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Download (Ebook) Human-Computer Interaction in Game Development with Python: Design and Develop a Game Interface Using HCI Technologies and Techniques by Joseph Thachil George, Meghna Joseph George ISBN 9781484281819, 1484281810 ebook All Chapters PDF

The document provides information on various ebooks related to human-computer interaction and game development, including titles by Joseph Thachil George and Meghna Joseph George. It includes links to download these ebooks in multiple formats and discusses the contents of the book 'Human-Computer Interaction in Game Development with Python.' Additionally, it outlines the structure of the book, covering topics such as interface design, game development tools, and methodologies in HCI.

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Human-Computer
Interaction in Game
Development with
Python
Design and Develop a Game
Interface Using HCI Technologies
and Techniques

Joseph Thachil George
Meghna Joseph George
Human-Computer
Interaction in Game
Development with
Python
Design and Develop a Game
Interface Using HCI
Technologies and Techniques

Joseph Thachil George


Meghna Joseph George
Human-Computer Interaction in Game Development with Python: Design
and Develop a Game Interface Using HCI Technologies and Techniques

Joseph Thachil George Meghna Joseph George


Hannover, Germany Hannover, Germany

ISBN-13 (pbk): 978-1-4842-8181-9 ISBN-13 (electronic): 978-1-4842-8182-6


https://doi.org/10.1007/978-1-4842-8182-6

Copyright © 2022 by Joseph Thachil George, Meghna Joseph George


This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or
part of the material is concerned, specifically the rights of translation, reprinting, reuse of
illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way,
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The use in this publication of trade names, trademarks, service marks, and similar terms, even if
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they are subject to proprietary rights.
While the advice and information in this book are believed to be true and accurate at the date of
publication, neither the authors nor the editors nor the publisher can accept any legal
responsibility for any errors or omissions that may be made. The publisher makes no warranty,
express or implied, with respect to the material contained herein.
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Printed on acid-free paper
Table of Contents
About the Authors��������������������������������������������������������������������������������xi

About the Technical Reviewer�����������������������������������������������������������xiii


Introduction����������������������������������������������������������������������������������������xv

Chapter 1: Human-Computer Interaction Tools and Methodologies�����1


Fundamentals of Human-Computer Interaction����������������������������������������������������1
Digging Deeper������������������������������������������������������������������������������������������������4
Designing the Interface�����������������������������������������������������������������������������������������7
Adaption and Interfaces��������������������������������������������������������������������������������������10
Interfaces of Multi-Device�����������������������������������������������������������������������������������13
Evolutionary Trends���������������������������������������������������������������������������������������������15
Evaluation of Usability�����������������������������������������������������������������������������������16
Bringing Usability and Accessibility Together�����������������������������������������������������18
Analysis of Task Situations����������������������������������������������������������������������������19
Techniques and Tools for Human-Computer Interaction Development���������������20
Techniques for Defining Specifications���������������������������������������������������������22
The Cycle of Tool Life and Methodologies Taxonomy������������������������������������������25
Selecting Instruments, Techniques, and Resources��������������������������������������������26
The Eye Tracking Technique and Usability�����������������������������������������������������27
Eye Tracking Studies�������������������������������������������������������������������������������������28
User Control���������������������������������������������������������������������������������������������������28
Usability Testing��������������������������������������������������������������������������������������������30

iii
Table of Contents

Why Eye Tracking?�����������������������������������������������������������������������������������������30


Creating an Effective Interface����������������������������������������������������������������������31
Graphical User Interfaces������������������������������������������������������������������������������������32
Characteristics of User Interfaces�����������������������������������������������������������������32
Summary������������������������������������������������������������������������������������������������������������34

Chapter 2: Human-Computer Interaction Tools and Game


Development���������������������������������������������������������������������������������������35
Tools and Techniques for General Game Development���������������������������������������36
The Video Game Interface������������������������������������������������������������������������������36
Video Game Development and Interaction����������������������������������������������������36
Video Game Users’ Requirements and Needs�����������������������������������������������37
Interactive UI Design for a Game�������������������������������������������������������������������38
Panel Design��������������������������������������������������������������������������������������������������40
Window Architecture�������������������������������������������������������������������������������������41
Icon Design����������������������������������������������������������������������������������������������������42
Color Development����������������������������������������������������������������������������������������43
Eye-Tracking Techniques������������������������������������������������������������������������������������45
The Impact of Eye Tracking in Games������������������������������������������������������������45
Eye Tracking in Games����������������������������������������������������������������������������������45
Face and Eye Recognition�����������������������������������������������������������������������������������50
Modeling and Development���������������������������������������������������������������������������50
Conclusions and Problems����������������������������������������������������������������������������54
Creating the Data Structure��������������������������������������������������������������������������������54
Modeling and Development���������������������������������������������������������������������������54
Conclusions and Problems����������������������������������������������������������������������������55
Applying Photographic Filters�����������������������������������������������������������������������������55
Modeling and Development���������������������������������������������������������������������������55
Conclusions���������������������������������������������������������������������������������������������������56

iv
Table of Contents

Recognizing the Iris��������������������������������������������������������������������������������������������56


Modeling and Development���������������������������������������������������������������������������57
Conclusions and Problems����������������������������������������������������������������������������57
Edge Detection����������������������������������������������������������������������������������������������������58
Modeling and Development���������������������������������������������������������������������������58
Conclusions and Problems����������������������������������������������������������������������������60
Parameter Analysis on Blur, CLAHE, and CANNY Filters��������������������������������������60
Modeling and Development���������������������������������������������������������������������������61
Analysis���������������������������������������������������������������������������������������������������������65
Iris Recognition (2)����������������������������������������������������������������������������������������������65
Modeling and Development���������������������������������������������������������������������������65
Conclusions and Problems����������������������������������������������������������������������������66
“Average Color” Recognition�������������������������������������������������������������������������������67
Modeling and Development���������������������������������������������������������������������������67
Conclusions���������������������������������������������������������������������������������������������������69
Project Analysis���������������������������������������������������������������������������������������������������70
Data Analysis�������������������������������������������������������������������������������������������������70
Project Conclusions��������������������������������������������������������������������������������������������78
Summary������������������������������������������������������������������������������������������������������������79

Chapter 3: Developing a Video Game��������������������������������������������������81


Roles in the Video Game Industry�����������������������������������������������������������������������82
Producers������������������������������������������������������������������������������������������������������82
Publishers������������������������������������������������������������������������������������������������������84
Game Developers������������������������������������������������������������������������������������������85
Roles and Processes of Game Development�������������������������������������������������������87
Game Design�������������������������������������������������������������������������������������������������88
Game Art Design��������������������������������������������������������������������������������������������91

v
Table of Contents

Game Programming���������������������������������������������������������������������������������������93
Game Testing�������������������������������������������������������������������������������������������������97
Software Development����������������������������������������������������������������������������������������97
Game Development Phases������������������������������������������������������������������������������101
Pre-Production Phase����������������������������������������������������������������������������������101
Outsourcing�������������������������������������������������������������������������������������������������103
Production Phase����������������������������������������������������������������������������������������104
Milestones: The Cornerstones of Development�������������������������������������������106
Post-Production Phase��������������������������������������������������������������������������������������107
Localization�������������������������������������������������������������������������������������������������������108
Fan Translation��������������������������������������������������������������������������������������������109
Summary����������������������������������������������������������������������������������������������������������110

