GEE2 Module 4.edited
GEE2 Module 4.edited
Human Factor
Principles in UX
Design
Research Trends in
HCI
Discussion Question
Total: 6
For Self-Study
B. Human-Computer Interaction
Human-Computer Interaction (HCI) is the study of how people interact with computers
and to what extent computers are or are not developed for successful interaction with human
beings.
HCI consists of three parts: the user, the computer itself, and the ways they work together.
a. User
By "user", we may mean an individual user, a group of users working together. An
appreciation of the way people's sensory systems (sight, hearing, touch) relay information is
vital. Also, different users form different conceptions or mental models about their
interactions and have different ways of learning and keeping knowledge. In addition, cultural
and national differences play a part.
b. Computer
When we talk about the computer, we're referring to any technology ranging from desktop
computers to large-scale computer systems.
For example, if we were discussing the design of a Website, then the Website itself would
be referred to as "the computer". Devices such as mobile phones or VCRs can also be
considered to be “computers”.
c. Interaction
There are obvious differences between humans and machines. In spite of these, HCI
attempts to ensure that they both get on with each other and interact successfully. In order to
achieve a usable system, you need to apply what you know about humans and computers and
consult with likely users throughout the design process. In real systems, the schedule and the
budget are important, and it is vital to find a balance between what would be ideal for the
users and what is feasible in reality.
Underlying the whole theme of HCI is the belief that people using a computer system
should come first. Their needs, capabilities, and preferences for conducting various tasks
should direct developers in the way that they design systems. People should not have to
change the way that they use a system in order to fit in with it. Instead, the system should be
designed to match their requirements.
History of HCI
Human-Computer Interaction (HCI) is an area of research and practice that emerged in the
late 1970s and early 1980s, initially as an area in Computer Science. HCI has expanded rapidly
and steadily for three decades, attracting professionals from many other disciplines and
incorporating diverse concepts and approaches.
The broad project of cognitive science, which incorporated cognitive psychology, artificial
intelligence, linguistics, cognitive anthropology, and the philosophy of mind, had formed at the
end of the 1970s.
Graphical User Interface (GUI) is the interface that is designed for the easier
understanding of the users of the computers. Before GUI, there was a command prompt by
which a command was given to the computers. GUI started the graphical interface which is
easy to use, understand, visualize, and it improved the working environment.
The Internet started journey in 1990s. So, communications among people became easier.
In the consequence of this, many new technologies arrived for better communication.
Mobile phones, PDA (Personal Development Assistance), and Smart Phones are ruling the
present world. They offer a wide range of services to the people such as SMS, MMS,
multimedia, games, email, internet, chatting, video conference, GPS, etc.
Nowadays the HCI is used in the area of Cognitive Science. With the help of the Internet,
medical facilities can be provided remotely. Different interactive interfaces are designed that
can be used for cognitive rehabilitation.
CONCEPTS OF HCI
Usability is the ease of use and learnability of human-made objects such as a tool or
devices. In software engineering, usability is the degree to which software can be used by
specified consumers to achieve quantified objectives with effectiveness, efficiency, and
satisfaction in a quantified context of use.
Usability is one of the key concepts in HCI. It is concerned with making systems easy to learn
and use. A usable system is:
easy to learn
User Interface (UI) is anything a user may interact with to use a digital product or
service. This includes everything from screens and touchscreens, keyboards, sounds, and even
lights. User Interface refers to the interface by which the user interacts with the product.
User Interface designs primarily focus on two things:
- anticipating what users might need to do
- ensuring that the interface has elements that are easy to access, understand, and use
User Experience (UX) refers to the feeling users experience when using a product,
application, system, or service. It is a broad term that can cover anything from how well the
user can navigate the product, how easy it is to use, how relevant the content displayed is etc.
UI vs UX
UI design focused on the visual experience of a user.
UX Design focuses on the overall experience of a user.
Computer user satisfaction (and closely related concepts such as System Satisfaction,
User Satisfaction, Computer System Satisfaction, End User Computing Satisfaction) is the
attitude of a user to the computer system (s)he employs in the context of his/her work
environments. Doll and Torkzadeh’s (1988) definition of user satisfaction is the opinion of the
user about a specific computer application, which they use.
