Human Computer Interaction Unit I
Human Computer Interaction Unit I
UNIT I
Subject Details
• Teaching Scheme:
• Theory: 03 Hrs / week
• Credits: 3-0-0
• Mid Semester Examination-I: 15 Marks
• Mid Semester Examination-II: 15 Marks
• Continuous In-semester Evaluation: 10 Marks
• Teacher Assessment: 10 Marks
• End Semester Examination: 50 Marks
• End Semester Examination (Duration): 02 Hrs
Unit I
Introduction
• The Human
• The Computer
• The interaction
• Paradigms,
• Guidelines
• Principles, and Theories
• Importance of good design
• Examples: Identifying good vs bad design
The Human
• Humans are limited in their capacity to process information
• Information is received and responses given via several input and output channels:
• visual channel
• auditory channel
• haptic channel
• movement
• Vision
• Reading
• Hearing
• Touch
• Movement
• Memory
• Short-term memory (STM)
• Long-term memory (LTM)
Vision Interpreting the signal Reading
Two stages in vision Size and depth :visual angle indicates how Several stages:visual
• physical reception of much of view object occupies.(relates to size pattern perceived decoded
stimulus and distance from eye) using internal
• processing and visual acuity is ability to perceive detail representation of
interpretation of stimulus (limited)familiar objects perceived as constant language.
size (in spite of changes in visual angle interpreted using
The Eye - physical when far away) knowledge of syntax,
reception: cues like overlapping help perception of size semantics, pragmatics
mechanism for receiving and depth
light and transforming it The visual system compensates for: Reading involves saccades
into electrical energy Movement and changes in luminance. and fixations
light reflects from objects Context is used to resolve ambiguity Perception occurs during
images are focused fixations
upside-down on retina. Optical illusions sometimes occur due to over Word shape is important to
retina contains rods for compensation recognition
low light vision and cones Negative contrast
for colour vision improves reading from
ganglion cells (brain!) computer screen
detect pattern and
movement
Hearing Touch (Haptic) Movement
Provides information Provides important Time taken to respond to stimulus:
about the environment: feedback about reaction time + movement time
distances, environment. Movement time dependent on age, fitness etc.
directions, objects, etc. May be key sense for Reaction time - dependent on stimulus type:
someone who is visual~ 200ms, auditory~ 150 ms, pain~ 700ms
Physical apparatus: visually impaired. Increasing reaction time decreases accuracy in the
The outer ear protects Stimulus received via unskilled operator but not in the skilled operator.
the inner and amplifies receptors in the skin: Fitts' Law describes the time taken to hit a screen
sound thermoreceptors – target. Fitts law is useful for web designers when
middle ear transmits heat and cold deciding where to place the next button
sound waves as nociceptors – Mt = a + b log2(D/S + 1)
vibrations to the inner ear pain where: a and b are empirically determined
Inner ear – mechanoreceptors constants
chemical transmitters are – pressure Mt is movement time
released D is Distance
(some instant, some S is Size of target
and cause impulses in the continuous) targets as large as possible
auditory nerve Some areas more distances as small as possible
Sound sensitive than others
pitch – sound e.g. fingers.
frequency Kinethesis - awareness
loudness – of body position affects
amplitude comfort and
timbre – type or performance.
quality
Memory Short-term memory Long-term memory (LTM)
(STM)
There are three Scratch-pad for Repository for all our knowledge
types of memory temporary recall slow access ~ 1/10 second
function: slow decay, if any
rapid access ~ huge or unlimited capacity
Sensory memories 70ms
Two types
Short-term memory rapid decay ~ episodic – serial memory of events
or working memory 200ms semantic – structured memory of facts,concepts, skills
Comes from
attention limited capacity - semantic LTM derived from episodic LTM
Long-term memory 7± 2 chunks Semantic memory structure
relates to Rehearsal provides access to information
Selection of stimuli represents relationships between bits of information
governed by the supports inference
level of arousal. Model: semantic network
inheritance – child nodes inherit properties of parent nodes
relationships between bits of information explicit
supports inference through inheritance
Model of Human Memory
Three main types of memory are processed in the brain: Sensory Memories, Short-term Memories, Long-term Memories
• Virtual reality systems and 3D visualization have special interaction • the effects when systems run too slow or too fast, the
myth of the infinitely fast machine
and display devices.
• Various devices in the physical world: • limitations on processing speed
• physical controls and dedicated displays • networks and their impact on system performance.
screen is vast number of coloured dots Stream of electrons emitted from Smaller, lighter, and … no radiation
resolution and colour depth: electron gun, focused and directed problems.
Resolution used (inconsistently) for by magnetic fields, hit phosphor-
number of pixels on screen (width x coated screen which glows Found on PDAs, portables and
height) used in TVs and computer monitors notebooks,
Health hazards of CRT !: … and increasingly on
density of pixels (in pixels or dots per X-rays: largely absorbed by screen (but desktop and even for home TV
inch - dpi) not at rear!)
typically between 72 and 96 dpi UV- and IR-radiation from phosphors: also used in dedicted displays:
Aspect ratio insignificant levels: Radio frequency digital watches, mobile
ration between width and height emissions, plus ultrasound (~16kHz) phones, HiFi controls
4:3 for most screens, 16:9 for wide- Electrostatic field - leaks out through
screen TV tube to user. How it works …
Colour depth: Electromagnetic fields (50Hz-0.5MHz). Top plate transparent and polarised,
how many different colours for each Create induction currents in conductive bottom plate reflecting.
materials, including the human body. Light passes through top plate and
pixel? black/white or greys only crystal, and reflects back to eye.