Chapter 4: Turning Points in Game Development�����������������������������111


Game Engines���������������������������������������������������������������������������������������������������111
Rendering Engine����������������������������������������������������������������������������������������112
Indie Video Games���������������������������������������������������������������������������������������114
Crowdfunding����������������������������������������������������������������������������������������������116
The Case of Dreams: Developing a Game Within a Video Game�����������������������117
Current Problems in the Development of Video Games������������������������������������118
Crunch Time������������������������������������������������������������������������������������������������119
Piracy�����������������������������������������������������������������������������������������������������������120
Programming Stages�����������������������������������������������������������������������������������122
Paradigms and Programming Languages���������������������������������������������������������124
Visual Programming������������������������������������������������������������������������������������������128
Summary����������������������������������������������������������������������������������������������������������137

vi
Table of Contents

Chapter 5: Developing a Game in Python�����������������������������������������139


Python and Pygame������������������������������������������������������������������������������������������139
Designing the Video Game��������������������������������������������������������������������������������140
Development Team��������������������������������������������������������������������������������������������141
Game Design Document and Production����������������������������������������������������������142
Game Menu�������������������������������������������������������������������������������������������������������143
Short Introduction to Pygame���������������������������������������������������������������������������144
Game Interface��������������������������������������������������������������������������������������������������146
The Player���������������������������������������������������������������������������������������������������������148
Powering Up������������������������������������������������������������������������������������������������������151
The Enemies�����������������������������������������������������������������������������������������������������153
The Bosses��������������������������������������������������������������������������������������������������������155
Collision Management��������������������������������������������������������������������������������������163
The Levels���������������������������������������������������������������������������������������������������������165
Summary����������������������������������������������������������������������������������������������������������170

Chapter 6: Game Development – Industry Standards�����������������������173


Game Terminology��������������������������������������������������������������������������������������������173
Overall Design of the Game�������������������������������������������������������������������������������174
Frontend and Backend in Game Development��������������������������������������������174
Verify the Token�������������������������������������������������������������������������������������������175
General Description of the Game’s Services�����������������������������������������������������188
Network Interfaces and Sequence Diagram for the Game
Development Cycle�������������������������������������������������������������������������������������������193
Game Network Interfaces����������������������������������������������������������������������������194
Sequence Diagrams������������������������������������������������������������������������������������212

vii
Table of Contents

Security of Online Games Through a Web Portal�����������������������������������������������218


Secure Code for Games�������������������������������������������������������������������������������219
Secure by Design�����������������������������������������������������������������������������������������220
Security Control�������������������������������������������������������������������������������������������221
Summary����������������������������������������������������������������������������������������������������������221

Chapter 7: Gamification in Human-Computer Interaction����������������223


Gamification Strategy���������������������������������������������������������������������������������������224
Gamification Examples�������������������������������������������������������������������������������������225
Common Risks and Mistakes����������������������������������������������������������������������������228
Gamification in Education���������������������������������������������������������������������������������232
Aspects of the Game’s Foundation��������������������������������������������������������������232
The Different Game Categories�������������������������������������������������������������������233
Psychology and Motivation in Gamification������������������������������������������������������235
The Two Different Types of Motivation���������������������������������������������������������235
Playing and Learning�����������������������������������������������������������������������������������236
Gamification in the Classroom���������������������������������������������������������������������237
Factors that Make Gamification in the Classroom Easier����������������������������242
How Can Gamification Help with Learning?������������������������������������������������243
Games-Based Learning vs Gamification������������������������������������������������������244
Solutions for an Educational Game�������������������������������������������������������������246
Designing a Gamified Application���������������������������������������������������������������������248
Math Games for Kids�����������������������������������������������������������������������������������249
Gamified Applications Dedicated to Training�����������������������������������������������251

viii
Table of Contents

Methodology for Creating Gamified Applications����������������������������������������������254


Web Application�������������������������������������������������������������������������������������������255
Native Application����������������������������������������������������������������������������������������257
Native App vs Web App��������������������������������������������������������������������������������258
The PhoneGap Framework��������������������������������������������������������������������������������259
Why PhoneGap?�������������������������������������������������������������������������������������������261
PhoneGap’s Architecture�����������������������������������������������������������������������������263
Anaconda Python and the PyQT5 GUI Framework��������������������������������������������267
Anaconda Installation����������������������������������������������������������������������������������267
PyQT5 Installation����������������������������������������������������������������������������������������268
PyQT Events�������������������������������������������������������������������������������������������������273
Drawbacks to Gamification�������������������������������������������������������������������������284
Avoiding the Drawbacks������������������������������������������������������������������������������285
Summary����������������������������������������������������������������������������������������������������������286

Chapter 8: Human-Computer Interaction Research and


Development�������������������������������������������������������������������������������������287
Human-Computer Interaction with a Head-Mounted Display���������������������������288
Human-Machine Interfaces: Future Development��������������������������������������������289
The Touchscreen Revolution�����������������������������������������������������������������������������290
Direct Communication with the Mind���������������������������������������������������������������291
Gesture Engagement Taken to a New Level������������������������������������������������������292
Applications of Spatial Cognition Human Contact Research�����������������������������293
Interaction with the Voice���������������������������������������������������������������������������������295
Interactions Between the Brain and the Computer�������������������������������������������295
Summary����������������������������������������������������������������������������������������������������������299

ix
Table of Contents

Chapter 9: Recommendations and Concluding Comments���������������301


Recommendations��������������������������������������������������������������������������������������������301
Broad HCI Assessment Criteria�������������������������������������������������������������������������302
Information and Communication Technology (ICT) Development����������������������305
New Trends�������������������������������������������������������������������������������������������������������306
Promising HCI Technologies������������������������������������������������������������������������������308
Important Considerations for Building a User-Friendly Interface����������������������310
Final Thoughts on Game Design and HCI����������������������������������������������������������311
Summary����������������������������������������������������������������������������������������������������������313

Index�������������������������������������������������������������������������������������������������315

x
About the Authors
Joseph Thachil George is an IT security
engineer based in Germany. He also worked as
a technical consultant for International Game
Technology (IGT) in Italy. Joseph is currently
pursuing his PhD in computer science and
engineering at the University of Lisbon,
Portugal. He has an MS in cybersecurity from
the University of Florence, Italy. He is also part
of the DISIA research group at the University
of Florence, Italy, and the research group
(INESC-ID Lisbon) at the University of Lisbon, Portugal. His research
interests cover automatic exploit generation, exploitation of vulnerabilities,
chaining of vulnerabilities, security of web applications, and JavaScript
code exploits. At IGT, he has been a part of various projects related to game
configuration and integration in various platforms, specializing in Java and
Spring Boot–based projects. He has also worked for various companies in
India, Angola, Portugal, and the UK and has seven years of experience with
various IT companies.