A user interface also called a "UI" or simply an "interface," is the means by which a
person controls a software application or hardware device. A good user interface provides a
"user-friendly" experience, allowing the user to interact with the software or hardware in a
natural and intuitive way.
User experience (UX) is made of all the interactions a user has with a product or service.
It is the personal, internal experience customers go through when using a product’s interface.
UX design is all about creating extremely user-friendly interfaces that can enhance users’
satisfaction and usability.
can be taken by the user. The objects change color, size, or visibility when the user interacts
with them.
GUI objects include icons, cursors, and buttons. These graphical elements are sometimes
enhanced with sounds or visual effects like transparency and drop shadows.
Human factors refer to how users interact with systems, machines, platforms, or even
tasks.
Human factors design (or people-centered design), specifically, focuses on improving
areas within a product or design where interaction happens.
The goal is to reduce the number of mistakes that users make and produce more
comfortable interactions with a product. Human factors design is about understanding human
capabilities and limitations, and then applying this knowledge to product design. It’s also a
combination of many disciplines, including psychology, sociology, engineering, and industrial
design.
Human factors design has roots in ergonomics, and it’s primarily focused on how people
interact with technology. It’s about making a system usable, especially when it comes to
human-computer interaction (HCI).
User experience (UX), on the other hand, encompasses everything that users go through
when they interact with a product. The goal of UX design is to make a system both useful and
pleasurable to interact with.
Physical ergonomics
Physical ergonomics refers to the human body’s responses to physical work demands—for
example, using the physical muscles of your hand to hold your smartphone or touch a screen.
Proper ergonomic design is necessary to create comfortable interaction with a product. To
assess whether the product is good for the user, human factors specialists take into account:
- Specific operations that users complete with the product (for example, entering text
into a web form)
- Physical characteristics of the product (for example, a mobile phone’s size, shape, and
weight)
Consistency
This principle states that a system should look and work the same throughout. Consistency in
design plays a key role in creating comfortable interactions. If a product uses consistent
design, a user can transfer a learned skill to other parts of the product.
Internal consistency –Apply the same conventions across all elements of the user
interface. For example, when you design a graphical user interface (GUI), use the same visual
appearance of UI elements throughout.
External consistency – Use the same design across all platforms for the product, such as
desktop, mobile, and so on.
Familiarity
The principle of familiarity states the importance of using familiar concepts and metaphors in
the design of human-computer interface. The design industry loves innovation, and it’s very
tempting for designers to create something new and unexpected. But at the same time, users
love familiarity. As they spend time using products other than ours (Jakob’s Law of Internet
User Experience), they become familiar with standard design conventions and come to expect
them.
Sense of control
Human-computer design is all about the control of information by the user. The user is the
one who should control the interaction with a system, not the other way around.
Efficiency
Users should be able to complete their tasks in the shortest possible time. As a designer, it’s
your job to reduce the user’s cognitive load—-that is, it shouldn’t require a ton of brainpower
to interact with the product.
Error management
To err is human. But that doesn’t mean your users like it! The way a system handles errors
has a tremendous impact on your users. This includes error prevention, error correction, and
helping your user get back on track when an error does occur.
1. Ubiquitous Communication:
People have to communicate through high speed local networks, nationally over wide-area
networks, and portably via infrared, ultrasonic, cellular, and other technologies. Data and
computational services need to be portably accessible from many if not most locations to
which a user travels. It’s a challenging area of research.
4. Mixed Media:
Different HCI systems need to handle images, voice, sounds, video, text, and formatted
data. These should be exchangeable over communication links among users. This is an
important area for research.
5. High-bandwidth interaction:
The rate at which humans and machines interact is increasing substantially due to the
changes in speed, computer graphics, new media, and new input/output devices. This will
lead to some qualitatively different interfaces, such as virtual reality or computational video.
It also requires a good research.
systems very different in feel from desktop workstations of the present. It’s a great area of
research.
7. Embedded computation:
The environment of computations has changed to embedded computation. New embedded
devices created the demand for the embedded computation and it is increasing day-by-day .
8. Group Interfaces:
At present, different interfaces are needed for meetings, for engineering projects, for
authoring joint documents. That is called group interfaces. Modeling of such kind of interfaces
needs good research.
