HCI (Chapter One and Two)
HCI (Chapter One and Two)
1
What is HCI?
• Stands for Human Computer Interaction
• Study the physical characteristics of machines and systems and how
these affect users performance.
• How to enhance the user performance in the context of any system
(i.e. computer)
• It deals with the theory , design , implementation , and evaluation
of the ways that humans use and interact with computing devices.
2
Cont…
What is difference between interface and interaction ?
• Interaction refers to an abstract model by which humans
interact with the computing device for a given task,
– Examples: Clicking a button to submit a form (action) and
receiving a confirmation message (feedback).
• Key Characteristics:
Abstract and conceptual.
It involves how users perform tasks, provide input, and
receive feedback from the system.
Independent of the specific technology used to
implement it.
3
Cont…
• Interface is a choice of technical realization (hardware or
software) of such a given interaction model.
– Example: A graphical user interface (GUI) with
buttons, menus, and icons.
– A touchscreen interface on a smartphone.
• Key Characteristics:
Concrete and tangible.
Focuses on the technology and design used to enable
interaction.
Dependent on the specific hardware or software
implementation.
4
Cont…
Example: Using a mobile banking app.
Interface: The app's screen layout, including buttons
like "Transfer Money," "Check Balance," and the color
scheme.
Interaction: The process of tapping "Transfer
Money," entering the amount, selecting a recipient, and
receiving a confirmation message.
Generally
The interface is the "what"—the visual or physical
elements users interact with.
The interaction is the "how"—the process and
experience of using those elements to achieve a goal. 5
Cont…
A communication between user and machine can be
Direct Interaction:- The user provides input, and
the machine responds immediately with feedback or
output.
Example: Playing a Video Game:
User Action: Pressing a button on a controller to make a
character jump.
Machine Response: The character jumps instantly on the
screen.
Feedback: Visual and auditory (e.g., sound effects).
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Cont…
Indirect Interaction:- The user provides input,
but the machine processes it without immediate
feedback or control from the user.
• Sending an Email:
User Action: Composing an email and clicking "Send."
Machine Response: The email is sent to the recipient's
server.
Feedback: The user sees a "Sent" confirmation, but the
actual delivery and reading of the email by the recipient
happen later without the sender's direct control.
7
Cont…
• HCI has become much more important in recent years as
computers (and embedded devices) have become
commonplace in almost all facets of our lives
• Focus of HCI has been in how to design interaction and
implement interfaces for high usability
• The term high usability means that the resulting interfaces
are
easy to use,
efficient for the task,
ensure safety, and
lead to a correct completion of the task
8
Cont…
• Computer revolution, making the operation of a
computer intuitive and much easier than the previous
system of keyboard commands.
• The Internet phenomenon could not have happened
without the web-browser interface.
• Smartphones, with their touch-oriented interfaces, have
nearly replaced the previous generation of feature
phones.
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Who is involved in HCI ?
• HCI is a multi-disciplinary subject
Phycology and cognitive science ; to get users
perceptual , cognitive and problem solving skill
Focus on How people think, learn, and solve problems.
Example: Designing a mobile app with big buttons and simple
menus so users can easily find what they need.
Ergonomics – Understanding the physical
capabilities and limitations of users.
Focus on How people physically interact with devices.
Example: Making a computer mouse that fits comfortably in
your hand and doesn’t cause strain.
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Cont…
Sociology – to understand the wider context of interaction
Focus on how people use technology in groups or societies.
Example: Designing a social media app that lets families
share photos and messages easily.
Computer science and Engineering – to build necessary
technology
Focus on Building the technology itself.
Example: Writing the code for a fitness tracker to count
steps and display them on a screen.
Business – to market it
Focus on Making sure the product sells and meets user
needs.
Example: Researching what features people want in a
smartwatch before designing it.
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Cont…
Graphic design – to produce an effective interface
presentation
Focus on Making the interface look good and easy to
understand.
Example: Choosing colors, fonts, and layouts for a weather
app so it’s visually appealing
Technical writing – to produce the manuals and so on
Focus on writing clear instructions for users.
Example: Creating a user manual for a new video game
console.
