharts represent complex reactive systems that extends Finite State Machines (FSM),
handle concurrency, and adds memory to FSM. It also simplifies complex system
representations. StateCharts has the following states –
Illustration
For each basic state b, the super state containing b is called the ancestor state. A super state
is called OR super state if exactly one of its sub states is active, whenever it is active.
Let us see the StateChart Construction of a machine that dispense bottles on inserting coins.
The above diagram explains the entire procedure of a bottle dispensing machine. On pressing
the button after inserting coin, the machine will toggle between bottle filling and dispensing
modes. When a required request bottle is available, it dispense the bottle. In the background,
another procedure runs where any stuck bottle will be cleared. The ‘H’ symbol in Step 4,
indicates that a procedure is added to History for future access.
Petri Nets
Petri Net is a simple model of active behavior, which has four behavior elements such as −
places, transitions, arcs and tokens. Petri Nets provide a graphical explanation for easy
understanding.
Place − This element is used to symbolize passive elements of the reactive system. A
place is represented by a circle.
Transition − This element is used to symbolize active elements of the reactive
system. Transitions are represented by squares/rectangles.
Arc − This element is used to represent causal relations. Arc is represented by
arrows.
Token − This element is subject to change. Tokens are represented by small filled
circles.
Visual Immediacy
It is a reasoning process that helps in understanding of information in the visual
representation. The term is chosen to highlight its time related quality, which also serves as an
indicator of how well the reasoning has been facilitated by the design.
Visual Impetus
Visual impetus is defined as a stimulus that aims at the increase in engagement in the
contextual aspects of the representation.
Visual Impedance
It is perceived as the opposite of visual immediacy as it is a hindrance in the design of the
representation. In relation to reasoning, impedance can be expressed as a slower cognition.
*********************************************************************