Unit - 3
Unit - 3
• Precision
• Compactness
• Speed in learning
• Visual appeal
• text editing
• electronic mail
• financial management
• inventory
• gaming
Designers should
• create a table of user communities and tasks, with expected use frequency
• allow shortcuts for expert users, such as macros and customizing system parameters
Command-Organization Strategies
– learning
– problem solving
– retention
– Each command is chosen to carry out a single task. The number of commands
match the number of tasks.
– For small number of tasks, this can produce a system easy to learn and use.
– DELETE FILEA
– PRINT/3,HQ FILEA
• Error rates and the need for extensive training increase with the number of possible
options.
Beneficial for
task concepts
computer concepts
syntactic details of command languages
1. Simple truncation: The first, second, third, etc. letters of each command.
2. Vowel drop with simple truncation: Eliminate vowels and use some of what
remains.
3. First and last letter: Since the first and last letters are highly visible, use them.
4. First letter of each word in a phrase: Use with a hierarchical design plan.
• A simple primary rule should be used to generate abbreviations for most items; a
simple secondary rule should be used for those items where there is a conflict.
• Abbreviations generated by the secondary rule should have a marker (for example,
an asterisk) incorporated in them.
• Truncation should be used because it is an easy rule for users to comprehend and
remember. However, when it produces a large number of identical abbreviations for
different words, adjustments must be found.
Command-language guidelines
• Natural-language interaction
• Text-database searching
Keyboard Layouts
• QWERTY layout
– put frequently used letter pairs far apart, thereby increasing finger
travel distances
• Dvorak layout
– 1920
• ABCDE style
– 3 to 5 millimeters displacement
• Function keys
– alternative is to use closer keys (e.g. ALT or CTRL) and one letter to
indicate special function
– Virtual keyboards
– Cloth keyboards
– Soft keys
• 1. Select:
• 2. Position:
• 3. Orient:
• 4. Path:
• 5. Quantify:
• lightpen
• Touchscreen
– then see a cursor that they can drag around on the display
– when the users are satisfied with the position, they lift their
fingers off the display to activate
• Stylus
• mouse
• joystick
• graphics tablet
• touchpad
• Human-factors variables
– accuracy of positioning
– error rates
– learning time
– user satisfaction
• Other variables
– cost
– durability
– space requirements
– weight
• Some results
– graphics tablets are appealing when user can remain with device
for long periods without switching to keyboard
– for tasks that mix typing and pointing, cursor keys a faster and are
preferred by users to a mouse
• Fitts' Law
Novel devices
1. Foot controls
2. Eye-tracking
3. Multiple-degrees-of-freedom devices
4. DataGlove
5. Haptic feedback
6. Bimanual input
8. Handheld devices
9. Smart pens
11.Game controllers
• Speech recognition still does not match the fantasy of science fiction:
• mobility is required
• Continuous-speech recognition
• receive messages
• replay messages
• reply to caller
• archive messages
– Low cost
– Voice prompts
– Voice mail
– Audio books
– Instructional systems
• Speech generation
• to confirm actions
• offer warning
• The display has become the primary source of feedback to the user from
the computer
• Power consumption
• Cost
• Reliability
• Portability
• Privacy
• Saliency
• Ubiquity
• Simultaneity
Display technology
• Monochrome displays
– flicker-free
• Plasma panel
– rows of horizontal wires are slightly separated from vertical wires
by small glass-enclosed capsules of neon-based gases
• Electronic ink
• Braille displays
• Large displays
– 3D images
• Currently mobile devices used for brief tasks, except for game playing
• Digital video