Hci Unit 2
Hci Unit 2
Human interac on with computers, also known as HCI , Memory: Memory is not the most stable of human
refers to the ways in which people communicate and a ributes, as anyone who has forgo en why they walked
engage with computers and digital technology. into a room, or forgo en a very important birthday, can
HCI systems are easy , safe , effec ve and enjoyable . a est.
key aspects of human interac on with computers: Short-term memory : working memory
1. input devices 5.GUI Long-term memory : allowing us to remember events,
2. Voice interac on 6.Touch Screen knowledge, and experiences from the past
3. Gestures 7.Accessibility Mighty memory :excep onal memory capabili es
4. User Experiences(UX) Design 8.Feedback & response Sensory Storage : info. Collected from our senses .
Percep on : our awareness and understanding of the
Goal of Hci elements and objects of our environment through the
Understand factors that determine how people use physical sensa on of our various senses like sight, sound,
technology smell and so on.
Achieve efficient , effec ve and safe interac on . Proximity :objects that are close to each other as being
Put people first . related or forming a group.
Similarity:objects that are share common visual property
wHy people Have trouble witH computers then mind see belonging together .
Mental Models: plays a significant role in understanding
Poorly designed interfaces.
how users interact with and understand computer systems
Use of jargon
and interfaces.
Non-obvious design
Fine dis nc ons
an "error-preven ng" strategy
Design inconsistency
Reading
Prose text - 250-300 words per minute.
Proof reading text on paper - 200 words per minute.
Proofreading text on a monitor - 180 words per minute. E-Mail or Bulle n Board
Listening User Group
Speaking to a computer: 150-160 words per minute. Other Media Analysis
A er recogni on correc ons: 105 words per minute System Tes ng
Keying :
understandinG user’s mental model
The average typing speed is around 40 words per
minute. goal of task analysis , and understanding the user , is to gain
Two finger typists can key memorized text at 37words a picture of the user’s mental model.
per minute and copied text at 27 words per minute The user’s needs and the user’s profile.
Speaking : A user task analysis.
Dicta ng to a computer occurs at a rate of about 105
words per minute . developinG user’s conceptual model
understand tHe business functions output of the task analysis is the crea on , by the designer
of a conceptual model for the user interface .
Business defini on and requirements analysis conceptual model based on user’s mental model
Direct methods Users new mental model
Indirect methods
Requirements collec on guidelines desiGn standards or style Guides
Determining basic business func ons
A design standard or style guide documents an agreed-
Developing conceptual modes
upon way of doing something.
Understanding mental models
It also defines the interface standards, rules, guidelines, and
Users new mental model
conven ons that must be followed in detailed design.
Design standards or style guides
This is valuable to users because standards and guidelines:
Value of standards and guidelines
Allow faster performance.
Document design
Reduce errors.
Design support and implementa on
Reduce training me.
System training and documenta on
Foster be er system u liza on.
direct metHods Improve sa sfac on.
Improve system acceptance.
The significant advantage of the direct methods is the
opportunity they provide to hear the user’s comments in card sortinG for tHe websites
person and firsthand
It is a user research technique that helps user experience
Following method to ge ng details from the users:
designers and developers understand how users make
Individual Face-to-Face Interview
sense of web content.
Telephone Interview or Survey
To conduct a card sort, you can:
Tradi onal Focus Group
Choose a set of topics. The set should include 40–80
Facilitated Team Workshop
items that represent the main content on the site.
Observa onal Field Study
Ask users to organize the topics into groups.
User-Interface Prototyping
Ask users to name the groups.
Usability Laboratory Tes ng
Debrief the user.
Card Sor ng for Web Sites
Repeat with 15–20 users.
indirect metHods Analyze the data.
It requirements is one that places an intermediary b/w Guidelines for desiGn conceptual model
developer and user.
Reflect the user’s mental model , not the designer’s.
This intermediary may be electronic or another person.
Duplicate ac ons that are already well learned
Following method to ge ng details from the users:
Follow expecta ons, habits, rou nes, and common beliefs.
MIS Intermediary
Make invisible parts and process of a system visible
Paper Surveyor Ques onnaire
Provide ac on response compa bility
Electronic Surveyor Ques onnaire
Provide proper and correct feedback
Electronic Focus Group
Poor design inconsistency etc .
Marke ng and Sales
Support Line