Unit2 Notes
Unit2 Notes
• Goals – purpose (who is it for, why do they want it, How your design look like in future)
GOLDEN RULE OF DESIGN which we are suppose to understand the requirements of the user and the materials
going to use.
• And understand people psychological, social aspects, human error and their interaction.
Steps
• Testing
• Usability –
User Focus
As a developer we are suppose to know your user personae (characters) and cultural probes like as follows
• Talk to them
• Watch them
Scenarios
• A scenario is an idealised but detailed description of a specific instance of human-computer interaction (HCI).
Stories for design/ / Rich Stories for interaction/ Description of stories design.
• Scenarios force you to think about the design in details and notice potential problem before they happen.
A set of scenarios can be used as a “filter bank” to weed out theories whose scope is too narrow for them to apply to
many real HCI situations.
Scenarios, basically means circumstance for design, use and reuse of the product.
• Understand dynamics
Linearity
• Time is linear - our lives are linear (but don’t show alternatives)
Step-by-Step Walkthrough - what can they see (sketches, screen shots), what do they do (keyboard, mouse etc.) and
what are they thinking?
Navigation
• Navigation is a field of study that focuses on the process of monitoring and controlling the movement
• Screen design
• Screen design
Basic principles of screen design and layout starts with grouping, structure,
• White Space
readable characters).
• Physical Controls
Pitfalls of prototyping
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology
and, in particular, the interaction between humans (the users) and computers.
• The user
• Software engineering is the discipline for understanding the software design process, or life cycle
• Designing for usability occurs at all stages of the life cycle, not as a single isolated activity
• Usability engineering demands that specific usability measures be made explicit as requirements
Usability specification
• Usability attribute/principle
• Measuring concept
• Measuring method
Problems
Prototyping in Practice
Prototype A type of development in which emphasis is placed on developing prototypes early in the development
process to permit early feedback and analysis in support of the development process.
• Prototypes
• Simulate or animate some features of intended system
• Throw-away
• Incremental
• Evolutionary
Wizard technique.
Design Rationale
• A design rationale is the explicit listing of decisions made during a design process, and the reasons why those
decisions were made.
• Its primary goal is to support designers by providing a means to record and communicate the argumentation
and reasoning behind the design process.
• Design verification — The design rationale can be used to verify if the design decisions and the product itself
are the reflection of what the designers and the users actually wanted.
• Design evaluation — The design rationale is used to evaluate the various design alternatives discussed
during the design process.
• Design maintenance — The design rationale helps to determine the changes that are necessary to modify
the design.
• Design reuse — The design rationale is used to determine how the existing design could be reused for a new
requirement with or without any changes in it. If there is a need to modify the design, then the DR also
suggests what needs to be modified in the design.
• Design teaching — The design rationale could be used as a resource to teach people who are unfamiliar with
the design and the system.
• Design communication — The design rationale facilitates better communication among people who are
involved in the design process and thus helps to come up with a better design.
• Design assistance — The design rationale could be used to verify the design decisions made during the
design process.
• Design documentation — The design rationale is used to document the entire design process which involves
the meeting room deliberations, alternatives discussed, reasons behind the design decisions and the product
overview.
• Principles
• Low authority
• High generality
• Standards
• High authority
• Limited application
• Guidelines
• Lower authority
• More general application
• Learnability - the ease with which new users can begin effective interaction and achieve maximal
performance.
• Flexibility - the multiplicity of ways the user and system exchange information.
Standards
• Standards are set by national or international bodies to ensure compliance by a large community of
designers standards require sound underlying theory and slowly changing technology.
• Hardware standards more common than software high authority and low level of detail.
• ISO 9241 defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks.
Norman’s 7 Principles
Evaluation Techniques
Evaluation
Goals of Evaluation
Evaluating Designs
Cognitive Walkthrough - Evaluates design on how well it supports user in learning task
Heuristic Evaluation - Design examined by experts to see if these are violated
Review-based Evaluation - Results from the literature used to support or refute parts of design.
