Computers and Methods.: Unit-I
Computers and Methods.: Unit-I
Dix: “HCI is study of people, computer technology and the ways these
influence each other . We study HCI to determine how we can make
this computer technology more usable by people” (1998)
Computer:
Desktop computer , large-scale computer system, Pocket PC, embedded system
(e.g. , photocopier , microwave oven) , software (e.g. , search engine, word
processor )
User interface:
Parts of the computer that the user contacts with.
Interaction:
Usually involve a dialog with feedback &
control throughout performing a task
(e.g. , user invokes “print ” command and
then inter face replies with a dialog box)
What is Human Computer Interaction
(HCI)? Cont…
How Human interacts with Computer :
- Not primarily the study of Human
- Not primarily the study of Computer
- The study of bridge between them, which includes
• Users
• Nuclear energy plant or bomb-disposal – operators should
interact with computer -based systems remotely
• Medical equipment in intensive care unit ( ICU)
• Data
• Prevent user from making serious errors by reducing risk
of wrong keys/
buttons being mistakenly activated
• Provide user with means of recovering errors
• Ensure privacy (protect personal information such as
habits and address) & security (protect sensitive
HCI Goals
• High utility
• Scientific calculator provides many mathematical
operations, built - in formulae, and is programmable
• Low utility
• Software drawing tool does not allow free-hand drawing
but supports polygon shape drawing
• Improving productivity
e.g. , I f there are too many unnecessary confirmation dialog boxes in using a
word processor , it is likely this product needs to be redeveloped
Human Computer Interaction
(HCI) has three components
1.Human
2.Computer
3.Interaction
•Information is received and responses given via a number of input and output channels:
• visual channel
• auditory channel
• haptic channel (relating to the sense of touch)
• Movement
•Information is stored in memory:
• sensory memory
(An example of this form of memory is when a person sees an object briefly before it disappears. Once the object is
gone, it is still retained in the memory for a very short period of time. The two most studied types of sensory
memory are iconic memory (visual) and echoic memory (sound))
• short-term (working) memory
• long-term memory
•Input devices for interactive use, allowing text entry, drawing and selection
from the screen:
• text entry: traditional keyboard, phone text entry, speech and
handwriting
• pointing: principally the mouse, but also touchpad, stylus, and others
• 3D interaction devices
• Paper output and input: the paperless office and the less-paper office:
• different types of printers and their characteristics, character styles and fonts
• scanners and optical character recognition
• Memory:
• short-term memory: RAM
• long-term memory: magnetic and optical disks
• capacity limitations related to document and video storage
• access methods as they limit or help the user
• Processing:
• the effects when systems run too slow or too fast, the myth of the infinitely fast machine
• limitations on processing speed
• networks and their impact on system performance.
Factors Affecting HCI
There are large number of factors which should be considered in the analysis and design of a
system using HCI principles.
The main factors are listed in table below:
1. Organization Factors: Training, job design, politics, roles, work Organization
5. User Interface: Input devices, output devices, dialogue structures, use of colour, icons,
commands, navigation, graphics, natural language, user support, multimedia
9. Productivity Factors: Increase output, increase quality, decrease costs, decrease errors,
increase innovation
HCI principles
1. Know Thy User:
This principle simply states that the interaction and interface should cater to the needs and
capabilities of the target user of the system in design. HCI designers and implementers proceed with
a full understanding of the user.
2. Understand the Task:
Task refers to the job to be accomplished by the user through the use of the interactive system. In
fact. understanding the task at hand is closely related to the interaction modeling and user analysis.
3. Reduce Memory Load:
Designing interaction with as little memory load as possible is a principle that also has a theoretical
basis. Humans are certainly more efficient in carrying out tasks that require less memory burden,
long or short term. Keeping the user's short-term memory load light is of particular importance
with regard to the interface's role as a quick and easy guidance to the completion of the task.
4. Strive for Consistency:
In the longer term, one way to unburden the memory load is to keep consistency. This applies to
both within an application and across different applications and both the interaction model and
interface implementation
5. Remind user And Refresh their Memory:
Any significant task will involve the use of memory, so another good strategy is to employ interfaces
that give continuous reminders of important information and thereby refresh the user's memory.
The human memory dissipates information quite quickly, and this is especially true when switching
tasks in multitasking situations.
6. Prevent Errors / Reversal of Action :
While supporting a quick completion of the task is important, error free operation is equally
important. As such, the interaction and interface should be designed to avoid confusion and mental
overload.
of senses which plays an Important role i
There are five senses : Sight Sound, Touch, Taste and Smell.
• Sight is the predominant sense for the majority of people, and most interactive
systems consequently use the visual channel as their primary means of
presentation, through graphics, text, video and animation.
• However, sound is also an important channel, keeping us aware of our
surroundings, monitoring people and events around us, reacting to sudden
noises, providing clues and cues that switch our attention from one thing to
another. It can also have an emotional effect on us, particularly in the case of
music. Music is almost completely an auditory experience, yet is able to alter
moods, conjure up visual images, evoke atmospheres or scenes in the mind of
the listener.
• Touch, too, provides important information : tactile feedback forms an intrinsic
part of the operation of many common tools — cars, musical instruments, pens,
anything that requires holding or moving. It can form a sensuous bond between
individuals, communicating a wealth of non-verbal information.
• Taste and smell are often less appreciated but they also provide useful
information in daily life: checking if food is bad, detecting early signs of fire,
noticing that manure has been spread in a field.
Human Input-Output Channels
Rehearsal
Attention
Environment Sensory Short Term Long Term
input Memory Memory Memory
Retrival
Recall Rehearsal
loop
When we recall specific events or experiences that we have had in our lives, we are using
episodic memory.
Episodic memory consists of personal facts and experience,
while semantic memory consists of general facts and knowledge.
For example, knowing that football is a sport is an example of semantic memory.
Human Memory
• There are 3 types of memory or Memory Functions:
When we recall specific events or experiences that we have had in our lives, we
are using episodic memory.
Episodic memory consists of personal facts and experience,
while semantic memory consists of general facts and knowledge.
For example, knowing that football is a sport is an example of semantic memory.
Human Memory
Short Term Memory Long Term Memory
Capacity is Limited Capacity is More
Information is store for shorter time Information is store for Longer time
STM is utilized to retain information LTM is utilized more or less at all times
Suggest ideas
for an
interface
which uses the
properties of
sound
effectively
• Attention
• Status information
• Confirmation
• Navigation