Hci Unit III
Hci Unit III
of Computer Engineering
Mr. V. K. Wani
Course Objectives:
❑ To understand the importance of HCI design process in software development
❑ To learn fundamental aspects of designing and implementing user interfaces
❑ To study HCI with technical, cognitive and functional perspectives
❑ To acquire knowledge about variety of effective human-computer-interactions
❑ To co-evaluate the technology with respect to adapting changing user requirements in
interacting with computer
➢ Thus, close scrutiny of users’ needs, limitations and contexts, etc. empowers
designers to customize output to suit precise demands.
“Interaction Design is the creation of a dialogue between a person and a product, system, or
service. This dialogue is both physical and emotional in nature and is manifested in the
interplay between form, function, and technology as experienced over time.”
- John Kolko, Author of Thoughts on Interaction Design (2011).
scenarios
what is task analysis
guidelines
wanted principles
interviews precise
analysis specification
ethnography
1. Interviewing people
2. Videotaping them
3. Looking at documents and objects that they work with
4. Observing them directly
• Analysis :The result of observation and interview need to be ordered in
some way to bring out key issues and communicate with later stages of
design
• Design: record our design choices in some way using different methods
and notations
• Its about designing the concept of the system called conceptual design
• Iteration and prototyping
• Deploy and implement
• Iteration and Prototyping:
• getting better …… and starting well
OK?
design prototype evaluate done!
re-design
pitfalls of prototyping
• minimal typing
8. Three dimensional interfaces
• virtual reality
• ‘ordinary’window systems
• highlighting
• visual affordance
• indiscriminate use flat buttons …
just confusing!
• 3D workspaces click me!
• use for extra virtual space
• light and occlusion give depth … or sculptured
• distance effects
Direct manipulation
Direct manipulation is a central theme in interface design and is treated in a separate
encyclopedia entry. Below, Direct manipulation is only briefly described.
The term direct manipulation was introduced by Ben Shneiderman in his keynote address at
the NYU Symposium on User Interfaces (Shneiderman 1982) and more explicitly in
Shneiderman (1983) to describe a certain ‘direct’ software interaction style that can be traced
back to Sutherlands sketchpad (Sutherland 1963).
Direct manipulation captures the idea of “direct manipulation of the object of interest”
(Shneiderman 1983: p. 57), which means that objects of interest are represented as
distinguishable objects in the UI and are manipulated in a direct fashion.
➢ Direct manipulation is a style of Human Machine Interaction (HMI) design which features
a natural representation of task objects and actions promoting the notion of people
performing a task themselves (directly) not through an intermediary like a computer.
➢ Virtual Reality can be viewed as a field which can draw upon the principles of direct
manipulation for Human-Computer Interaction (HCI) design or as an example or extension
of direct manipulation itself.
Advantages Disadvantages
1. Visually presents task concepts. 1. May be more difficult to programme.
2. Easy to learn. 2. Not suitable for small graphic displays.
3. Errors can be avoided more easily. 3. Spatial and visual representation is not always
4. Encourages exploration. preferable.
5. High subjective satisfaction. 4. Metaphors can be misleading since the “the
6. Recognition memory (as opposed to cued or free essence of metaphor is understanding and
recall memory) experiencing one kind of thing in terms of
another” (Lakoff and Johnson 1983: p. 5),
which, by definition, makes a metaphor
different from what it represents or points to.
Compact notations may better suit expert users.
• Continuous visibility of objects and actions: objects are continuously visible. Reminders
of actions to be performed are also obvious.
▪ What the user interacts with is a collection of elements referred to as objects. They can be
seen, heard, touched, or otherwise perceived. Objects are always visible to the user and are
used to perform tasks. They are interacted with as entities independent of all other objects.
▪ People perform operations, called actions, on objects. The operations include accessing
and modifying objects by pointing, selecting, and manipulating.
➢ Information can appear or disappear through floating windows and navigation and
commands can be done through menu or pull downs or screen controls.
➢ Increased computer power and the vast improvement in the display enable the user’s
actions to be reacted to quickly, dynamically, and meaningfully.
➢ If properly used graphics can reduce mental and perceptional load and increases
information transfer between men and machine because of visual comparisons and
simplification of the perception of structure.
✓ Visual presentation is the visual aspect of the interface. It is what people see
on the screen. The sophistication of a graphical system permits displaying
lines, including drawings and icons. It also permits the displaying of a variety
of character fonts, including different sizes and styles.
▪ While the introduction of the graphical user interface revolutionized the user interface, the
Web has revolutionized computing. It allows millions of people scattered across the globe
to communicate, access information, publish, and be heard. It allows people to control
much of the display and the rendering of Web pages.
▪ Web usage has reflected this popularity. The number of Internet hosts has risen
dramatically.
▪ Users have become much more discerning about good design. Slow download times,
confusing navigation, confusing page organization, disturbing animation, or other
undesirable site features often results in user abandonment of the site for others with a
more agreeable interface.
A Web interface possesses a number of characteristics, some similar to a GUI interface, and,
as has already been shown, some different.
Presentation Windows, menus, controls, data, toolbars Two components, browser and page Within page,
Presented as specified by designer. Generally any combination of text, mages, audio, video, and
standardized by toolkits and style specifications. animation. May not be presented as specified by the
guides. designer— dependent on browser, monitor, and user
Little standardization.
Navigation Through menus, lists, trees, dialogs, and wizards. Through links, bookmarks, and typed URLs.
Interaction Interactions such as clicking menu choices, Basic interaction is a single click. This can cause
pressing buttons, selecting list choices, and extreme changes in context, which may not be
cut/copy/paste occur within context of active noticed.
program.
➢ Learnability
➢ Throughput
➢ Flexibility
➢ Attitude