xi
About the Authors

Meghna Joseph George is a cloud engineer


based in Germany. She is an AWS-certified
solutions architect. She has a BS in system
management and an MS in economics.

xii
About the Technical Reviewer
Deepak Jadhav is a game developer based
in Bonn, Germany. He received a B.S. in
computer technology and an M.S. in game
programming and project management.
Deepak has been involved in developing
games on multiple platforms, including
mobiles, consoles, and PCs. He has a strong
background in C# and C++, as well as years
of experience using Unity, Unreal Engine for
Game Development, augmented reality, mixed
reality, and virtual reality.

xiii
Introduction
The goal of this book is to boost your knowledge of human-computer
interaction (HCI) in the context of game production. In computer games,
interface design and development are critical. This book focuses on and
investigates human-computer interaction (HCI) design in computer
game interfaces in order to meet their collaborative and interactive
requirements.
We begin with a brief overview of HCI's essential concepts and
methods. Following that, we go into the fundamental concepts of gaming
interface design and technology. We also look at how to create a gaming
interface that is effective in terms of HCI, all using practical Python
examples.
We go through the primary concerns game developers and publishers,
as well as how various HCI approaches can help tackle these problems.
Additionally, we consider “playability” throughout the entire game
development process.
Gamification has a strong impact on human-computer interaction
based research these days, and we discuss gamification and its
applications, as well as how it improves human-computer interaction.

 uman-Computer Interaction Research


H
Topics
This book also covers a wide range of research subjects relating to
game development based on human-computer interaction with a focus
on the theory, apps, practice, and verification in the field of human-
computer interaction, with the goal of changing behavior. This approach

xv
Introduction

covers the traditional arenas, including cognition, cognitive science,


instructional technology, video games, game-based rehabilitative services,
neuro feedback, wellness, universal health care, physical and mental
health, machine intelligence, digital technology, and so on. From these
perspectives, new scientific approaches, including test results and
real-­world applications, are strongly encouraged.

Source Code
All source code used in this book can be downloaded from ­github.com/
apress/hci-gamedev-python.

xvi
CHAPTER 1

Human-Computer
Interaction Tools
and Methodologies
The core concepts of human-computer interaction (HCI) and its tools
and methodologies are presented in this introductory chapter. We will
also explore how a computer’s interaction with a user/player is meant
to provide them with a unique new POV that allows them to connect
with the computer. We cover usability, interface patterns, and design for
user-computer interactions. Understanding these technologies is crucial
to creating effective games and web applications that utilize human-
computer interaction.

F undamentals of Human-Computer
Interaction
HCI’s main objective is to improve user-computer interactions by making
computers more responsive to the game player’s input. This is done
through the following three interfaces: the command line, the graphical
user interface, and a standardized user interface.

© Joseph Thachil George, Meghna Joseph George 2022 1


J. T. George and M. J. George, Human-Computer Interaction in Game Development
with Python, https://doi.org/10.1007/978-1-4842-8182-6_1
Chapter 1 Human-Computer Interaction Tools and Methodologies

Advantages of the command-line interface include:

• Use of “options” allows for flexibility.

• Easier for “skilled” players since operations can be


accessed rapidly.

• Most efficiently uses the operating system.

Advantages of the Graphical User Interface (GUI) include:

• Uses panels, icons, menu, and arrows that may be


moved about with a cursor.

• The best UI for unskilled or new players. However,


web applications/games consume a lot of computer
resources. Most common interface applications/games
have a similar functionality.

Advantages of the standardized user/player interface include:

• Increases training velocity.

• Increases trust from beginner players.

• Expanded range of tasks to be solved by players.

• Expanded choice of applications for the ordinary


computer game player.

• Are easy to use.

To better understand what human-computer interaction and usability


are, let’s take a look at Norman’s Model1, which identifies the main phases
of user interaction. This model provides a valid, if simplified, logical
framework for design and evaluation. There are seven possible steps to
describe human-computer interaction:

1
Norman D.: The Design of Everyday Things. Basic Books, 1998.

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Chapter 1 Human-Computer Interaction Tools and Methodologies

1. Formulate the goal.

2. Formulate the intention.

3. Identify the action.

4. Perform the action.

5. Perceive the status of the system.

6. Interpret the system’s status.

7. Evaluate the result against the goal.

Norman places the seven phases in the context of the cycle of an


interaction and identifies the “execution” (the difference between the
user intentions in terms of actions to be carried out and the actions
permitted by the system) and the “evaluation” (the difference between the
representations provided by the system and what it expects from the user).
In interfaces with poor usability, where the tasks to be done are
badly supported, these two evaluations can be useful for identifying
discrepancies between what the users would like to do and what they can
do (execution) and between what the system presents and what the users
do (evaluation). See Figure 1-1. In both cases, it is possible to identify the
cognitive distance indicated by the quantity and quality of the information
processed by the users in order to bridge the gap.

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Chapter 1 Human-Computer Interaction Tools and Methodologies

Figure 1-1. Norman’s cycle of interaction

To better understand these concepts, let’s look at various examples.

Digging Deeper
A fairly intuitive example is a game that consists of the numbers 1 to 9,
which are all initially available to each of the two players. The players play
one at a time. During each turn, the players choose one of the remaining
numbers (making it unavailable). If a player has three numbers whose sum
is 15, they win.
First you need to understand the problem. Both players share a
common goal, which is to win the game. There is also another objective: “If
at a certain point I can’t win, then I want to prevent the other player from
winning”. One possible strategy is to choose a number from the remaining
numbers that might prevent the other player from winning.
So the “background” activity is remembering the numbers that you
already chose, remembering the remaining numbers (and those taken by

4
Chapter 1 Human-Computer Interaction Tools and Methodologies

your opponent), and remembering whose turn it is. This game becomes
non-trivial. Suppose you need to design a user interface that makes it
easier to play this game. One solution is represented by the interface
shown in Figure 1-2.

Figure 1-2. Interface for the game that consists of a choice between
numbers to add up to 15

As you can see, it is clearly highlighted who has to play. It also shows
which numbers have been selected (in red) and which are available (in
green), as well as who has selected them. However, players still have to
understand which number to choose to prevent their opponent from
winning. There is a considerable cognitive distance between choosing
suitable actions and the user’s initial objective. An interface that limits this
cognitive load, and so is more usable, is shown in Figure 1-3.
The idea is that the players use a substantially different interface: A 3×3
matrix where one player can place Xs and the other Os. Assuming that the
matrix corresponds to numbering, as that indicated by the small matrix on
the left, the game becomes like the Tic Tac Toe (known in Italy as Three of a
Kind), whereby the aim of the players is to place three elements in a row or

5
Chapter 1 Human-Computer Interaction Tools and Methodologies

diagonally. Understanding if your opponent is about to win now becomes


very intuitive, detectable at a glance, and doesn’t require particularly
complicated processing.

