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HCI Unit I

This document contains a syllabus for the course CS8079 - HUMAN COMPUTER INTERACTION. It covers 5 units: (1) Foundations of HCI including the human, computer, and interaction; (2) Design and software process; (3) Models and theories; (4) Mobile HCI; and (5) Web interface design. Unit 1 discusses the human in terms of I/O channels like vision, hearing, touch; memory; and reasoning. It also discusses the computer in terms of I/O devices, memory, and processing. Interaction includes models, frameworks, styles, and paradigms.

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100% found this document useful (1 vote)
455 views61 pages

HCI Unit I

This document contains a syllabus for the course CS8079 - HUMAN COMPUTER INTERACTION. It covers 5 units: (1) Foundations of HCI including the human, computer, and interaction; (2) Design and software process; (3) Models and theories; (4) Mobile HCI; and (5) Web interface design. Unit 1 discusses the human in terms of I/O channels like vision, hearing, touch; memory; and reasoning. It also discusses the computer in terms of I/O devices, memory, and processing. Interaction includes models, frameworks, styles, and paradigms.

Uploaded by

sithikbe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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CS8079 - HUMAN COMPUTER INTERACTION

Handled By
M.Mohamed Sithik,
ASP/CSE,
Mohamed Sathak Engineering College
SYLLABUS
UNIT I FOUNDATIONS OF HCI 9
The Human: I/O channels – Memory – Reasoning and problem solving; The Computer: Devices
– Memory – processing and networks; Interaction: Models – frameworks – Ergonomics – styles –
elements – interactivity- Paradigms. - Case Studies
 
UNIT II DESIGN & SOFTWARE PROCESS 9
Interactive Design: Basics – process – scenarios – navigation – screen design – Iteration and prototyping.
HCI in software process: Software life cycle – usability engineering – Prototyping in practice – design
rationale. Design rules: principles, standards, guidelines, rules. Evaluation Techniques – Universal Design

UNIT III MODELS AND THEORIES 9


HCI Models: Cognitive models: Socio-Organizational issues and stakeholder requirements –
Communication and collaboration models-Hypertext, Multimedia and WWW.
 
UNIT IV MOBILE HCI 9
Mobile Ecosystem: Platforms, Application frameworks- Types of Mobile Applications: Widgets,
Applications, Games- Mobile Information Architecture, Mobile 2.0, Mobile Design: Elements of
Mobile Design, Tools. - Case Studies

UNIT V WEB INTERFACE DESIGN 9


Designing Web Interfaces – Drag & Drop, Direct Selection, Contextual Tools, Overlays, Inlays and Virtual
Pages, Process Flow - Case Studies
UNIT – I (Foundation of HCI)
Introduction
Definition:
• HCI is derived from man – machine interaction
• HCI (Human-Computer Interaction) is the study of how people interact with
computers and to what extent computers are or are not developed for successful
interaction with human beings.
• HCI involves design, implementation and evaluation of interactive systems in
the
context of user’s task and work.
The Human

Foundation The Computer


of HCI

Interaction
The Human
Overview

I/O Channels

The Human Memory

Reasoning and Problem Solving


The Computer
Overview

I/O Devices

The
The Computer Memory
Computer

Processing and Networks


Interaction
Overview
Interaction Models

Interaction Frameworks

Ergonomics

Interaction Interaction Styles

Elements of Wimp Interface

Interactivity

Paradigms
The Human
Overview

I/O Channels

The Human Memory

Reasoning and Problem Solving


I/O Channels
Overview
- Introduction
- Vision
- Human eye image formation
- Visual Perception
- Reading
- Hearing
- Human ear
- Touch
- Movement
I/O Channels
Introduction
• A person interacts with outside world through information being received and sent:
  input and output.
• A user interacts with the computer by receiving information that is output by computer
and responds by providing input to the computer: user’s output becomes computer’s input
  and vice versa.
• Input in the human occurs mainly through the senses and output through the effectors
  or responders.
• Five major senses are Vision, hearing, Touch, Taste and Smell. Five major effectors are
  Limbs, Fingers, Eyes, Head and Vocal systems.
• Interaction with computer is possible through Input-Output channels such as using a GUI
based computer, information received by sight, beeps received by ear, feel keyboard and
mouse using fingers.
I/O Channels
Vision
• Human vision is a highly Complex activity with physical and perceptual limitations.
• Two stages of visual perception:
• physical reception of stimulus from outside world and
• Processing and interpretation of that stimulus. Eye is a physical receptor.

