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Hci Unit 2

HCI unit 2

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19 views3 pages

Hci Unit 2

HCI unit 2

Uploaded by

tohamek272
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© © All Rights Reserved
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UNIT - 2

ABHAY KUMAR SINGH 10/30/23 PDF


Human interaction witH computers important Human cHaracteristics in desiGn

 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

psycHoloGical responses to poor desiGn

 Frustra on: ge ng upset Human considerations in desiGn


 Anxiety: feeling worried  Psycholocical Charcteris cs
 Confusion: making it hard to figure out how things work
 Irrita on: when design are inefficient or troublesome . • A tude • Mo va on • Pa ence
 Disengagement: losing interest • Expecta ons • Stress • Cogni ve Style
 Inefficiency: makes people work slower .
 Stress: it can make them feel like their goals are in danger.  Physical Charactris cs :
 Reduced sa sfac on: Not Being Happy • Age • Gender • handedness • Disabili es
 Cogni ve overload: thinking to much
 Task Experience - Level of knowledge of job and job tasks
pHysical reaction to poor desiGn  Systems Use – Frequent/ infrequent use of other systems in
 Par al use of system : use only a por on service, rather doing job
than its full capabili es.  Educa on - High school, college, or advanced degree •
 Abandonment of the system : stop using services or s/w. Reading Level - Less than 5th grade, 5th-12th, more than
 Indirect use of system : interact with a system through 12thgrade
third-party interfaces, rather than directly accessing the  Typing Skill - Expert (135 WPM), skilled (90 WPM), good (55
system itself. WPM), average (40 WPM), or "hunt and peck" (10WPM).
 Modifica on of system : task is changes to match the  Na ve Language or Culture- English, another, or several.
capabili es of the system .  Task structure : repe veness or predictability of tasks
 Misuse of the system : improper/unauthorized use of a being automated , high , moderate , low
technology  Task and need importance : high , moderate , or low
 Direct programming : this is a typical response of the importance of task being performed
sophis cated worker . Human interaction speed

 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

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