• It is impossible to design an effective interactive system from
one discipline in isolation
– Input is needed from all side
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Theory and HCI
• There is no general and unified theory of HCI
• However , there is an underlying principle “people use
machine to accomplish task”
• Three major issues of concern
The people
The machine
The tasks that are performed
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Cont…
• There are three “use” words that must be true for a
product to be successful; it must be :-
Useful :- accomplish what is required : play music ,
format a document
Usable :- do it easily and naturally , without danger
of error etc
Used :- make people want to use it , be attractive ,
engaging , fun etc
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Chapter two
The human
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Introduction
• Human is one of the foundation of HCI , a central
character of any interactive system
• The requirement of the user should be our first priority
• In order to design an interactive system , first understand the
capability and limitation of users
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Input-output channel
• A person’s interaction with the outside world occurs
through information being received and sent:
• In an interaction with a computer the user receives
information that is output by the computer, and responds
by providing input to the computer
• the user’s output becomes the computer’s input and vice versa.
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Cont…
• Input in the human occurs mainly through the senses and
output through the motor control of the effectors
• There are five major senses: sight, hearing, touch, taste and
smell.
• Of these, the first three are the most important to HCI.
• Taste and smell do not currently play a significant role in
HCI.
• Similarly there are a number of effectors, including the
limbs, fingers, eyes, head and vocal system.
• In this section we will look at the main elements of such an
interaction
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Vision
• Complex activity
• Two stages in vision
Physical reception of stimulus: This involves the eye
capturing light and converting it into neural signals.
Processing and interpretation of stimulus: The
brain processes these signals to form a coherent visual
perception.
• Identify what can and can not be perceived visually by a
human , affects the way that design a computer system.
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The Eye - physical reception
• Vision begins with light
• Mechanism for receiving light and transforming it into electrical
energy
– light reflects from objects
– The cornea and lens at the front of the eye focus the light into a
sharp image on the back of the eye, the retina.
– Because of how light bends when it passes through the cornea
and lens, the image on your retina is upside-down.
– The retina is light sensitive and contains two types of photoreceptor:
– Rods help you see in dim light (like at night).
– Cones help you see colors and details (like the color of a
flower).
– The rods and cones in your retina turn the light into electrical
signals.
– ganglion cells (brain!) detect pattern and movement 20
Interpreting the signal
• Size and depth
visual angle indicates how much of view object
occupies (image size) = affects our image perception
relates to size and distance from eye
– visual acuity is ability to perceive detail
– Visual acuity decreases as objects move farther away or
when lighting conditions are poor.
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Object A:
•Size: 10 cm
•Distance: 1 meter (100 cm)
Object B:
•Size: 20 cm
•Distance: 2 meters (200 cm)
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Hearing
Sound can convey a remarkable amount of information
It is rarely used to its potential in interface design, usually
being confined to warning sounds and notifications
The exception is multimedia, which may include music,
voice commentary and sound effects.
However, the ear can differentiate quite subtle sound
changes and recognize familiar sounds without
concentrating attention on the sound source.
This suggests that sound could be used more extensively in
interface design, to convey information about the system
state.
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Touch
We receive stimuli through the skin.
The skin contains three types of sensory receptor:
Thermoreceptors respond to heat and cold
Example: Feeling the warmth of the sun or the coldness of ice.
Nociceptors respond to pain caused by intense pressure, heat,
or damage to tissues
Example: Feeling pain when you touch something too hot or get a cut.
Mechanoreceptors respond to pressure, touch, and vibration.
Example: Feeling the pressure of a handshake or the vibration of a
phone.
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Memory
• Three types of memory or memory function: sensory
buffers, short-term memory or working memory, and
long-term memory.
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Sensory memory
• In order for anything to enter our memory it must
be picked by our senses(taste, touch, sight, hearing
and smell)
• Sensory memory make uses of these five senses in
order to be developed
• Buffers for stimuli received through senses
– iconic memory: visual stimuli
– echoic memory: aural stimuli
– haptic memory: touch stimuli
• Continuously overwritten by new information
coming in on these channels.