• Human Eye – Image formation


  • The cornea and lens focuses light into a sharp image on back of the eye, retina.
• The retina is light sensitive and contains two types of photoreceptor: rods and
  cones.
• Rods are sensitive to light and allow us to see
under a low level of illumination.
However, they are unable to resolve fine detail and are subject to light saturation. This is
the cause for temporary blindness we get when moving from a darkened room into
sunlight. There are approximately 120 million rods per eye and situated towards the edges
of retina. es, mainly concentrated on fovea, a small area of retina where images are
fixated.
I/O Channels
• Cones are less sensitive to light and can tolerate more light when compared to rods.
There are 3 types of cone each sensitive to a different wavelength allowing color vision.
The eye has approximately 6 million cones, mainly concentrated on fovea, a small area of
 
retina where images are fixated.
• Specialized nerve cells called ganglion cells. The two types are: X cells
concentrated in fovea and responsible for early detection of pattern whereas Y cells
widely distributed in the retina and responsible for early detection of movement.
I/O Channels
  • Visual Perception
• Visual perception involves how we perceive size, depth, brightness and color,
perception of brightness and perceiving color.

• Reading
• Several stages: visual pattern is perceived and decoded using internal representation of
language.
• interpreted using knowledge of syntax, semantics, pragmatics.

• Hearing
• The sense of hearing is often considered secondary to sight, but we tend to
underestimate the amount of information that we receive through our ears.
  The human ear
  • Hearing begins with vibrations in the air or sound waves.
• The ear comprises three sections, commonly known as the outer ear, middle ear and
  inner ear.
I/O Channels
• Sound is changes or vibrations in air pressure and has a number of characteristics such
  as pitch, loudness and type of sound.
  • The human ear can hear frequencies from about 20 Hz to 15 KHz.
• The auditory system performs some filtering of the sounds received, allowing us to
ignore background noise and concentrate on important information.
  iv) Touch
  • Touch provides us with vital information about our environment.
  • It tells us when we touch something hot or cold, and can therefore act as a warning.
• We receive stimuli through the skin. The skin contains three types of sensory
receptor: thermoreceptors respond to heat and cold, nociceptors respond to intense
pressure, heat and pain, and mechanoreceptors respond to pressure.
I/O Channels
  v) Movement
• A simple action such as hitting a button in response to a question involves a number
  of processing stages.
  • The stimulus is received through the sensory receptors and transmitted to the brain.
• The question is processed and a valid response generated. The brain then tells the
  appropriate muscles to respond.
• Each of these stages takes time, which can be roughly divided into reaction time and
movement time.
• Movement time is dependent largely on the physical characteristics of the subjects: their
age and fitness. Reaction time varies according to the sensory channel through which the
  stimulus is received.
• Speed and accuracy of movement are important considerations in the design of
interactive systems, primarily in terms of the time taken to move to a particular target on a
screen. The target may be a button, a menu item or an icon.
Human Memory
Overview
- Introduction
- Types of Memory
- Sensory Memory
- Short term memory (STM)
- Long term memory (LTM)
- Types - Episodic and semantic
- Models of LTM – Frames
- Models of LTM – Production rules
Human Memory
Introduction
  Memory contains our knowledge of actions or procedures.
• It allows us to repeat actions, to use language, and to use new information received via our
  senses.
• It also gives us our sense of identity, by preserving information from our past experiences.
Human Memory
Human Memory
Human Memory
Reasoning and Problem Solving
Overview
- Reasoning
- Deductive reasoning
- Inductive Reasoning
- Abductive reasoning
- Problem solving
- Gestalt theory
- Problem Space Theory
- Means-End Analysis
- Analogy in Problem Solving
- Skill Acquisition
- Errors And Mental Models
Reasoning and Problem Solving
Reasoning and Problem Solving
Reasoning and Problem Solving
Reasoning and Problem Solving
Reasoning and Problem Solving
Reasoning and Problem Solving
Computer

Overview

I/O Devices

The
The Computer Memory
Computer

Processing and Networks


Computer
Computer
Computer
Computer
Computer
Computer
Computer
Computer
Computer
Computer
Computer
Computer
Computer
Computer
Interaction

Overview
- Interaction Models
- Norman’s Execution-Evaluation Cycle
- Interaction Frameworks
- Ergonomics
- Interaction Styles
- Elements of the Wimp Interface
- Interactivity
- Paradigms
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction
Interaction

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