Figure 1-3. A more intuitive interface for the game

A fundamental principle of HCI is understanding your users and


the tasks they intend to perform. These tasks are the activities necessary
to achieve a goal, where the goal can be modifying the status of an
application (for example, adding new data) or accessing information
contained in applications.
The user interface must allow users to carry out these activities in the
most immediate and intuitive way possible. To this purpose, an important
phase in the design is the analysis of the tasks, which aims to identify the
most relevant tasks and their characteristics.
To understand this, it is important to involve the end users in the
design and keep in mind how they currently carry out such activities. This
can be accomplished through interviews, workshops, questionnaires, and
by observing the users in the usual context. Analyzing tasks can be done
at different levels of granularity, also depending on the objectives. It can
focus on a person interacting with an application via a computer or it can
extend to the whole process and involve several people. The interface
design aids in your understanding of the system and its goals.

6
Chapter 1 Human-Computer Interaction Tools and Methodologies

Designing the Interface


Interface design is about communication with the end users. It’s
about designing forms and spaces in the context of one specific task
or problem[3]. To this purpose, you must avoid considering internal
functional aspects alone and find solutions that have a general foundation.
Don’t rely only on the designer’s intuition; instead, you must find the right
balance between method and intuition.
The aim is to define clear, economical, convincing solutions that
you can operate immediately and that can be more easily assimilated,
understood, and remembered. They should immediately attract the users
to the important aspects and allow them to reach their goals without
errors. Often the simplest solutions are the most usable. Think about
sites that, when accessed, start animations that don’t provide particular
additional information, but are simply tinsel.
Think of the user who perhaps logs in via a slow modem connection
and is having to undergo an animation, perhaps without the possibility to
skip it, for many minutes.
This does not mean that animation should never be used, but, when
it fits, it has to provide something additional and not to be an element for
its own sake. For example, animation can be useful for understanding
dynamic phenomena that evolve over time. Hence, effective design should
reduce the elements to their essence.
One example is the horizontal bar at the top the window that contains
applications in Windows PC environments and others: think about
how many tasks it can support! This area indicates the name of the file
associated with the application, the type of application, if the window is
the one currently selected, the ability to minimize or maximize the size
of the window, the ability to close it, and the ability to move it around the
screen. All thanks to a small rectangular strip, which is also extremely
unobtrusive!

7
Chapter 1 Human-Computer Interaction Tools and Methodologies

Another important aspect in designing user interfaces is how to


structure and organize their presentation. To this purpose, there are a series
of communication techniques that aim to help the users scroll through the
interface, interpret the elements, and find what they are looking for.
What the designer must try to do is to group elements, create hierarchies,
represent relationships, indicate order between the elements and, in the
end, find an overall balance. Grouping elements is useful for indicating
those that are more semantically connected, creating hierarchies serves to
highlight the most important elements (for example, those that are accessed
most frequently), relationships are used to make users understand how one
or more elements can influence other elements and, finally, there can be
various types of logical or temporal ordering between groups of elements.
See for example the web page of a popular newspaper in Figure 1-4 to
understand how these techniques can be used. As you can see, there is a
clear hierarchy between the various elements. The information deemed
most important is highlighted in the center with a large image and a title
with large fonts. The next most important information is underneath and
uses less space, a smaller image, and a smaller font. On the sides there
are groupings of information of similar types, such as the services of
Repubblica.it and 24 hours (which contain the latest news).

Figure 1-4. Example of design techniques applied to a web interface

8
Chapter 1 Human-Computer Interaction Tools and Methodologies

At the top, there is an example element (Site Search), which is in


relation to others. If it’s selected, it changes the page to allow users to
search the information on the site. Also in the upper area, there is the
ability to select a set of elements associated with various sections that are
logically ordered between them (politics, news, economics, etc.). You can
see, therefore, how all the various relationships are highlighted with design
techniques so users can perceive them in the most immediate way.
In general, there are various ways to consider an interactive system.
One way is to consider the tasks to be performed to achieve the user’s
goals and the logical objects needed. This is a logical view of the system
that can be discussed with other people involved in the design (end users,
clients, interface designers, and software developers). There is another
view, which is also logical but is more focused on the interface, and that is
to consider the presentations and the interactions and how to move from
one presentation to the other. Interactions are identified based on their
semantics (the results they allow you to obtain). For example, it can be said
that at a certain point you need a selection without specifying the type of
mode required to make it (which can be, for example, graphical, vocal, or
through a gesture)
There is, then, a possible more concrete description where the
methods and techniques of interaction are specified. For example, it can
be said that, in a graphical desktop system, selections are made via a list
with a scroll bar.
Finally, there is the implementation, which can be in HTML, Java, etc.
When designing the interface, the level of abstraction of the starting point
can change depending on the case. Sometimes, the tasks to be supported
are identified, so those are the starting point and, through subsequent
refinements, lead to the implementation. In other cases, you start from an
existing implementation and try to understand if indeed it is the best way
to support the user’s activities. Because of the abundance of information
technology, interactive systems may be used in a variety of ways. These
ways can be utilized with the help of adaption and interface techniques.

9
Chapter 1 Human-Computer Interaction Tools and Methodologies

A
 daption and Interfaces
The wealth of information technology allows for many uses of interactive
systems. User interfaces often have to know how to adapt to the context,
which can be considered from three points of view: those relating to the user,
the device, and the surrounding environment. As for the user, important
aspects are the objectives and related tasks, preferences, and the level of
knowledge of the application domain and the methods of interaction.
Regarding the device used for the interaction, it is important to
consider the supported modes, the amplitude and the screen resolution,
the capabilities, and the connection speed with other devices. Finally, the
environment has various aspects that can affect the interaction modes,
such as the level of noise and light, and objects that are available. User
interfaces have to adapt to these factors for better usability.
There are two types of adaptation. Adaptability can be the ability
to change aspects at the explicit request of the user in accordance with
predefined options, or it can be the ability of the system to dynamically
modify aspects without explicit user requests. While adaptability
essentially allows you to choose the methods of interaction with an
application from a predefined set, it implies that systems dynamically
change with respect to the context.
On the one hand, this implies greater flexibility, but on the other hand,
it means that new usability issues can arise if these changes occur in a
way that are not easily understood by the users. There are three types of
aspects that can be adapted: presentations (layouts, attributes, graphs,
etc.), dynamic behavior (navigation methods, enabling and disabling
the techniques of interaction, etc.), and the content of the information
provided. Figure 1-5 shows an example of an adaptable interface.
Depending on the type of user that’s visiting, different ways of accessing
the application are activated.

10
Chapter 1 Human-Computer Interaction Tools and Methodologies

Figure 1-5. Sample adaptable interfaces

In the case of tourists, the possibilities of accessing information are


generic and they see a map of the city and the museum. They can then
select items of interest for which they will receive information. In the
case of students, the site assumes some basic knowledge, so they can
activate lists of elements on the aspects of greater interest. It also shows an
interface for an expert, who can compose detailed requests.
Always in the same area, it is possible see an example of interaction
that adapts to the device and the environment. In this case, the site
considers the users inside a museum and uses a handheld guide to
aid their visit (see Figure 1-6). The guide tries to be as unobtrusive as
possible, providing a lot of information in a vocal way, to allow the users to
appreciate the objects that are in the museum while providing additional

11
Chapter 1 Human-Computer Interaction Tools and Methodologies

information. The visual channel is used by the handheld guide to provide


useful information to understand where you are and what other elements
of interest are nearby. It also checks the parameters of the guide to access
videos that provide information about related topics that are not in
the museum.