256 from a pallete Voltage applied to crystal changes
8 bits each for red/green/blue = polarisation and hence colour
millions of colours N.B. light reflected not emitted => less
eye strain
display devices
large displays situated displays Digital paper
Random access memory (RAM) Moore’s law: computers get faster and faster!
on silicon chips, 100 nano-second access time 1965 …Gordon Moore, co-founder of Intel, noticed a pattern
usually volatile (lose information if power turned off) processor speed doubles every 18 months
data transferred at around 100 Mbytes/sec similar pattern for memory: but doubles every 12 months!!
Some non-volatile RAM used to store basic set-up information
Typical desktop computers: 64 to 256 Mbytes RAM Networked computing:
Long-term Memory – disks: Networks allow access to …large memory and processing
other people (groupware, email)
magnetic disks shared resources – esp. the web
floppy disks store around 1.4 Mbytes Issues: network delays – slow feedback, conflicts - many
hard disks typically 40 Gbytes to 100s of Gbytes people update data unpredictability
access time ~10ms, transfer rate 100kbytes/s
The internet:
optical disks history …1969: DARPANET US DoD,
use lasers to read and sometimes write common language (protocols):
more robust that magnetic media TCP – Transmission Control protocol
CD-ROM lower level, packets (like letters) between machines
- same technology as home audio, ~ 600 IP – Internet Protocol
Gbytes reliable channel (like phone call) between programs on machines
email, HTTP, all build on top of these
DVD - for AV applications, or very large files
Interaction
• Interaction models help us to understand the interaction between the user and the system.
• They address the translations between user wants and the system does.
• Ergonomics looks at the physical characteristics of the interaction.
• The interaction takes place with an organizational perspective that affects both the user and the system.
• What is interaction?
command line interface: It provides a means of expressing instructions to the computer directly,using function keys, single
characters, abbreviations or whole-word commands
menus: the set of options available to the user is displayed on the screen, and selected using the mouse, or numeric or
alphabetic keys
natural language: user cant remember a command so instructions are expressed in everyday words! Natural language
understanding, both of speech and written input.
question/answer and query dialog:Question and answer dialog is a simple mechanism for providing input to an application
in a specific domain. The user is asked a series of questions.
form-fills and spreadsheets:Form-filling interfaces are used primarily for data entry but can also be useful in data retrieval
applications.
WIMP: WIMP interface style, often simply called windowing systems. WIMP stands for windows, icons, menus and pointers
three-dimensional interfaces :There is an increasing use of three-dimensional effects in user interfaces. The most
obvious example is virtual reality, but VR is only part of a range of 3D techniques available to the interface designer.
Paradigms : Means pattern or model
What are Paradigms of Interaction: New computing technologies arrive, creating a new perception of the
human—computer relationship. We can trace some of these shifts in the history of interactive technologies.
Ubiquitous Computing:A symbiosis of physical and electronic worlds in service of everyday activities.
PARADIGMS FOR INTERACTION
1. Time sharing : 2. Video display units: (VDU) 3. Programming toolkits
• truly interactive exchange between 1. Using VDU like Sketchpad it was Programming toolkitprovides all tools to
programmer and computer was possible to change something in the programmers on developing the set of
possible. computer’s memory. programming tools
• The computer could now project
itself as a dedicated partner with It was a kind of simulation language that They require these tools in order to build
each individual user enabled computers to to ineract more complex interactive systems.
• the advent of time sharing, real graphically.
human–computer interaction was
now possible.
Nielsen’s Ten Heuristic Principles Here are some specific guidelines for common interface
components:
Visibility of system status: Keep users informed about Buttons: Use clear and concise labels, and make sure that buttons
what is happening. are large enough to be easily clicked or tapped.
Match between system and the real world: Use words, Input fields: Provide clear instructions and validation, and make
phrases, and concepts that are familiar to the user, sure that input fields are large enough to accommodate the
User control and freedom: Allow users to easily recover expected input.
from errors and undo actions. Checkboxes and radio buttons: Use clear and concise labels, and
Consistency and standards: Use consistent terminology group related checkboxes and radio buttons together.
and conventions throughout the system. Menus: Organize menu items logically, and use clear and concise
Error prevention: Even better than good error messages labels.
Recognition rather than recall: The user should not have Tooltips: Use tooltips to provide additional information about
to remember information from one part of the dialogue to interface elements, but avoid using them to provide essential
another. instructions.
Flexibility and efficiency of use: speed up the interaction Dialog boxes: Use clear and concise language, and make sure that
for the experienced user such as by allowing shortcuts with dialog boxes are easy to understand and complete.
non-textual navigation modes.
Aesthetic and minimalist design: Dialogues should not
contain information which is irrelevant or rarely needed.
Help users recognize, diagnose, and recover from
errors: Error messages should be expressed in plain
language (no codes
Help and documentation: it may be necessary to provide
help and documentation..
Guidelines in Human Computer Interface(HCI)
Change in one part of the system does not always One conceptual change requires changes
Change
require a change in another part of the system. to many parts of the system.
Logic Every piece of logic has one and only one home. Logic has to be duplicated.
Link The logic link can easily be found. The logic link cannot be remembered.