Module 01Introduction
Module 01Introduction
Assessments
• ISE1-10 Mark.
• ISE2-10 Mark.
• MSE-30 Mark
• ESE- 50 Mark
Module 1:Introduction
• Course Objective and Overview.
• Historical Evolution of the field.
• The Human.
• The Computer.
• The Interaction.
Course Objective and Overview
• Traditional Computers Era When computers
first appeared on the commercial scene in the
1950s, they were extremely difficult to use.
• Reasons for this were: – They were very large
and expensive machines, so that by
comparison human labor was an inexpensive
resource. – They were used only by technical
specialists, due to which little was known
about how to make them easier to use.
Computers are everywhere
• None of after mentioned conditions about computers
holds today: computers have become much less
expensive, computer users come from every walk of
life.
• Traditional notion of computers has been changed.
Computers are no more just on your table. They are
everywhere, at everyplace and in everything. Look
around yourself and you will see examples such as
ATM, cell phone, remote control, calculator, watch,
photocopier, toaster, air conditioner, medical
equipment, VCR …. There is an endless list.
Definition of HCI
• Human-computer interaction is a discipline
concerned with the design, evaluation and
implementation of interactive computing
systems for human use and with the study of
major phenomena surrounding them.
Why HCI is Important
• The study of our interface with information.
• HCI is interdisciplinary – No single discipline
• Next slide shows the various area of studies
that contribute to the field
HCI Tools
• Sound
• 3D
• Animation
• Video
• Devices
– Size (small->very large)
– Portable (PDA, phone)
– Plasticity
• Context sensitive/aware
• Personalizable
• Ubiquitous
Usability Requirements
• Goals:
– Usability
– Universality
– Usefulness
• Achieved by:
– Planning
– Sensitivity to user needs
– Devotion to requirements
analysis
– Testing
Bad Interfaces
• Encumbering
• Confusing
• Slow
• Trust (ex. windows
crashing)
• What makes it hard?
– Varies by culture
– Multiple platforms
– Variety of users
History of HCI
• Mechanical Computers http://www.thocp.net
• 1623 Schickard makes "Calculating Clock".
6-digit machine can add, subtract, bell indicates overflow.
• 1674 Leibniz designs his "Stepped Reckoner”
Can multiply, with operands of up to 5 and 12 digits.
User turns a crank for each unit in each digit
• 1820 de Colmar makes "Arithmometer”
First mass-produced calculator. Does multiplication & division.
It is also the most reliable calculator yet.
Continue to be sold for about 90 years.
• 1889 Felt invents the first printing desk calculator.
• 1935 IBM introduces "IBM 601", punch card machine
capable of 1 multiplication /second. 1500 are made.
• 1945 Mauchly & Eckert "ENIAC” for ballistics.
30 tons, 1000 ft2 of floor, 140 kilowatts of electricity, 17,468 vacuum tubes
CS / Psych 6750 12
Personal Computers
• 1974 IBM 5100
• 1981 Datamaster
• 1981 IBM XT/AT
– Text and command-based
– Sold lots
– Performed lots of tasks the
general public wanted done
– A good basic toolkit
• 1978 VisiCalc
CS / Psych 6750 13
HCI SCOPE
The human
• Information i/o …
– visual, auditory, haptic, movement
• Information stored in memory
– sensory, short-term, long-term
• Information processed and applied
– reasoning, problem solving, skill, error
• Emotion influences human capabilities
• Each person is different
Vision
Two stages in vision
• Colour
– made up of hue(Spectral Wavelength of light), intensity(Brightness of
color), saturation (amount of Whiteness in color)
– The eye perceives color because cones sensitive to colour
wavelengths.
– blue acuity is lowest
– 8% males and 1% females colour blind
Optical Illusions
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
Sensory memories
Long-term memory
212348278493202
• Two types
– episodic – serial memory of events
– semantic – structured memory of facts,concepts, skills
DOG COLLIE
Fixed Fixed
legs: 4 breed of: DOG
type: sheepdog
Default
diet: carniverous Default
sound: bark size: 65 cm
Variable Variable
size: colour
colour
Models of LTM - Scripts
Model of stereotypical information required to interpret situation
Script has elements that can be instantiated with values for context
Condition/action rules
if condition is matched
then use rule to determine action.