Figure 1-6. Handhelds are used as a support for visiting museums.


The visitor’s position is detected with infrared devices

This solution was adopted by the Carrara Marble Museum[2] and it


depends on the user’s location, which is automatically detected. This is
achieved through infrared devices on the ceiling at the entrance to each
room. They emit a signal that contains a room identifier (see Figure 1-6).

12
Chapter 1 Human-Computer Interaction Tools and Methodologies

In fact, each device is composed of multiple infrared signal emitters to


increase the ease of detection. When the device detects the signal, it
identifies the room and automatically emits sound feedback. It shows on
the screen where the user is, after which the first selection shows the map
of the new room with icons for each work of art.2
There are icons for each type and, by selecting an icon, the user
receives additional information in a vocal way and can access videos on
related topics (if any). This solution is made possible due to the availability
of 1GB handhelds that record rich multimedia information.
This limits the interaction with the outside world to detect signals
that allow the museum to identify the environment the user is in. Another
possible solution would have been to identify the nearest work of art and
automatically activate a corresponding voice comment. The limitation of
this solution is that it can, in some cases, become too intrusive and provide
unwanted comments. Sometimes you need to use multiple devices for
such interfaces.
As an example, you can see how an app’s UI varies depending on
whether it’s in landscape or portrait mode. First of all, you need to open
the Settings app. Go to Accessibility ➤ AssistiveTouch. Make sure the
toggle at the top of the screen is in the On position. Tap one of the four
options (Single Tap, Double Tap, Long Press, or 3D Touch) and set it to
Open Menu (https://support.apple.com/en-­ca/HT202658).

I nterfaces of Multi-Device
One of the main issues currently impacting user interfaces is the
continuous introduction of new types of interactive devices: from
interactive digital wall-mounted telephones to PDAs, telephones UMTS,

2
Ciavarella C., Paternò F.: The design of a handheld, location-aware guide for
indoor environments. Personal and Ubiquitous Computing, Vol. 8, n. 2, p. 82-81,
Sprinter Verlag, May 2004.

13
Chapter 1 Human-Computer Interaction Tools and Methodologies

and tablet PCs, to name a few. Interacting with interactive services


becomes a multi-device experience. It is important to understand the new
issues that are introduced into this context. The first thing to understand is
that it isn’t possible to do everything through all devices.
There are features of the devices that can make them suitable to
support tasks but are inadequate for others. For example, most users
would never use (let alone pay for) a service that allows them to use a
telephone to watch a movie or a whole game of football, as the experience
would be somewhat cramped and would not allow them to appreciate
detail. Conversely, if you were stuck in traffic and wanted to find an
alternative route, a mobile device is key. In other cases, supported
activities can be accessed across different devices, but the modes change.
For example, a hotel booking made via mobile phones with web
or WAP access enables users to communicate arrival and departure
dates. Using a desktop system, you can comfortably provide an evening
of additional information, for example, to express your preferences in
terms of rooms, meals, etc. Or the desktop system can present extensive
booking forms where various fields can be filled in for different orders,
while the mobile site can impose some sequence in providing the request
parameters due to the smaller screen.
There are activities through one type of device that can enable or
disable activities through another. For example, you can make an airline
reservation via a desktop system, and then you can access real-time
information via your mobile phone related to the flight you booked.
There are also activities that remain the same regardless of the device. For
example, logging in remains more or less the same across different types of
devices. In adapting to the type of device, it is also necessary to consider the
supported modes, because this influences the possibilities of interaction.
Tasks can be influenced by the interaction mode: a set of inputs
can require separate interactions through a graphic device, while such
information can be provided through a single interaction using a voice
interface. There are inherent differences between the various modes.

14
Chapter 1 Human-Computer Interaction Tools and Methodologies

For example, voice channels are best suited for short messages, to report
events and immediate actions, to avoid visual overload, and when users
are on the move. The visual channel is more useful for complex or long
messages, for identifying spatial relationships, and when actions need
to be performed in multiple, noisy environments or when users are
stationary.
When a system supports multiple modes (for example, graphical and
vocal interaction), the possible implementation techniques is wide. You
must consider different ways to combine the modalities: complementary
(both modalities are used synergistically to complement interaction),
assignment (a specific method is used to create a certain purpose),
redundancy (multiple modes are used to achieve the same effect), and
equivalence (users choose between multiple modes to achieve the same
effect).
This has been an introduction to the fascinating world of the human-­
computer interaction, explaining its objectives and fundamental concepts
and showing application examples. It has witnessed a real explosion of
interest and has substantially evolved.

Evolutionary Trends
This evolution continues, driven by the evolution of interaction
technologies and the constantly changing user requirements. The
continued introduction of new interactive computer devices in our homes,
offices, cars, and places of commerce and tourism implies the need to
plan a pervasive usability that can guarantee satisfaction in the different
contexts of use. This opens up the possibility of creating migration services
in the future—interactive services that follow users in their movements
and adapt to the new devices available in these new environments. The
goal is to allow users to continue the interaction where they left off with the
device in the previous environment.

15
Chapter 1 Human-Computer Interaction Tools and Methodologies

Consider a person who is registering for a service through the system


desktop. They suddenly realize that they are late and so take their PDA
and continue the registration as they exit the office. When they get into
the car, they complete the registration using a voice interaction system,
all without having to redo any transactions carried out through previously
used devices. The interfaces adapt to the new devices used. This level of
multimodality will increase significantly for many reasons.
Some technologies are substantially improving, like those related to
voice interaction. They show a growing ability to interpret human input
and so have begun to be supported, in a stable way, for interaction via
the web. Technologies that detect user presence are diversifying and
improving. The improvement of shape recognition techniques and
elements in the images is increasing the possibility of interaction through
gestures, whereby different functions are activated depending on the
recognized gesture. These and other possibilities have the aim of making
the interaction with computers similar to that between human beings. This
can lead to the affirmation of the paradigm of natural interaction, which
guarantees usability that’s extremely immediate and spontaneous.

Evaluation of Usability
The usability assessment can be carried out for different purposes. There
may be precise goals, such as wanting users to be able to perform a task
with a certain number of interactions or in a certain period of time.
There are various methods that are considered when evaluating
usability:

• Inspection-based evaluation: In these cases an expert


evaluates the prototype or final implementation of the
user interface according to predefined criteria, which
can be a series of properties that must be met (such
as providing continuous feedback of the status of the

16
Chapter 1 Human-Computer Interaction Tools and Methodologies

interaction) or indications of aspects to be considered


by simulating user interaction (such as what occurs
with the cognitive walkthrough).