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Short Term Memory
Also called working memory
Is everything you are thinking of at the current
moment
• Information is passed from sensory memory
into short-term memory by attention, thereby
filtering the stimuli to only those which are of
interest at a given time.
• Attention is the concentration of the mind on
one out of a number of competing stimuli or
thoughts.
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Short Term Memory (cont)
• It is clear that we are able to focus our attention
selectively, choosing to attend to one thing rather than
another.
• This is due to the limited capacity of our sensory and
mental processes.
• If we did not selectively attend to the stimuli coming
into our senses, we would be overloaded.
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Long-term memory (LTM)
• We store factual information, experiential knowledge
and procedural rules of behaviour
• In fact everything that we know
• Repository for all our knowledge (main resource)
– slow access ~ 1/10 (0.1)second
– slow decay, if any
– huge or unlimited capacity
• Two types
– episodic – serial memory of events
– semantic – structured memory of facts, concepts, skills
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Thinking
Reasoning
deduction, induction, abduction
Problem solving
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Deductive Reasoning
• is a top-down approach where you start with a
general statement or hypothesis and examine the
possibilities to reach a specific, logical conclusion.
• If the original premises are true and the logic is
valid, the conclusion reached is necessarily true.
• General to specific.
Example:
All humans are mortal. (General statement)
Socrates is a human. (Specific statement)
Therefore, Socrates is mortal. (Conclusion)
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Inductive Reasoning
• is a bottom-up approach where you start with specific
observations or facts and use them to develop a general
conclusion or theory.
• The conclusion reached is probable, but not certain,
even if the premises are true.
• Specific to general.
Example:
Observation: In a study of 100 university students, 85
reported feeling stressed during exam week. (Specific
observation)
Observation: These students also reported poor sleep and
increased caffeine consumption during the same period.
(More specific observations)
Conclusion: Therefore, exam week likely causes stress, poor
sleep, and increased caffeine consumption among university
students. (General conclusion) 33
Abductive reasoning
is a form of logical inference that starts with an observation
or set of observations and seeks to find the simplest and
most likely explanation for those
• It starts with an observation (e.g., symptoms)
• It considers multiple possible explanations.
• It selects the most plausible explanation based on the
available evidence, even though it’s not certain.
Example of Abductive Reasoning:
Observation: You come home and find your front door open.
Possible Explanations:
A family member came home and forgot to close the door.
A burglar broke into your house.
The wind blew the door open.
Most Likely Explanation: You remember that your sibling was
supposed to come home earlier, so you conclude that they
probably left the door open. (Best guess) 34
Problem Solving
• Finding answers to hard tasks using what you know.
• Two Ways to Solve Problems:
Gestalt Theory: Sometimes you just "get it" (insight) or
use past experiences.
Example: Suddenly figuring out a math problem after thinking
about it differently.
Problem Space Theory: Break the problem into steps
and solve it piece by piece.
Example: Solving a puzzle by trying one move at a time.
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Mistakes and How We Think
Two Types of Mistakes:
Slips: You know what to do but mess up (e.g., typing
"adn" instead of "and").
Mistakes: You do the wrong thing because you don’t
understand (e.g., clicking the wrong button).
• Mental Models: How you think something works.
Example: If you think a "save" button saves to the cloud
but it saves to your computer, you might lose your file.
Make systems match how people think to avoid
mistakes.
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Emotions
• Feelings like happiness, frustration, or stress.
• How Emotions Affect You:
Happy/Relaxed: You solve problems better and enjoy
using the system.
Example: A fun game application makes you feel good and
keeps you playing.
Stressed/Frustrated: Problems feel harder, and you
might give up.
Example: A confusing website makes you annoyed, and you
leave.
• Make interfaces fun, easy, and stress-free to
keep users happy.
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Individual difference
• People are Different in Many Ways:
Long-Term differences: Age, abilities, or gender (e.g.,
older people might need bigger text).
Short-Term differences: Stress or tiredness (e.g., a
tired student might struggle with a hard application).
Changing difference : People change over time (e.g.,
kids learn faster than adults).
• Design for everyone by making systems
flexible and easy to use.
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