IF dog is growling
THEN run away
LTM - Storage of information
• rehearsal
– information moves from STM to LTM
interference
– new information replaces old: retroactive interference
– old may interfere with new: proactive inhibition
recognition
– information gives knowledge that it has been seen before
– less complex than recall - information is cue
Thinking
Reasoning
deduction, induction, abduction
Problem solving
Deductive Reasoning
• Deduction:
– derive logically necessary conclusion from given premises.
e.g. If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
• Unreliable:
– can only prove false not true
… but useful!
• Humans not good at using negative evidence
e.g. Wason's cards.
Wason's cards
7 E 4 K
If a card has a vowel on one side it has an even number on the other
Is this true?
• Unreliable:
– can lead to false explanations
Problem solving
• Process of finding solution to unfamiliar task using knowledge.
• Several theories.
• Gestalt
– problem solving both productive and reproductive
– productive draws on insight and restructuring of problem
– attractive but not enough evidence to explain `insight' etc.
– move away from behaviourism and led towards information processing
theories
Problem solving (cont.)
Problem space theory
– problem space comprises problem states
– problem solving involves generating states using legal operators
– heuristics may be employed to select operators
e.g. means-ends analysis
– operates within human information processing system
e.g. STM limits etc.
– largely applied to problem solving in well-defined areas
e.g. puzzles rather than knowledge intensive areas
Problem solving (cont.)
• Analogy
– analogical mapping:
• novel problems in new domain?
• use knowledge of similar problem from similar domain
– analogical mapping difficult if domains are semantically different
• Skill acquisition
– skilled activity characterized by chunking
• lot of information is chunked to optimize STM
– conceptual rather than superficial grouping of problems
– information is structured more effectively
Errors and mental models
Types of error
• slips
– right intention, but failed to do it right
– causes: poor physical skill,inattention etc.
– change to aspect of skilled behaviour can cause slip
• mistakes
– wrong intention
– cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur
Emotion
• Various theories of how emotion works
– James-Lange: emotion is our interpretation of a physiological
response to a stimuli
– Cannon: emotion is a psychological response to a stimuli
– Schacter-Singer: emotion is the result of our evaluation of our
physiological responses, in the light of the whole situation we are
in
• Emotion clearly involves both cognitive and physical
responses to stimuli
Emotion (cont.)
• The biological response to physical stimuli is called affect
Ask yourself:
will design decision exclude section of user population?
Psychology and the Design of Interactive
System
• Some direct applications
– e.g. blue acuity is poor
blue should not be used for important detail
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What is interaction?
Communication
user system
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models of interaction
Purpose of interaction
Norman model
interaction framework
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Donald Norman’s model
• Norman uses this model to demonstrate why some interfaces
causes problem to their users.
• Seven stages (each stage is an activity of the user)
1. user establishes the goal e.g. purchase books
2. formulates intention e.g. connect to the Internet/or ask someone
3. specifies actions at interface e.g. search
4. executes action e.g. search for product, fill in form, …
5. perceives system state e.g. perceives the result (found/not found)
6. interprets system state e.g. understand the result
7. evaluates system state with e.g. evaluate the result
respect to goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
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execution/evaluation loop
goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
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execution/evaluation loop
goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
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execution/evaluation loop
goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
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Human error - slips and mistakes
slip
understand system and goal
correct formulation of action
incorrect action
mistake
may not even have right goal!
Fixing things?
slip – better interface design
mistake – better understanding of system
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ergonomics
physical aspects of interfaces
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Ergonomics
• Ergonomics, also known as human factors, is the scientific
discipline that seeks to understand and improve human
interactions with products, equipment, environments and
systems.
• Ergonomics good at defining standards and guidelines for
constraining the way we design certain aspects of systems
• Some of the Ergonomics example:
– Arrangement of controls and displays
– surrounding environment
– health issues
– The use of colour
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Ergonomics - examples
Arrangement …displays
surrounding environment
health issues - use of colour
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Arrangement of controls and displays
• Controls and displays should be grouped logically to allow rapid
access by the user.
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Arrangement ..(cont.)
• Arrangement in relation to users positions:
– Users should be able to reach all controls necessary and view all
displays without excessive body movement.
– Critical displays should be at eye level.
– Lighting should be arranged to avoid reflection distorting
displays.
– Controls should be spaced to provide adequate room for the
user to manoeuvre
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surrounding environment
• Where the system will be used? By whom the it will be used? Will
users sitting, standing, or moving about?
