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Human Computer Interaction: Dr. Muhammad Abdul Qayum

This document provides an overview of the key topics covered in a lecture on human-computer interaction (HCI). It discusses the course learning outcomes, which include explaining human factors in HCI and evaluating user interfaces. It also recommends textbooks on HCI and outlines some of the main topics covered in the lecture, such as vision, hearing, touch, movement, and Fitts' law.
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Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
37 views

Human Computer Interaction: Dr. Muhammad Abdul Qayum

This document provides an overview of the key topics covered in a lecture on human-computer interaction (HCI). It discusses the course learning outcomes, which include explaining human factors in HCI and evaluating user interfaces. It also recommends textbooks on HCI and outlines some of the main topics covered in the lecture, such as vision, hearing, touch, movement, and Fitts' law.
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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HUMAN COMPUTER INTERACTION

LECTURE 1

Dr. Muhammad Abdul Qayum


Course Learning Outcomes

Upon completion of the course, students will be able to:


 Explain human factors of HCI including human body physical
abilities, ergonomics, accessibility, health issues, cognitive load
and psychology.
 Explain hardware factors of HCI including different input and output
devices e.g. keyboard, mouse, and touchscreen.
 Understand different key elements from which user interfaces are
constructed.
 Implement user-centered approach in software development
process and apply suitable techniques for collecting user
requirement and analyzing task.
 Evaluate and compare user interfaces using different techniques
such as laboratory experiments and expert reviews.

2
Recommended Resources
 Text book
 Human Computer Interaction, A. Dix et al., 3rd edition, Pearson
Education,
 Other
 Designing Interactive Systems: A comprehensive guide to HCI, UX
and interaction design, D. Benyon, 3rd edition, Pearson Education,
2013.
 Designing the User Interface: Strategies for Effective Human-
Computer Interaction, B. Shneiderman et al., 5th edition, Pearson
Education, 2009.
 The essence of human computer interaction, C. Faulkner, 1 st Ed.
 The design of everyday things, D. Norman, 2 nd Ed.
 http://hcibib.org/

3
Outline
 Introduction to HCI
 Alarm Clock Example
 DOS time versus software application
 Don Norman’s Door Example
 The human
 Information i/o …
 visual,
 auditory,

 haptic,

 movement

4
Introduction to HCI
 Multi-disciplinary subject.
 The study, how people interact with
computers
 Focused on the interfaces between
people and computers

5
Goals of HCI
 Useful
 Accomplish what is required
 Play music, cook dinner, format a document
 Usable
 Do it easily and naturally
 Without danger of error
 Used
 Make people want to use it
 Be attractive, engaging, fun

6
Alarm Clock

7
DOS TIME

8
Why Study HCI – Software Perspective( adding HCI)

9
Smart Phone Clock

10
Don Norman’s Door Example
 A classic book. Read it!
 I will share its pdf soon
 Main Point: no one
reads manuals, so
things should be
designed so that
manuals are not needed
 BTW what is wrong with
the kettle on the book
cover?

11
Don Norman’s Door Example

A plate naturally says “ push me” and a handle


naturally says “pull me “ 12
Don Norman’s Door Example

When Don Norman’s


advice is not
followed

13
Vision
Two stages in vision

• physical reception of stimulus

• processing and interpretation of stimulus


The Eye - physical reception
 mechanism for receiving light and
transforming it into electrical energy
 light reflects from objects
 images are focused upside-down on retina
 retina contains rods for low light vision and
cones for colour vision
 ganglion cells (brain!) detect pattern and
movement
Interpreting the signal
 Size and depth
 visual angle indicates how much of view
object occupies
(relates to size and distance from eye)

 visual acuity is ability to perceive detail (


 familiar objects perceived as constant size
(in spite of changes in visual angle when far away, cricket ball)

 cues like overlapping help perception of size


and depth. ( house overlap with tree help to guess distance and size)
 Help in game design
Interpreting the signal (cont)
 Brightness
 subjective reaction to levels of light
 affected by luminance of object
 measured by just noticeable difference
 visual acuity increases with luminance
 flicker increases as illuminance( not recognize if freq < 50 Hz)

 Colour
 made up of hue, intensity, saturation
 cones sensitive to colour wavelengths
 blue acuity is lowest
 8% males and 1% females colour blind
( female more conscious to colour than male)
Interpreting the signal (cont)
 The visual system compensates for:
 movement
 changes in luminance.

 Context is used to resolve ambiguity


 (Aero plan from far distance )
 Optical illusions sometimes occur due to
over compensation
Optical Illusions

the Ponzo illusion the Muller Lyer illusion


Reading
 Several stages:
 visual pattern perceived
 decoded using internal representation of language(don’t read
complete word)
 interpreted using knowledge of syntax, semantics, pragmatics

 Reading involves saccades and fixations


 Perception occurs during fixations
 Word shape is important to recognition
 Negative contrast improves reading from computer
screen
Hearing
 Provides information about environment:
distances, directions, objects etc.
 Physical apparatus:
 outer ear – protects inner and amplifies sound
 middle ear – transmits sound waves as
vibrations to inner ear
 inner ear – chemical transmitters are released
and cause impulses in auditory nerve
 Sound
 pitch – sound frequency
 loudness – amplitude
 timbre – type or quality
 (soothing music or noise music)
Hearing (cont)
 Humans can hear frequencies from 20Hz to 15kHz
 less accurate distinguishing high frequencies than low.

 Auditory system filters sounds


 can attend to sounds over background noise.
 for example, the party phenomenon.(recognize friend voice)
Touch/Haptic
 Provides important feedback about environment.
 May be key sense for someone who is visually impaired.
 Stimulus received via receptors in the skin:
 Thermo-receptors – heat and cold
 nociceptors – pain
 mechanoreceptors – pressure
(some instant, some continuous)
 Some areas more sensitive than others e.g. fingers, nose to temp
 Kinesthesis - awareness of body position
 affects comfort and performance.( height of chair according to body)
Movement
 Time taken to respond to stimulus:
reaction time + movement time ( Driving &
ball catching)
 Movement time dependent on age, fitness etc.
 Reaction time - dependent on stimulus type:
 visual ~ 200ms
 auditory ~ 150 ms
 pain ~ 700ms ( delay in pain feeling and mosquito
bite time)
 Skill and practice reduces the reaction time.
 Increasing reaction time decreases accuracy.(Game
quick response required)
Movement (cont)
 Fitts' Law describes the time taken to hit a screen target:

Mt = a + b log2(D/S + 1)
where: a and b are empirically determined constants
Mt is movement time
D is Distance
S is Size of target

Þ targets as large as possible


distances as small as possible
Þ Example (easy to hit ball near to wicket than distance)
Þ mouse click for large area, adds placement)
Fitts law
 Fitts law is useful for web designers when
deciding where to place the next button
 Call to Action Buttons , links and other buttons can
be strategically placed on websites/apps to
increase the chance of clicking. Not only do you
want to direct traffic to the right places, but users
need to a have a simple and easy experience.
Notice how the windows start button almost
doubled in size?

26
Summary
 Today we learnt about,
 Basics of Human Computer Interaction
 Alarm Clock Example
 Dos time versus software application

 Don Norman’s Door Example

 The human
 Information i/o …
 visual,
 auditory,
 haptic,

 movement

27

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