Human Computer Interaction
Human Computer Interaction
Chapter one
1: HCI: It is a study about how people interact or use
computers.
2: Principles of good design of interface:
-understand human behavior
-understand our capabilities & limitations.
3: Categories of information design: sensory system,
motor system, cognitive system.
4: Cognitive psychology of human being:
-capability & limitations of human ability.
-how humans perceive & store info in their memory.
-how humans physically manipulate objects.
5: Human centered design: process of interface
development that starts with users and their needs.
6: Function of human centered design: requires
developers who understand people & tasks the users wish
to achieve.
7: Types of touch: Thermo receptors; respond heat &
cold. Nociceptors: respond intensive pressure. Mechano-
receptors: respond pressure.
8: Human disability and role of HCI:
Visual impairments: those people can use sound &
touch to overcome their difficulties.
Hearing impairment: those people can use email or
instant message to overcome their difficulties.
Physical impairment: those people can use speech input
& output to develop a system.
Speech impairment: those people can use textual
communication.
9: Cognitive process: is how we acquire experience, and
how we store experience in our long-term memory.
10: Memory: is a retention & storage of the information.
11: Usability: process used to develop product.
12: Usability requirements: Learnability: learn how to
use a system. Flexibility: know how flexible it is.
Robustness: know how successful it is.
13: Adv of testing system at early stage: Rectify
potential problems, change & correct, expert view.
14: Goals in usability: to assess functionally, to assess
users experience, to rectify any problems.
15: Methods of user evaluation: Empirical methods,
Query methods, Observational techniques, and Co-
operative evaluation.
16: Two environment in user evaluation: Laboratory
studies, and Field studies.
17: Interview: enables the evaluator to get a good view.
18: questionnaires: enables us to get info on statistical
evidence.
19: SHNEIDERMAN’s eight golden rules;
-strive for consistency
-using shortcuts
-offer informative feedback
-design dialogs
-offer error prevention
-permit easy reversal of actions
-support internal laws of controls
-reduce short-term memory load.
20: NORMAN’s seven principles:
-use both knowledge in world & in head.
-simplify structure of tasks
-make things visible
-get the mapping right
-exploit power of constraints
-design for error
-standardize.
Chapter two
1: software development life cycle (SDLC): process of
planning, creating, testing, and deploying information
systems across hardware and software.
2: Types of SDLC: Waterfall model and Iterative
development model.
3: Waterfall model: linear process model that divides
development processes into successive project phases.
4: Stages of waterfall mode:
-Analysis: Discusses the requirement analysis,
specification of functions and the interaction methods.
-Design: it look into the method of prototyping.
-Implementation: It focuses on the prototype
development tools.
-Testing: Discusses the procedure in conducting an
evaluation session.
-Delivery: Submitting the product to the customer.
5: Adv of waterfall model: enables you to plan and
organize the tasks, Short development times, Low cost.
6: Dis adv of waterfall model: Not flexible for changes,
Unable to see the complete product until it is finally
complete.
7: Iterative development model: software development
approach that breaks a large application into smaller parts
8: Adv of iterative: Can cope with changes, Quality can
be maintained, Problems can be discovered.
9: Dis adv of iterative: Limited application, process can
be messy, Cost can be increased.
10: Requirement Analysis: is a process to find out the
user’s requirements.
11: Task analysis: process where we can identify how
the users perform their tasks in order to achieve a goal.
12: Types of questions: Open question, and Closed
questions.
13: Specification of Functions:
Functional specification: specifies the function of the
system.
Data specification: specifies the input and output of the
system.
14: Interaction Methods: process provides many
features for the efficient development and maintenance of
tests.
15: Interaction styles: Command line, Menu interface,
Natural Language.
16: Command line: text-based interface within the
operating system.
17: Menus interaction style: requires you to interact with
the computer system through a menu driven interface.
18: Implementation process: stage where the
programmers convert the design ideas into a workable
system.
19: Evaluation without user participation: carried out at
the early stage of the system development.
20: Items you must prepare before evaluation:
- document
- practical example
- prototype
- user manual.
Chapter three
1: Semiotic: is the study of signs.
2: Why semiotic? Because it tells the functionality of
each of the signs by looking at it.
3: Signs: can take the form of a word, image, sound,
odour, flavour, act or object.
4: Symbolic: refers to the image that contains an
abstract symbol.
5: Iconic: refers to the image that has direct physical
relationship between the represented object and the real
representation.
6: Indexical: refers to the image that has casual or
physical connection between the image and what it
represents.
7: Types of data on screen:
- passive data: gives you information.
-active data: expects you to interact with the
information.
8: Data entry: is the process of digitizing data by entering
it into a computer system.
9: Window Design: designing your window by using
icons, menus, pointers, and etc.
10: Widget: software application that is designed to
provide a specific piece of information.
11: Icon: is a small image that symbolizes a closed
window.
12: Iconifying: technical term that means shrinking a
window to its icon.
13: Pointers: tool where you can point and select items
on your monitor screen.
14: Menu: is the tool where it groups a set of operations
together.
15: Button: is used to invoke a specific operation or to
closure between states.
16: Toolbar: contains a group of small buttons.
17: Dialog box: is used to capture the user’s attention.
Chapter four
1: Navigation system: computing system that aids in
navigation.
2: A good navigation will hide all the complexity or
technical information from the users.
3: Local navigation: details page by page the navigation
issue.
4: principles of designing a local navigation:
- Knowing where are you
-Knowing what you can do
-Knowing where you are going
-Knowing where you have been
5: Global navigation: connecting all the pages or screens
together to form a complete navigation system.
6: Hierarchical chart: used to structure a navigation
system.
7: Factors to be consider in hierarchical chart:
- should be user-centered.
- Reduce burden on the user’s memory.
- needs to provide the undo option.
8: Response time starts: from the moment you initiate an
action until the moment the system returns a feedback.
9: Display rate: speed taken by the system to display the
information.
10: Factors affects time to display: the bandwidth,
speed of the modem, network traffic or the processor
speed.
11: Poor response time problems can be eliminated
by: - Using an indicator bar
- Use the power of constraint
12: A poorly designed error message: can make the
problem nastier and frustrate the users
13: Factors that cause the system to generate error
messages: - Poor response time.
-Slips and mistakes.
-un understandable of system.
-lack of knowledges.
-users are confused with the system.
13: Helpful error message: Help the user to rectify and
solve the problems.
14: Guidelines to design error message:
- Appropriate physical format.
- Specificity.
- Constructive guidance & positive tone.
- User focus style.
15: Computer-Supported Cooperative Work (CSCW):
designing and evaluating a new system that enables
social interaction at work.
16: Groupware: is part of the CSCW systems that are
built to support users working in groups.
END