• Evaluation based on user tests in the laboratory: In


this case, laboratories equipped with cameras store
user sessions, in an environment that tries to be as
unobtrusive as possible.

• Evaluation based on user feedback: In this


case, feedback is collected informally through
questionnaires, workshops, focus groups, and
interviews.

• Remote assessment: The user and the assessor are


separated in time and/or space, for example, log files of
interactions with users are automatically created and
then analyzed using specific tools.

• Model-based assessment (simulation): A model is


created to predict and analyze how tasks are performed
in a certain interface.

• Evaluation based on user observation in the field:


Users are observed for long periods when interacting
with the system in their daily environment.

Choosing the method for evaluating usability may depend on various


factors, such as the number and type of users available. It may be useful to
combine multiple methods. For example, starting with an analysis of users
and tasks, then creating prototypes that they may be subjected to heuristic
evaluation, and then using empirical tests until satisfactory results are
achieved.

17
Chapter 1 Human-Computer Interaction Tools and Methodologies

 ringing Usability and Accessibility


B
Together
If there is no integration between accessibility and usability, there is a
risk of having systems that allow access even to disabled users but with
difficulty. To better understand these issues, we can take the example
of the interaction of blind users through screen readers, devices that
convert all the information that is on the screen into voice format. To
facilitate interaction, they have commands that allow users, for example,
to access the list of links or frames that are on a web page. The accessibility
guidelines are applied (for example, those of the W3C), yet various
navigation problems may still emerge for users interacting via screen
readers:

• Lack of context in the presentation: By reading


through the screen reader, the user can lose the overall
context of the page and read only small portions of
text. For example, when moving from one link to
another with the Tab key, the blind user reads the link
text via the Braille device or listens to it via the speech
synthesizer (for example, “.pdf,” “more detail,” etc.), but
does not know the text that is before and after this link.

• Information overload: The static portion of the page


(link, frame, etc.) can overload the reading through
the screen reader because the user must read this
part again, even when accessing different pages, thus
slowing down navigation.

• Excessive sequencing in the reading of information:


The commands to navigate and read can force the
user to acquire the content of the page sequentially.
Therefore, it is important to introduce mechanisms to

18
Chapter 1 Human-Computer Interaction Tools and Methodologies

facilitate the identification of precise parts on the page.


An example is the results page generated by a search
engine. Usually, in the upper part of such pages, there
are several links, advertisements, a search button, and
other buttons, and the search results appear below
all this.

To overcome these problems, there is a need to identify design criteria


which, in addition to ensuring accessibility, also allow for high ease of use
when the systems are accessed by disabled users.

Analysis of Task Situations


Two important techniques for analyzing user needs and designing
usable systems are scenarios and analysis of tasks. Scenarios are used
to understand user behavior in real life. They describe specific users in
specific circumstances.
Usually three to four scenarios describe standard users. It is a cheap
technique as it does not require excessive effort, but it can be limited
when there are many types of users or many possible interactions. It’s
about a compact and informal description of one or more specific users
who interact with a specific interface, to achieve a specific result, in
specific circumstances. It is useful for capturing the context in which an
application is used, soliciting a discussion that’s useful for identifying
requirements, capturing important episodes from user behavior studies,
and providing a context for carrying out the assessment.
These scenarios can be noted with an indication of the positive and
negative consequences deriving from their occurrence. In the analysis of
tasks, the activities that must be supported, the objects that are used to
perform the activities, the knowledge required to perform the tasks, the
possible allocation of tasks between system, and the users are identified.

19
Chapter 1 Human-Computer Interaction Tools and Methodologies

Various techniques can be used to support the analysis of tasks:


interviews or workshops; questionnaires, user observations, analysis of
how activities are performed, analysis of existing documentation, and
methods of formation. From an analysis of the tasks, it is possible to derive
real models that define the semantic relationships and time between tasks.
Such descriptions can be used in a complementary way with the scenarios,
because the scenarios are informal but detailed descriptions of a specific
use in a specific context, whereas the task templates describe the possible
activities and their relationships. Scenarios can support the development
of task models by indicating part of the activities to be considered and,
conversely, there may be scenarios derived from specific sequences of
tasks to be performed.
In general, task models can be useful for understanding an application
domain, memorizing the result of an interdisciplinary discussion,
designing a new application consistent with the user’s conceptual model,
analyzing and evaluating the usability of an existing application, helping
the user during a session with the online help system, and documenting an
interactive application.

T echniques and Tools for Human-Computer


Interaction Development
All systems design starts with tools and methodologies. Methods might
be formal and well-structured, or they can be haphazard and impromptu.
Programming languages and advanced software environment that
facilitate coding are examples of such tools.
UI architects and developers employ tools and approaches that have
been expressly created to create highly useable interfaces. The creation
of user interfaces necessitates a consumer or oriented approach in which
the system’s prospective users engage in some manner in the design and

20
Chapter 1 Human-Computer Interaction Tools and Methodologies

implementation process from the start. As a result, HCI interaction tools


and approaches tend to enhance the formulation and construction of
interfaces by allowing designers to completely comprehend the primary
features of users, such as their tasks, and communicate those traits in a
way that aids the development and execution process[3].
In general, HCI tools and methodologies aid programmers in the
creation of useable systems. Tools and methodologies can help UI
designers create systems that fulfill the demands of users. Furthermore,
tools and approaches reduce the amount of work and time necessary to
construct the system, which may account for a major portion of the entire
effort spent on any system/game’s development. This method is also more
willing to enable a game’s full potential to be appreciated and used, due to
its high usefulness. See Figure 1-7.

Figure 1-7. Human-computer interaction design’s three cornerstones


(usablity, UIMS, and guidelines)

21
Chapter 1 Human-Computer Interaction Tools and Methodologies

Tools for HCI development include:

• Tools for description (design), action level, such as


Visual Studio

• Building deployment tools, such as Microsoft Visio

• Tools for evaluating, such as IBM tools

Techniques for Defining Specifications


Grammar for many parties:

• Grammar in the style of BNF (Backus normal form).

• The string’s non-terminal is labeled by the party that


makes it (U:user, C: computer).

• Taking the first steps in a login procedure, for example.

The menu.trees

• At a glance, you can view the complete menu structure.

• It’s impossible to illustrate all of the potential user


activities (static).

In the diagram of a transition, every conceivable transition is specified


(see Figure 1-8).

Figure 1-8. State

22
Chapter 1 Human-Computer Interaction Tools and Methodologies

For repeated transitions, a clustering tool can be used to represent


state transitions. The cycle is depicted on the left side of Figure 1-8, and
the transaction is repeated. State transitions might be represented with the
assistance of a clustering tool (such as Azure Stack HCI-certified micro-­
cluster tool).
The exponent for user activity:

• Interface for direct manipulation.

• For aiming, moving, hitting, and other actions, use a


high-level language.

• Task, for example: choose a symbol

The depiction based on events

• Utilizing an incident description language for


concurrent conversation:

Instruments for implementation include the following:

• Tools for screen mock-ups and modeling, such as


specialized prototyping equipment, paper and pencil,
word processors, and corporate slide presentation
software.

