Hci Module 3
Hci Module 3
HCI is focused on understanding such that it deals with the academic study of the
way people interact with technology. However, a large part of HCI is about doing
things and making things – design. One main aim of interaction design is to
reduce the negative aspects like frustration, annoyance of the user experience
while enhancing the positive ones such as enjoyment, engagement.
A. Introduction to Design
HCI design is an integral part of a larger software design (and its architectural
development) and is defined as the process of establishing the basic framework
for user interaction (UI), which includes the following iterative steps and activities.
Designing the UI is fundamentally an exercise in compromise—not compromise
between designers and other project stakeholders (usability should never be
sacrificed as a result of office politics)—but compromise between the drawbacks
and benefits of design decisions.
For example, if we are designing a wireless personal movie player, we may think
about young affluent users wanting to watch the latest movies whilst on the move
and download free copies, and perhaps wanting to share the experience with a
few friends.
Constraints – This focuses on the possible limitations and problems that could
arise throughout the design process.
▪ What materials must we use?
▪ What standards must we adopt?
▪ How much can it cost?
▪ How much time do we have to develop it?
▪ Are there health and safety issues?
Trade-off – Choosing which goals or constraints can be relaxed so that others can
be met.
problem
Good grammar
Grammar and sentence construction of system messages and other information
displayed on the system is a plus. A small typo, a grammatical error, or a misworded
sentence can have a detrimental impact on an experience and prevent the
onboarding of a new user.
Vs
Use tooltips.
HUMAN COMPUTER INTERACTION
a designer’s focus goes beyond the item in development to include the way users
will interact with it.
Thus, close scrutiny of users’ needs, limitations and contexts, etc. empowers
designers to customize output to suit precise demands.
4. Time (4D) relates to media that changes with time, such as animations,
videos and sounds.
HUMAN COMPUTER INTERACTION
5. Behavior (5D) is concerned with how the previous four dimensions define the
interactions a product affords—for instance, how users can perform actions on
a website, or how users can operate a car. Behavior also refers to how the
product reacts to the users’ inputs and provides feedback.
animations, are put off by the aesthetics, or the responsiveness of the design
fails to match their needs in the context, the design will fail, regardless of the
brand behind it.
▪ The IxD of a product reflects its absolute value.
There are many aspects of the user experience that can be considered and ways
of taking them into account when designing interactive products.
▪ Of central importance are the usability, the functionality, the aesthetics, the
content, the look and feel, and the sensual and emotional appeal.
▪ The sensual thread. This is concerned with our sensory engagement with a
situation. It can be equated with the level of absorption people have with
various technological devices and applications, most notable being computer
games, smartphones, and chat rooms, where users can be highly absorbed in
their interactions at a sensory level. These can involve thrill, fear, pain, and
comfort.
▪ The spatio-temporal thread. This refers to the space and time in which our
experiences take place and their effect upon those experiences. There are
many ways of thinking about space and time and their relationship with one
another: for example, we talk of time speeding up, standing still, and slowing
down, while we talk of space in terms of public and personal places, and
needing one's own space.
Most projects start by establishing requirements. The project may have arisen
because of some evaluation that has been done, but the lifecycle of the new (or
modified) product can be thought of as starting at this point.
The only factor limiting the number of times through the cycle is the resources
available, but whatever the number is, development ends with an evaluation
activity that ensures the final product meets the prescribed user experience.
The best way to ensure that development continues to take users’ activities into
account is to involve real users throughout development. In this way, developers
can gain a better understanding of users’ goals, leading to a more appropriate,
more usable product. However, two other aspects that have nothing to do with
functionality are equally as important if the product is to be usable and used:
expectation management and ownership.