# Lumiere Project
*It is an “Adaptive Systems and Interaction” by Microsoft Corporation.
* The construction of Bayesian models for reasoning about the time-varying goals of computer
users from their observed actions and queries.
# AVANTI Project
*People with light or severe motor disabilities.
* Blind people.
* Aim of the AVANTI Project is to provide interactive views of adaptive multimedia, Web
document.
# Interactive Workspace
*An experimental research facility called the iRoom, located in the Gates Information Sciences
Building at Stanford.
* Three touch sensitive white-board sized displays along the side wall.
* A display with pen interaction called the interactive mural built into the front wall.
* A table with a built in display that was custom designed to look like a standard conference
room table.
* The room has camaras, microphones, wireless LAN support, and a variety of wireless
buttons and other interaction devices.
# Oxygen Project
*Bringing abundant computation and communication, as pervasive and free as air, naturally
into people’s lives.
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For the Synchronous Session for Lesson 4: Human-Computer
Interaction
History of HCI
Practice of Human-computer Interaction
Methods and Techniques in Human-computer Interaction
What is User Interface and user Experience?
Understanding Graphical User Interface
Human Factor Principles in UX Design
Research Trends in HCI
Discussion Question
For Self-Study
C. Intellectual Property Rights
Intellectual Property is a term used to describe works of the mind (art, books, films,
formulas, inventions, music and processes) that are distinct, and owned or created by a single
or group.
Copyright Term
- In 1960, the term of copyright has been extended 11 times the original limit of 28
years.
Copyright Term Extension Act also known as Sonny Bono Copyright Term Extension Act,
signed into law in 1998.
- The Sonny Bono Copyright Term extension Act was legally challenged by Eric Eldred, a
bibliophile who wanted to put digitized editions of old books online.
The Fair use doctrine allows portions of copyrighted materials to be used without
permission under certain circumstances.
Four Factors for a particular use of copyrighted property is fair and can be allowed without
penalty:
• The purpose and character of the use ( commercial use or non profit, educational
purposes)
• The nature of the copyrighted work
• The portion of the copyrighted work used in relation to the work as a whole
• The effect of the use on the value of the copyrighted work
2. Patent is a grant of a property right issued by the U.S. Patent and Trademark Office
(USPTO) to an inventor. A patent permits its owner to exclude the public from making, using
or selling a protected invention, and it allows for legal action against violators.
Ex. Microsoft – agreement with IBM, Sun Microsystems, S.A.P, HP, Brother and Nikon by 2010.
- to obtain right to technologies that might us in its products without risk of expensive
litigation.
Defensive Publishing
- is an alternative to filling for patents.
- a company publishes a description of the invention in a bulletin, conference paper, or
trade journal or on a Web site.
- Competitors cannot patent the idea or charge licensing fees to others users of the
technology or technique
A patent troll is a firm that acquires patents with no intention of manufacturing anything
instead licensing of patents to others.
Submarine patent is a patented process or invention that is hidden within a standard and
which is not made public until after the standard is broadly adopted.
In general, patent infringement cases are handled under civil law (e.g., in the United
States) but several jurisdictions incorporate infringement in criminal law also (for example,
Argentina, China, France, Japan, Russia, South Korea).
3. Trade Secret is an information, generally unknown to the public, that a company has
taken strong measures to keep confidential. It represents something of economic value that
has required effort or cost to develop and that has some degree of uniqueness or novelty.
4. Trademark is a logo, package design, phrase, sound, or word that enables a consumer
to differentiate one company’s products from another’s.
Trademark infringement occurs when one party uses a trademark that is identical or
confusingly similar to a trademark owned by another party, in relation to products or services
which are identical or similar to the products or services of the other party.
PLAGIARISM is the act of stealing someone’s ideas or words and passing them off as
one’s own.
REVERSE ENGINEERING is the process of taking something apart in order to
understand it, build a copy of it, or improve it.
OPEN SOURCE CODE is any program whose source code is made available for use or
modification, as users or other developers see fit
COMPETITIVE INTELLIGENCE is legally obtained information gathered to help a
company gain an advantage over its rivals.
Industrial espionage is the use of illegal means to obtain business information not
available to general public.
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Congratulations on having completed this C-GEE2 Module 4! See you in the next Module