23
Chapter 1 Human-Computer Interaction Tools and Methodologies

Development tools for coding, such as common


widgets: Microsoft’s Window Developer’s Toolkit,
Apple’s MacApp, Unix’s Xtk, etc.

• UIMS, such as elevated specs for user interface


designer (without coding) ---> UI open source.

Instruments for assessment include the following:

• Examine if the menu tree is too deep, whether widget


names are utilized consistently, and whether all icons
have corrected transitions, among other things.

• Operated logging software records a user’s activity


patterns.

Problems in selecting computer software include the following:

• Panels, dialog boxes, pull-down and pop-up menus,


buttons, navigation bars, metadata, column labels,
sliders, and other widgets are allowed.

• Color, images, pictures, animations, video, variable


display size, audio, music, speech input/output, mouse,
directional buttons, touchscreen, stylus are all aspects
of the UI.

• UIMS, description technique (CMD language, menus,


form, manipulation of objects), degrees and severity of
user-interface reliance, computer program, evaluation
and documenting tools, interface with database,
graphics, network, spreadsheets, logs during test
and usage.

• Managerial concerns include the amount of pleased


tool users, vendor dependability and scalability,
pricing, paperwork, training, and tech assistance, and
program management assistance.

24
Chapter 1 Human-Computer Interaction Tools and Methodologies

The following components can be used to assess user experience:

• Effectiveness: Will ordinary users be able to perform


their work? Will the system cater to a wide range of user
abilities and requirements?

• Learnability: Is it easy to understand how to run the


machine? How simple will it be to reenter the system?
How much information will be usable in other processes?

• Flexibility: Is it easy to edit the system without making


it less user-friendly?

• Attitude: Is the system easy and enjoyable to use?

T he Cycle of Tool Life and


Methodologies Taxonomy
Incremental prototypes with considerable, early, and ongoing user
feedback is common in the creation of user interfaces. The four major
stages of the software development process are as follows[3]:

1. Define and analyze user needs.

2. Define the layout and the system requirements.

3. Construct and evaluate the design.

Delivery and upkeep are the fourth and fifth steps, as shown in
Figure 1-9.

Figure 1-9. Product development steps

25
Chapter 1 Human-Computer Interaction Tools and Methodologies

These are arbitrary categorizations that do not represent iterations


or progress, but they serve as a starting point for tools and processes.
Specific tools and/or procedures associated with each phase have been
created specifically for use in that sector. Samples of significant tools and
procedures related to each area will be included in the discussion.
The majority of instruments are applications that are useful for a range
of hardware, including IBM PCs and motherboard chipsets, as well as Unix
workstations. Apple Macs and NeXT computers are two different types of
computers. Overall, HCI software-based solutions have been designed
for commercial usage and, as a result, have been evaluated in real-world
scenarios.3
When compared to tools, HCI techniques often entail pencil and paper
procedures (although some methods may use computer software) and
are frequently more exploratory and scholarly in character. HCI methods
are frequently designed by professionals for use in labs, making them
more difficult to apply unless you have experience with HCI and usability
engineering.
Depending on the system being developed and the stage of the
software development cycle, different tools and approaches will be used.

 electing Instruments, Techniques,


S
and Resources
Selecting instruments and/or approaches can be difficult, especially for
those who are unskilled. Data systems, special interests, human-computer
interaction publications, regulations, and confidentiality procedures
are some of the information sources available. HCI techniques and
approaches are becoming increasingly crucial in the creation of user

3
P. O’Brian Holt, “HCI tools, methods and information sources,” IEE Colloquium
on Usability Now, 1991, pp. 5/1-5/2.

26
Chapter 1 Human-Computer Interaction Tools and Methodologies

interface design, and there is no doubt that they play a substantial role in
achieving high usability. The variety of tools and approaches available, as
well as their varying intricacy and complexities, may provide a barrier in
terms of selection and use. However, there are now standards for selecting
and using these tools and procedures.
To have an effective HCI, you need to have effective eye-tracking
methodologies. Eye movements are considered a critical real-time input
channel for HCI, which really is especially significant for persons with
disabilities. By relying on the user’s vision, the suggested method aims
to provide an easy and practical interaction approach. The next section
discusses how eye tracking helps in HCI.

The Eye Tracking Technique and Usability


Eye tracking is a new form of interaction between human and machine.
The combination of infrared lighting and cameras provides the basis for a
wide range of interactive techniques in which a device can “see” the users
and interpret their intentions.
The act of detecting which region of an application or website
somebody is looking at, or (more precisely), how the eyes move in respect
to the head, is known as eye tracking. It offers previously unavailable
insights about your customers and enables a new degree of knowledge of
the interaction between consumers and interfaces.
On mobile devices, the majority of customer interaction takes the
form of tapping, swiping, and scrolling. These trends provide you with
essential information about your consumers. However, when there is no
physical connection, such as when somebody is viewing a text, things get
complicated. These user habits are rather prevalent, if we think about it.
In the feared circumstance where people report they “simply don’t
understand it,” eye tracking can assist. It might be difficult to figure out
what went wrong if there was no physical connection. It’s possible that the

27
Chapter 1 Human-Computer Interaction Tools and Methodologies

person is perplexed, searching for something, or just stopped. Whatever


it is, eye tracking technologies that emphasizes where the user is looking
might convey that “why.”

Eye Tracking Studies


Eye tracking studies are most commonly connected with assessing what
grabs the user’s attention, and this is a common outcome of a research
study. Human eye gaze research has been around for a long time. Eye
motions were studied in the 19th Century by direct observation of people,
such as when they read books. The individual eye’s movement is revealed
to be a sequence of small pauses, known as fixations, rather than a
continuous journey. Our mind then stitches various fixings together to
form a seamless picture. Fascinations are what we’re most interested in in
usability testing
Fixations are frequently depicted as circles in gaze tracking studies.
The larger the circle, the greater the concentration.
Whenever we come upon anything intriguing, we become fixated on
it. This might happen intentionally (when we’re seeking for something
specific) or subconsciously (since we’re caught off guard). Nevertheless,
concentration provides knowledge of human conduct by revealing what
qualities attract our attention.
Eye monitoring investigations are most typically associated
with determining what attracts user attention, and this is a common
consequence of a research. However, there’s more to it: eye tracking can
also help you grasp things more deeply.

User Control
We are often referred to be operating in the economic market, as you may
have heard. Interest, according to marketing methods like the AIDA model,
is the important first step in the process of purchasing a product. The

28
Chapter 1 Human-Computer Interaction Tools and Methodologies

activity is at the bottom of the funnel. This is the point at which we make a
commitment by buying a product or subscribing to a magazine.
Interest and desire are the phases between attention and action in the
AIDA paradigm (see Figure 1-10). This is when we look into it and decide
whether it’s what we really want. To put it another way, this is the point at
which the users make a decision.