• Laboratory Studies
• Field Studies
Evaluating Implementations
• Simulation
• Prototype
• Full implementation
Observational Methods
• Think Aloud
• Cooperative Evaluation
• Protocol Analysis
• Automated Analysis
• Post-task Walkthroughs
Query Techniques
• Interviews
• Questionnaires
Physiological methods
• Eye tracking
• Physiological measurement
Cognitive Models
➢ Cognitive systems learn and interact naturally with humans to extend what either humans or machine could
do on their own.
➢ Cognitive systems help human experts make better decision by penetrating the complexity of Big Data.
HCI textbooks and then search the book sales database for
these books.
• Similarly, each of the other subgoals is divided up into further subgoals, until some level of detail is found at
which we decide to stop.
GOMS
• Describes an activity in terms of its specific goals, subgoals, operations, and plans.
Linguistic Notations
• Understanding the user's behaviour and cognitive difficulty based on analysis of language between user and
system.
• In addition to generic issues, designers must identify specific stakeholder requirements within their
organizational context.
• Socio-technical models capture both human and technical requirements. Soft systems methodology takes a
broader view of human and organizational issues.
• Organizational issues affect acceptance - conflict & power, who benefits, encouraging use
• Stakeholders - identify their requirements in organizational context
Communication
• All computer systems, single user or multi-user, interact with the work-groups and organizations in which
they are used.
Face-to-Face Communication
• Another factor is the personal space, this varies based on the context, environment, diversity and
culture.
• The above factor comes into pitcher, when there is a video conference between two individuals from
different background.
• The factor of eye gaze is important during a video conference as the cameras are usually mounted
away from the monitor and it is important to have eye contact during a conversation.
• Back channels help giving the listener some clues or more information about the conversation.
• The role of interruptions like 'um's and 'ah's are very important as they can be used by participants in a
conversation to claim the turn.
Conversation
• Transcripts can be used as a heavily annotated conversation structure, but still lacks the back channel
information.
• Another structure is of turn-taking, this can be interpreted as Adjacency pairs, e.g.: A-x, B-x, A-y, B-y
• Break-downs during conversations is often a case and can be noticed by analyzing the transcripts.
• Reaching a common ground or grounding is very essential to understand the shared context.
Text-Based Communication
• 4 types of communication
• Difference between this and face-to-face communication is that it has lack of back channels and states
Group working
• The roles and relationship between the group individuals are different and may change during the
conversation.
• Physical layout is important to consider here to maintain the factors in face-to-face communication.
Collaboration Models
What is dialogue?
- Usually cooperative
• In user interfaces
• Levels
• Dialogue Notations
Hypertext
• Hypertext is text displayed on a computer display or other electronic devices with references (hyperlinks) to
other text that the reader can immediately access.
• Hypertext documents are interconnected by hyperlinks, which are typically activated by a mouse click,
keypress set, or screen touch.
• Apart from text, the term "hypertext" is also sometimes used to describe tables, images, and other
presentational content formats with integrated hyperlinks.
• Understanding hypertext
• Non-linear structure
• It is type of information through electronic means, Internet. It comprised of graphics, text, videos, audios,
animations, information on laptops and other similar devices. The elements of multimedia shows us quality
pictures, animations, sounds, text information which directly impacts on the user’s brain. Even we can
perform editing on these different types of multimedia.
Hypermedia
• A lot of hypermedia types have been proposed (CCXML, RDF/XML, SensorML, Sitemap XML, SMIL, SVG, TriG,
TriX, Turtle, and others)
• Some of the commonly used types are HAL, JSON-LD, and Collection+JSON.
2. Types available Both linear and non-linear available. Only non-linear available.
WWW
• The development of the World Wide Web was begun in 1989 by Tim Berners-Lee and his colleagues at CERN,
an international scientific organization based in Geneva, Switzerland.
• World Wide Web (WWW), byname the Web, the leading information retrieval service of the Internet (the
worldwide computer network).
• The Web gives users access to a vast array of documents that are connected to each other by means of
hypertext or hypermedia links—i.e., hyperlinks, electronic connections that link related pieces of information
in order to allow a user easy access to them.
• A hypertext document with its corresponding text and hyperlinks is written in HyperText Markup Language
(HTML) and is assigned an online address called a Uniform Resource Locator (URL).
• They created a protocol, HyperText Transfer Protocol (HTTP), which standardized communication between
servers and clients. Their text-based Web browser was made available for general release in January 1992.