Human Computer Interaction: Dr. Muhammad Abdul Qayum

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HUMAN COMPUTER INTERACTION

LECTURE 1

Dr. Muhammad Abdul Qayum


Course Learning Outcomes

Upon completion of the course, students will be able to:


 Explain human factors of HCI including human body physical
abilities, ergonomics, accessibility, health issues, cognitive load
and psychology.
 Explain hardware factors of HCI including different input and output
devices e.g. keyboard, mouse, and touchscreen.
 Understand different key elements from which user interfaces are
constructed.
 Implement user-centered approach in software development
process and apply suitable techniques for collecting user
requirement and analyzing task.
 Evaluate and compare user interfaces using different techniques
such as laboratory experiments and expert reviews.

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Recommended Resources
 Text book
 Human Computer Interaction, A. Dix et al., 3rd edition, Pearson
Education,
 Other
 Designing Interactive Systems: A comprehensive guide to HCI, UX
and interaction design, D. Benyon, 3rd edition, Pearson Education,
2013.
 Designing the User Interface: Strategies for Effective Human-
Computer Interaction, B. Shneiderman et al., 5th edition, Pearson
Education, 2009.
 The essence of human computer interaction, C. Faulkner, 1 st Ed.
 The design of everyday things, D. Norman, 2 nd Ed.
 http://hcibib.org/

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Outline
 Introduction to HCI
 Alarm Clock Example
 DOS time versus software application
 Don Norman’s Door Example
 The human
 Information i/o …
 visual,
 auditory,

 haptic,

 movement

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Introduction to HCI
 Multi-disciplinary subject.
 The study, how people interact with
computers
 Focused on the interfaces between
people and computers

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Goals of HCI
 Useful
 Accomplish what is required
 Play music, cook dinner, format a document
 Usable
 Do it easily and naturally
 Without danger of error
 Used
 Make people want to use it
 Be attractive, engaging, fun

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Alarm Clock

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DOS TIME

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Why Study HCI – Software Perspective( adding HCI)

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Smart Phone Clock

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Don Norman’s Door Example
 A classic book. Read it!
 I will share its pdf soon
 Main Point: no one
reads manuals, so
things should be
designed so that
manuals are not needed
 BTW what is wrong with
the kettle on the book
cover?

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Don Norman’s Door Example

A plate naturally says “ push me” and a handle


naturally says “pull me “ 12
Don Norman’s Door Example

When Don Norman’s


advice is not
followed

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Vision
Two stages in vision

• physical reception of stimulus

• processing and interpretation of stimulus


The Eye - physical reception
 mechanism for receiving light and
transforming it into electrical energy
 light reflects from objects
 images are focused upside-down on retina
 retina contains rods for low light vision and
cones for colour vision
 ganglion cells (brain!) detect pattern and
movement
Interpreting the signal
 Size and depth
 visual angle indicates how much of view
object occupies
(relates to size and distance from eye)

 visual acuity is ability to perceive detail (


 familiar objects perceived as constant size
(in spite of changes in visual angle when far away, cricket ball)

 cues like overlapping help perception of size


and depth. ( house overlap with tree help to guess distance and size)
 Help in game design
Interpreting the signal (cont)
 Brightness
 subjective reaction to levels of light
 affected by luminance of object
 measured by just noticeable difference
 visual acuity increases with luminance
 flicker increases as illuminance( not recognize if freq < 50 Hz)

 Colour
 made up of hue, intensity, saturation
 cones sensitive to colour wavelengths
 blue acuity is lowest
 8% males and 1% females colour blind
( female more conscious to colour than male)
Interpreting the signal (cont)
 The visual system compensates for:
 movement
 changes in luminance.

 Context is used to resolve ambiguity


 (Aero plan from far distance )
 Optical illusions sometimes occur due to
over compensation
Optical Illusions

the Ponzo illusion the Muller Lyer illusion


Reading
 Several stages:
 visual pattern perceived
 decoded using internal representation of language(don’t read
complete word)
 interpreted using knowledge of syntax, semantics, pragmatics

 Reading involves saccades and fixations


 Perception occurs during fixations
 Word shape is important to recognition
 Negative contrast improves reading from computer
screen
Hearing
 Provides information about environment:
distances, directions, objects etc.
 Physical apparatus:
 outer ear – protects inner and amplifies sound
 middle ear – transmits sound waves as
vibrations to inner ear
 inner ear – chemical transmitters are released
and cause impulses in auditory nerve
 Sound
 pitch – sound frequency
 loudness – amplitude
 timbre – type or quality
 (soothing music or noise music)
Hearing (cont)
 Humans can hear frequencies from 20Hz to 15kHz
 less accurate distinguishing high frequencies than low.

 Auditory system filters sounds


 can attend to sounds over background noise.
 for example, the party phenomenon.(recognize friend voice)
Touch/Haptic
 Provides important feedback about environment.
 May be key sense for someone who is visually impaired.
 Stimulus received via receptors in the skin:
 Thermo-receptors – heat and cold
 nociceptors – pain
 mechanoreceptors – pressure
(some instant, some continuous)
 Some areas more sensitive than others e.g. fingers, nose to temp
 Kinesthesis - awareness of body position
 affects comfort and performance.( height of chair according to body)
Movement
 Time taken to respond to stimulus:
reaction time + movement time ( Driving &
ball catching)
 Movement time dependent on age, fitness etc.
 Reaction time - dependent on stimulus type:
 visual ~ 200ms
 auditory ~ 150 ms
 pain ~ 700ms ( delay in pain feeling and mosquito
bite time)
 Skill and practice reduces the reaction time.
 Increasing reaction time decreases accuracy.(Game
quick response required)
Movement (cont)
 Fitts' Law describes the time taken to hit a screen target:

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

Þ targets as large as possible


distances as small as possible
Þ Example (easy to hit ball near to wicket than distance)
Þ mouse click for large area, adds placement)
Fitts law
 Fitts law is useful for web designers when
deciding where to place the next button
 Call to Action Buttons , links and other buttons can
be strategically placed on websites/apps to
increase the chance of clicking. Not only do you
want to direct traffic to the right places, but users
need to a have a simple and easy experience.
Notice how the windows start button almost
doubled in size?

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Summary
 Today we learnt about,
 Basics of Human Computer Interaction
 Alarm Clock Example
 Dos time versus software application

 Don Norman’s Door Example

 The human
 Information i/o …
 visual,
 auditory,
 haptic,

 movement

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