Module1 Introduction
Module1 Introduction
Introduction
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Human Computer Interaction
Design Implementation
Evaluation
of interactive computing systems for human use.
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Goals
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Defining the User Interface
• User interface, design is a subset of a field of study called
human-computer interaction (HCI).
• The user interface is
• the part of a computer and its software that people can see, hear, touch, talk
to, or otherwise understand or direct.
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History of user interface designing
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Overview
• What are Don Norman’s principles and how do they apply to the design
of everyday things?
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The Psychopathology of Everyday Things
Psychopathology means
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• Consider the door.
• There is not much you can do to a door: you can
• open it or shut it.
• Suppose you are in an office building, walking down a corridor. You
come to a door. In which direction does it open? Should you pull or
push, on the left or the right? May be the door slides.
• If so, in which direction? I have seen doors that slide up into the
ceiling.
• A door poses only two essential questions: In which direction does it
move? On which side should one work it?
• The answers should be given by the design, without any need for
words or symbols, certainly without any need for trial and error.
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The Psychopathology
of Everyday Things
Why are some common things so hard to use?
• Doors
• Stoves
• Light switches
• Remote control
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Complexity of modern Devices
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Complexity of modern Devices….
• Eg : Norman Pots
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Complexity of modern Devices….
• Eg : Coffee Cup
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Complexity of modern Devices….
• Eg: TV Remote
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Not all are easy to use by novice users
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Human Centered Design
• Human centered designing is to consider all aspects of the destined user
such as his interests, behavior, needs, likes, dislikes, skill set and build
products that users will able to easily adapt.
• As a good designer ,he should able to use these mental models of the
user as well be able to create mental models of the user.
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Conceptual model
• People have “mental models” of how things work
• Mental model of system which allows users to:
- understand the system
- predict the effects of actions
- interpret results
• Feedback
• Constraints
• Mapping
• Visibility
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Affordances
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Another Example…
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Mapping
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Constraints
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Constraints…
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Visibility
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Visibility..
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Feedback
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Feedback
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Example
Good: Scissors
affordances:
• holes for something to be inserted
constraints:
• big hole for several fingers, small hole for thumb
mapping:
• between holes and fingers suggested and constrained by appearance
conceptual model:
• implications clear of how the operating parts work
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Example 12:00
Affordances:
• four push buttons to push, but not clear what they will do
Conceptual model:
• must be taught
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