0% found this document useful (0 votes)
19 views8 pages

Chapter 2 Detailed

Uploaded by

Emy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
19 views8 pages

Chapter 2 Detailed

Uploaded by

Emy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 8

Human-Computer Interaction (HCI)

Lecture 2
➢ Interaction
➢ Design Process

DR. MOHAMED ABDALLA

HCI, LECTURE 2, Page | 1 of 8


Interaction

Interaction involves two terminals humans and systems. The interaction is simply the commu-
nication between the users/humans and the systems/computers. This interaction can be catego-
rised as two types. The first, which is batch input, is that the user provides all information to
the computer at once and leaves the machine to perform the task. The second requires highly
interactive devises such as direct manipulation and the applications of virtual reality. Here the
user is constantly providing instruction and receiving feedback. These are the types of interac-
tive system we are considering.

1. Models of interaction

The need of the interaction models is to evaluate the components of the interaction. Also, the
models help us to understand complex behaviour and complex systems.

Basically, the purpose of interactive systems is to assist users to accomplish their goals from
specific application domain.

For every interaction there are some terms which describe the activities of the interaction:

• Goals: the desired output.

• Intention: a specific action required to meet the goal.

• Domain: defines an area of expertise and knowledge in some real-world activity.

• Task: tasks are operations to manipulate the concepts of a domain.

• Task analysis: the identification of the problem space.

• Core language: the computational language.

• User’s language: the natural language.

One of the common models of HCI is Norman’s model. It divides the interaction into
two stages: execution and evaluation. These two stages might then be subdivided into fur-
ther stages as shown in the figure and follows:

1. Establishing goal: This is the user’s notion of what needs to be done and is framed in
terms of the domain, in the task language.
HCI, LECTURE 2, Page | 2 of 8
2. Forming intention (Planning): The user’s goals are sometimes imprecise. Therefore,
goals need to be translated into more specific intention, and then actual actions that will
reach the goal, before it can be executed by the user.

3. Specifying action sequence: determining the steps to reach the goals.

4. Executing action: applying the steps

5. Perceiving system state: observing the outcomes

6. Interpreting system state: interpreting results based on the user’s expectations.

7. Evaluating system state with respect to the goals and intentions: if the system re-
sults meet the user’s goals. If so, the interaction has finished. Otherwise, repeat the
cycle.

Note:

• gulfs of execution: as Norman described is when the system/interface causes problem


to their users.

• Human errors: slips & mistakes

HCI, LECTURE 2, Page | 3 of 8


Example:

Norman uses a simple example of switching on a light to illustrate this cycle. Imagine you are
sitting reading as evening falls. You decide you need more light; that is, you establish the goal
to get more light. From there you form an intention to switch on the desk lamp, and you specify
the actions required, to reach over and press the lamp switch. If someone else is closer the
intention may be different – you may ask them to switch on the light for you. Your goal is the
same, but the intention and actions are different. When you have executed the action you
perceive the result, either the light is on or it isn’t, and you interpret this, based on your
knowledge of the world. For example, if the light does not come on you may interpret this as
indicating the bulb has blown or the lamp is not plugged into the mains, and you will formulate
new goals to deal with this. If the light does come on, you will evaluate the new state according
to the original goals – is there now enough light? If so, the cycle is complete. If not, you may
formulate a new intention to switch on the main ceiling light as well.

2. Frameworks and HCI

The interaction components are: the user, interface (input/output), and the system.

HCI, LECTURE 2, Page | 4 of 8


Translations between components

3. Ergonomics

It’s also called human factors; it is basically the study of the physical characteristics of the
interaction: how the controls are designed, the physical environment in which the
interaction takes place, and the layout and physical qualities of the screen.

System shows information is shown in a screen and provides control mechanisms to the
user.

Ergonomics is about physical aspects, not just cognitive aspects.

A. Arrangement of controls and displays

The importance of arrangement of the control and displays will not be very serious
when the interaction is with a single user who is processing a page of document file.
However, safety-critical applications such as plant control, aviation and air traffic control
will put the users under sever pressure and they are faced huge range of displays and
controls. So, it is crucial the physical display and layout of these be appropriate.

B. The physical environment of the interaction

Some questions must be answered to create a successful interaction: where will the
system be used? By whom will it be used? Will users be sitting, standing or moving about?

HCI, LECTURE 2, Page | 5 of 8


The answers will help to find appropriate environments for users to deal seamless with
systems.

C. Health issues

There are factors in the physical environment that directly affect the quality of the
interaction and the user’s performance:

• Physical position: users should be able to reach all controls comfortably and see all
displays.

• Temperature: some experimental studies show that performance deteriorates at high


or low temperatures, with users being unable to concentrate efficiently.

• Lighting: the lighting level will again depend on the work environment. However,
adequate lighting should be provided to allow users to see the computer screen without
discomfort or eyestrain. The light source should also be positioned to avoid glare
affecting the display.

• Noise: nise levels should be maintained at a comfortable level in the work environment.

• Time: The time users spend using the system should also be controlled. It for two
reasons. The first is because some systems require quick response. The second, users
need to use the technology for short time. For example, CRT displays might hurt user’s
sight.

D. The use of colour

Ergonomics has a close relationship to human psychology in that it is also concerned


with the perceptual limitations of humans and the culture of colour use.

4. Interaction styles

Interaction can be seen as a dialog between the computer and the user. The choice of
interface style can have a profound effect on the nature of this dialogue. There are several
common interface styles including:

• Command line interface

HCI, LECTURE 2, Page | 6 of 8


1. Menus
2. Natural language
3. Question/answer and query dialog
4. Form-fills and spreadsheets
5. WIMP (Its elements are: windows, icons, menus, pointers, buttons, toolbars, palettes,
and dialog boxes)
6. Point and click
7. Three-dimensional interfaces.

Design Process

A simple definition of design is to achieve goals within constraints

Goals should answer the following enquires:

− What is the purpose of the design we are intending to produce?


− Who is it for?
− Why do they want it?

While constraints should provide answers for the follows:

− What materials must we use?


− What standards must we adopt?
− How much can it cost?
− How much time do we have to develop it?
− Are there health and safety issues?

The golden rule of design is understanding your materials. For Human–Computer Interaction
the obvious materials are the human and the computer. That is, we must:

• Understand computers: limitations, capacities, tools, platforms

• Understand people: psychological, social aspects, human error.

HCI, LECTURE 2, Page | 7 of 8


The process of design

• Requirements – what is wanted: the first stage is establishing what exactly is needed.
As a precursor to this it is usually necessary to find out what is currently happening. The
techniques used for this in HCI: interviewing people, videotaping them, looking at the
documents and objects that they work with, observing them directly.

• Analysis the results of observation and interview need to be ordered in some way to
bring out key issues and communicate with later stages of design.

• Design: it the stage where input from theoretical work is most helpful, including cogni-
tive models, organizational issues and understanding communication. The need for itera-
tion and prototype is because humans are complex, and we cannot expect to get designs
right first time. We therefore need to evaluate a design to see how well it is working and
where there can be improvements.

• Implementation and deployment Finally, when we are happy with our design, we need
to create it and deploy it. This will involve writing code, perhaps making hardware, writ-
ing documentation and manuals – everything that goes into a real system that can be
given to others.

HCI, LECTURE 2, Page | 8 of 8

You might also like