– If user required to stand, the user should have room to move around
to reach all control.
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health issues
• Poor designs in critical system can results to death. E.g. aircraft
crashing
• health issues
e.g. physical position, environmental conditions (temperature,
humidity), lighting, noise, and usage time
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The use of colour
• Colour should correspond to users expectation
e.g. Red frequently associated with stop, therefore it can be use for
warning
e.g. Green frequently associated with go, therefore it can be use for
okay.
e.g. Yellow frequently associated with standby, therefore it can be use
for standby and secondary function.
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interaction styles
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Common interaction styles
• command line interface
• menus
• natural language
• question/answer and query dialogue
• form-fills and spreadsheets
• WIMP
• point and click
• three–dimensional interfaces
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Command line interface
• It provide instructions to the computer directly
– function keys, single characters, short abbreviations, whole words, or
a combination
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Menus
• Set of options displayed on the screen
• Options visible
– less recall - easier to use
– rely on recognition so names should be meaningful
• Selection by:
– numbers, letters, arrow keys, mouse
– combination (e.g. mouse plus accelerators)
• Often options hierarchically grouped
– sensible grouping is needed
• Restricted form of full WIMP system
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Natural language
• Familiar to user
• speech recognition or typed natural language
• Problems
– vague
– ambiguous
– hard to do well!
• Solutions
– try to understand a subset
– pick on key words
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Query interfaces
• Question/answer interfaces
– user led through interaction via series of questions
– suitable for novice users but restricted functionality
– often used in information systems
84
Form-fills
• Primarily for data entry or data retrieval
• Screen like paper form.
• Data put in relevant place
• Requires
– good design
– obvious correction
facilities
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Spreadsheets
• first spreadsheet VISICALC, followed by Lotus 1-2-3
MS Excel most common today
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Point and click interfaces
• used in ..
– multimedia
– web browsers
– hypertext
• minimal typing
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WIMP Interface
Windows
Icons
Menus
Pointers
… or windows, icons, mice, and pull-down menus!
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Three dimensional interfaces
• virtual reality
• ‘ordinary’ window systems
– highlighting
– visual affordance flat buttons …
– indiscriminate use
just confusing!
click me!
• 3D workspaces
– use for extra virtual space
… or sculptured
– light and shadow give depth
– distance effects
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elements of the wimp interface
• scrollbars
– allow the user to move the contents of the window up and down or
from side to side
• title bars
– describe the name of the window
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Icons
• small picture or image
• represents some object in the interface
– often a window or action
• windows can be closed down (iconised)
– small representation of many accessible windows
• icons can be many and various
– highly stylized
– realistic representations.
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Pointers
• important component
– WIMP style relies on pointing and selecting things
• uses mouse, trackpad, joystick, trackball, cursor keys or
keyboard shortcuts
• wide variety of graphical images
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Menus
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Kinds of Menus
• Menu Bar at top of screen (normally), menu drags down
– pull-down menu - mouse hold and drag down menu
– drop-down menu - mouse click reveals menu
– fall-down menus - mouse just moves over bar!
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Menus extras
• Cascading menus (submenu) is secondary menu displayed on
demand from within a menu.
– Hierarchy menu structure
– menu selection opens new menu
– and so in ad infinitum
• Keyboard accelerators
– key combinations - same effect as menu item
– two kinds
• active when menu open – usually first letter
• active when menu closed – usually Ctrl + letter
usually different !!!
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Menu techniques
Leah Findlater and Krzysztof Z. Gajos, “Design Space and Evaluation Challenges of Adaptive Graphical User Interface”
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Menus design issues
• which kind to use
• what to include in menus at all
• words to use (action or description)
• how to group items
• choice of keyboard accelerators
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Menus design issues
Why Microsoft have changed the menu from dropdown menu to tabbed
menu? Think about it!
Tabbed menu
Dropdown
– Smart menu
– Split menu
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Buttons
• individual and isolated regions within a display that can be
selected to invoke an action
• Special kinds
– radio buttons
– set of mutually exclusive choices
– check boxes
– set of non-exclusive choices
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Toolbars
• long lines of icons …
… but what do they do?
• often customizable:
– choose which toolbars to see
– choose what options are on it
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Dialogue boxes
• information windows that pop up to inform of an important
event or request information.
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References
• HCIBook. “Human Computer Interaction”. ALAN DIX -3rd Edition
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