HCI Unit I
HCI Unit I
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
Interaction
The Human
Overview
I/O Channels
I/O Devices
The
The Computer Memory
Computer
Interaction Frameworks
Ergonomics
Interactivity
Paradigms
The Human
Overview
I/O Channels
• 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
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