Figure 1-10. The AIDA analysis is a good way of describing the


phases that go from attention to action

Letting people make their own decisions means giving them control.
Allowing this sense of power, according to recent UX trends, seems to
be something we’ll see much more in the future. People have become
more aware of how their digital experiences affect them, and their (often
harmful) digital conduct is being called into question. Customers no
longer want to be controlled by their smartphones and digital services,
according to tools that limit screen time or include snooze functionality.
The problem with commerce is that getting people to take action
(this usually means purchasing a product) is clearly relevant to the
organization’s growth. Relevant stakeholders, unsurprisingly, want their
users to take action as soon as feasible. The issue is that if we aggressively
shrink the space between attention and action, we start to take away user

29
Another Random Document on
Scribd Without Any Related Topics
The salvation of France has been, under God, its motherhood. The
relationship between, not only the boy, but the grown man and his mother,
has remained upon me as the most beautiful thing in the way of relationship
that I have ever known. When I hear that almost invariably the dying soldier
in France, of all ranks, speaks as his last word upon earth the one that he first
spoke—"Maman," I know that I am being told an absolute truth. It may be
that in the past the French character has suffered through passion, but if
woman has sometimes been an evil influence, assuredly she has oftener
certainly proved herself a blessing to the men of the land.

It is a delight to one who loves France, but who was never quite sure that
she was to be trusted in difficult moments, to feel now that she has all the
stability which will make her carry on to the end this awful war.

There is another class to which France owes much of her reformation: the
religious, the Clergy and the Sisters. It is a pity that at the present time,
through harsh dealing, she is deprived of the perfect nursing and caring for,
of some of the religious Orders, as one hears rather painful accounts of the
conditions in some of the French War Hospitals, but she has her clergy, her
priests, who fight and pray and bear no grudge for injustice done to the
Church they serve. Whatever we may feel sometimes about the great Roman
Catholic religion, we know this, at any rate, that the power of its members is
always at its highest in the hour of greatest sacrifice. I have seen some of its
priests ministering, themselves wounded and suffering, and I have thanked
God that there were such examples of Christlike devotion at this great hour
of the world's history. The sacredness of la patrie for Frenchmen is a
beautiful thing to dwell upon. We are just learning here in England the first
lesson of that which is a finished, perfected knowledge to the meanest of
French subjects.

Russia.—Here the atmosphere is different. We are in the presence of a


nation naturally, often superstitiously, religious and somewhat uneducated.
Russia does not make war in a cool and calculating way. The peasant is
ignorant even of the causes of the war. His "little father" orders and
thenceforth the war becomes a Crusade, a Holy War. The illiterate, religious,
patriotic man or woman in Russia knows no such end to warfare except that
which comes from the Czar's command. When you turn to the mercantile
class you are conscious that all of it which is not German is strongly, almost
vehemently anti-Prussian. The language of commerce to-day is German.
French has been left to the aristocracy. In the shops of Moscow, Petrograd
and Nijni-Novgorod, German is the universal language. It is idle to dispute
the Teutonic influence which exists, but there is also an intensely
antagonistic feeling on the part of those who have experienced the
competition of the German. The aristocracy of Russia has a loathing of
German coarseness and is French in speech and feeling. All the classes in
Russia are simple, the word Kultur does not impress them. The art, the music
and the stage effects of Russia are very natural, though often most perfectly
expressed.

One is tempted to sum up the present Russian position as that of a simple,


religious, almost fatalistic people, ready for all things at the order of the man
who is their civil and spiritual head. But Russia was not prepared for war last
year. Those of us who have seen in Moscow the drilling of even some of the
best known regiments were conscious that we were not looking at the
finished article. The Cossack is a natural horseman who in some ways has
hardly anything to learn, but the infantry need to be modernised. The
Russian will not turn his back, and his preparedness will grow each day.

Italy.—One or two words only in regard to this country, as to which I


fancy we at home are a little disappointed. Let us not forget that it was by no
means easy for Italy to sever herself from Germany, with whom she had
been allied for a long time. We must not leave out of account that there had
been no close sympathy with France for some years, nor must the
impoverished condition of the country be forgotten. It needed some courage
and some faith to ignore the continental impression of the power of Germany
and to take up arms at all against her. We must be patient with her, because,
though she may not be "on fire" for this war, yet she is in earnest, and her
love for England is real.

Belgium.—This little land faced the inevitable, the never-dreamt-of, with


an army not intended for international warfare, and which had to be
strengthened by utterly untrained civilians. Her action was magnificent. She
could have had terms, but she scorned them. Belgium did not love England
before this war. One may doubt whether she even trusted her, but she does
now. Still even here there has always been a pro-German class, well-to-do
and influential, which may be said to have dominated the commerce of
Antwerp and other leading centres. There has also been some sympathy with
Germany on the part of the people living near to the German border, and no
doubt the Belgian nation has suffered through this war from the treachery of
some of its own people. But the tenacity of this little land is unquestionable,
and her King and Queen will go down to posterity as perhaps the two most
knightly characters of this war, two people who seem more to fit in with the
days of the Round Table than with the age of Zeppelins and Mines.

On turning to our own Empire, we have to confess that the level of


earnestness at the beginning of the war was lower than in the case of France,
Russia, or Belgium, and, indeed, in some ways lower than that of Germany.
We were thrilled for a moment, as it were, by the knowledge that we were
taking up arms because honour demanded that we should, but the public
heart was not greatly stirred. Gradually we began to realise that we were
engaged in a struggle for our own existence, but even now there are millions
in Great Britain who are not persuaded of this fact. Canada, Australia, New
Zealand seem to have understood, before the Motherland, how serious the
war was for the Empire. It is not for me to declare to Britain her duty; I do
not suggest that I know more of the mind of the nation or of the needs of the
nation than any other Briton. I think that I may have had greater opportunity
of feeling the pulse of other lands than many people, but all of us here at
home can see now what our own duty is, and that whilst the usual mistakes
have been made, there is now an awakened Empire which dare not in the
sight of God refuse any sacrifice in order to crush for at least the generation
that is coming, the accursed ideals which the military party in Germany
wishes to see dominating the world. Upon this subject the Church must
continue to speak and to act; her words being stronger and her actions firmer
than up to the present they have been. This war is in my judgment a fight
between right and wrong, between God and evil.

Had I my way I would relegate to obscurity for at any rate the whole
period of the war every religious division; I would on this all-important
matter fall gladly into line with all sides of Christianity in order that men
should know that in our judgment the followers of Jesus cannot understand
their Leader without being ready to give, if needs be, life, to prevent the
victory of wickedness. This is my reasoned judgment, more than ever
impressed upon me by my visit to the Front. If we all face the future with
this conviction pessimism will die, not to be superseded by a stupid,
unreflecting optimism, but by an unremitting devotion, which shall spring
out of that courage which belongs to the man who knows his cause is that of
God, and that he himself can and must do something towards hastening the
triumph which is inevitable if only we are worthy. The religious England to
which I look forward is one which has been taught by the awakening of the
spirit of Christian patriotism, that in life the beginning and the end of
perfection, for nation as well as individual, is the willing offering of body,
mind, and spirit in order that it shall be easy for humanity to be free and for
right to triumph over evil. May it be our Empire's glory to have the grandest
share in this great offering.

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