Hci Unit IV
Hci Unit IV
of Computer Engineering
Vipin 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
Mandel (1994) lists the 10 most common usability problems in graphical systems
as reported by IBM usability specialists. They are:
1. Ambiguous menus and icons.
2. Languages that permit only single-direction movement through a system.
3. Input and direct manipulation limits.
4. Highlighting and selection limitations.
5. Unclear step sequences.
6. More steps to manage the interface than to perform tasks.
7. Complex linkage between and within applications.
8. Inadequate feedback and confirmation.
9. Lack of system anticipation and intelligence.
10. Inadequate error messages, help, tutorials, and documentation.
construct a description of human performance. The level of granularity willvary based on the needs of the analysis.
✓ The Method is a series of operators that are used to accomplish the goal.
✓ Selection rules are used if there are multiple methods, to determine how one was selected overthe others.
GOMS
▪ GOMS provides a higher-level language for task analysis and UI
modeling
▪ Generates a set of quantitative and qualitative measures based on
description of the task and user interface
▪ Provides a hierarchy of goals and methods to achieve them
▪ Different GOMS variants use different terms, operate at various
levels of abstraction, and make different simplifying assumptions
GOMS analysis –To drag a file to destination operation
–Method for goal: drag item to destination.
•Step 1. Locate icon for item on screen.
•Step 2. Move cursor to item icon location.
•Step 3. Hold mouse button down.
•Step 4. Locate destination icon on screen.
•Step 5. Move cursor to destination icon.
•Step 6. Verify the destination icon.
•Step 7. Release mouse button.
•Step 8. Return with goal accomplished
GOMS example
GOAL: CLOSE-WINDOW
. [select GOAL: USE-MENU-METHOD
. MOVE-MOUSE-TO-FILE-MENU
. PULL-DOWN-FILE-MENU
. CLICK-OVER-CLOSE-OPTION
GOAL: USE-CTRL-W-METHOD
. PRESS-CONTROL-W-KEYS]
• linguistic
• architectural
Cognitive models
Cognitive models
• They model aspects of user:
• understanding
• knowledge
• intentions
• processing
• Common categorisation:
• Competence vs. Performance
• Computational flavour
• No clear divide
Goal and task hierarchies
• Mental processing as divide-and-conquer
• Example: sales report
produce report
gather data
. find book names
. . do keywords search of names database
. . . … further sub-goals
. . sift through names and abstracts by hand
. . . … further sub-goals
. search sales database - further sub-goals
layout tables and histograms - further sub-goals
write description - further sub-goals
Motivation
• From task analysis to formal description and prediction of interaction
➢ GOMS is a task analytic notation for procedural knowledge
➢ Syntax and semantics similar to a programming language
➢Assumes a simplified cognitive architecture (the Model Human Processor from
previous lectures)
➢ Can be executed in simulation (production rule system)
➢Static and run-time properties can provide quantitative predictions of usability,
e.g.: Time to complete task, Complexity/difficulty/ knowledge requirements,
Short term memory load Novice vs. expert behaviour, rate of learning Effects on
all these of changing the interface
DIRECT METHODS
Usability Laboratory Testing
▪ The significant advantage of the direct methods is the opportunity they provide tohear the
user’s comments in person and firsthand.
▪ Person-to-person encounters permit multiple channels of communication (bodylanguage,
voice inflections, and so on) and provide the opportunity toimmediately follow up on
vague or incomplete data.
▪ Here are some recommended direct methods for getting input from users.
FJK 2005
Objectives
FJK 2005
Evaluation paradigm
• Any kind of evaluation is guided explicitly or implicitly by a set of
beliefs
• these beliefs are often supported by theory
• The beliefs and the methods associated with them are known as an
‘evaluation paradigm’
e.g. Role of users, who controls, location, when used, type of data…
FJK 2005
Evaluation Techniques
• usability testing
• field studies
• predictive evaluation
• Combined Approach
• Walkthrough
Usability Testing
• recording the performance of typical users
• on typical tasks in controlled settings
• field observations may also be used
• users are watched
• recorded on video
• their activities are logged
• mouse movements, key presses
• evaluation
• calculation of performance times
• identification of errors
• explanation why the users did what they did
• user satisfaction
• questionnaires and interviews are used to elicit the opinions of users
Field Studies
• done in natural settings
• to understand what users do naturally and how technology impacts
them
• in product design field studies can be used to
- identify opportunities for new technology
- determine design requirements
- decide how best to introduce new technology
- evaluate technology in use
Predictive(Analytical) Evaluation
• experts apply their knowledge of typical users to predict usability
problems
• often guided by heuristics
• another approach involves theoretical models
• users need not be present
• relatively quick & inexpensive
Overview of Techniques
• observing users
• asking users about their opinions
• asking experts about their opinions
• testing the performance of users
• modeling the task performance of users
DECIDE:
A framework to guide evaluation
• Determine the goals the evaluation addresses.
• Explore the specific questions to be answered.
• Choose the evaluation paradigm and techniques to answer the
questions.
• Identify the practical issues.
• Decide how to deal with the ethical issues.
• Evaluate, interpret and present the data.
Determine the Goals
• What are the high-level goals of the evaluation?
• Who wants it and why?
• The goals influence the paradigm for the study
• Some examples of goals:
−Identify the best metaphor on which to base the design.
−Check to ensure that the final interface is consistent.
−Investigate how technology affects working practices.
−Improve the usability of an existing product .
Explore the Questions
• All evaluations need goals & questions to guide them so time is not wasted
on ill-defined studies.
• For example, the goal of finding out why many customers prefer to
purchase paper airline tickets rather than e-tickets can be broken down into
sub-questions:
- What are customers’attitudes to these new tickets?
- Are they concerned about security?
- Is the interface for obtaining them poor?
• What questions might you ask about the design of a cell phone?
Choose the Evaluation Paradigm & Techniques
➢ This means that the interface design should be usable by everyone in any situation.
➢ Universal design doesn't only mean making the design accessible for people with disabilities; instead, it
1. Heuristic evaluation is a process where experts use rules of thumb to measure the
usability of user interfaces in independent walkthroughs and report issues.
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Heuristic evaluation
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Multi-modal interaction
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Overview
• Introduction
• Problem statement
• Technologies used
• Speech
• Hand gesture input
• Gazetracking
• Design of the system
• Multimodal issues
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Overview
• Testing
• program tests
• usability tests
• human factors studies
• Conclusions and recommendations
• Future work
• Video
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Multimodal HCI
• Currently: mouse, keyboard input
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Aim
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Multi-modal vs. Multi-media
• Multi-modal systems
• use more than one sense (or mode ) of interaction
e.g. visual and aural senses: a text processor may speak the words as well
as echoing them to the screen
• Multi-media systems
• use a number of different media to communicate information
e.g. a computer-based teaching system:may use video, animation, text and
still images: different media all using the visual mode of interaction; may
also use sounds, both speech and non-speech: two more media, now using
a different mode
Problem statement
Prof. James L. Flanagan
Thank You
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