Hci Presentation
Hci Presentation
Hci Presentation
PRESENTATION
Introduction to HCI
Goals of HCI
User Interface
Good design
History of HCI
History of screen design
GROUP ONE
Graphics
Direct manipulation
Indirect manipulation
Graphical user interface
Web user interface
Principles of web design
Principle of user web design
Principle of Xerox star
THERESA SYLVESTER EMMANUEL
General Principle
Obstacle and pitfalls in ANIEBIET JEREMIAH LAWRENCE
development path PROMISE IDONGESIT ISAAC
Irritating Characters JUSTICE JUSTICE FRIDAY
Psychological Response
UBONG EFFIONG EDET
to design
UTIBE FRIDAY UDOH
DEFINITION
Human–computer interaction is research in the design and the use of computer technology, which
focuses on the interfaces between people and computers. HCI researchers observe the ways
humans interact with computers and design technologies that allow humans to interact with
computers in novel ways.
The human–computer interface can be described as the point of communication between the
human user and the computer. The flow of information between the human and computer is
defined as the loop of interaction. The loop of interaction has several aspects to it, including:
Visual Based: The visual-based human–computer interaction is probably the most widespread
human–computer interaction (HCI) research area.
Audio Based: The audio-based interaction between a computer and a human is another important
area of HCI systems. This area deals with information acquired by different audio signals.
GOAL
A basic goal of HCI is
A long term goal of HCI is
by making computers more usable and receptive to the user's needs.
to improve the interactions between users and computers
to design systems that minimize the barrier between the human's cognitive
model of what they want
to accomplish and the computer's understanding of the user's task
A GUI (graphical user interface) is a system of interactive visual components for computer
software. A GUI displays objects that convey information, and represent actions that can be
taken by the user. The objects change color, size, or visibility when the user interacts with them.
The GUI was first developed at Xerox PARC by Alan Kay, Douglas Engelbart and a group of
other researchers in 1981. Later, Apple introduced the Lisa computer with a GUI on January
19, 1983.
GRAPHICAL USER INTERFACE OVERVIEW
A GUI includes GUI objects, like icons, cursors, and buttons. These graphical elements are
sometimes enhanced with sounds, or visual effects like transparency and drop shadows. Using these
objects, a user can use the computer without having to know commands.
An example of a GUI operating system is a windows 7 Desktop
WHAT ARE THE BENEFITS OF GUI
A GUI is considered to be more user-friendly than a text-based command-line interface, such
as MS-DOS, or the shell of Unix-like operating systems.
Unlike a command-line operating system or CUI, like Unix or MS-DOS, GUI operating systems are
easier to learn and use because commands do not need to be memorized. Additionally, users do
not need to know any programming languages. Because of their ease of use and more modern
appearance, GUI operating systems have come to dominate today's market.
ADVANTAGES
Symbols recognized faster than text
Faster learning
Faster use and problem solving
Easier remembering
More natural
Exploits visual/spatial cues
Fosters more concrete thinking
Provides context
Fewer errors
Increased feeling of control
DISADVANTAGES OF GUI
Implementation: Implementing a graphical user interface is not an easy process as it seems while
using it.
Cost: The design of graphical user interface makes it more difficult and costly to develop.
Memory Usage: Due to the usage of all graphical representations, a graphical user interface
typically uses more power and computer memory than other types of interfaces.
BRIEF HISTORY ON SCREEN DESIGN
While developers have been designing screens since a cathode ray tube display was first attached
to a computer, more widespread interest in the application of good design principles to screens did
not begin to emerge until the early 1970s, when IBM introduced its 3270 cathode ray tube text-
based terminal.
Data / Information: Full of unknown content. Source not always trusted. Often not placed
onto the web by users or known people and organizations and highly variable organization.
User Tasks: Link to a site, browse or read pages, fill out forms, register for services,
participate in transactions, download and save things. Movement between pages and sites
very rapid.
Response Time: Quite variable depending on transmission speeds, page content, and so on.
Long time can upset the user.
Interaction: Basic interaction is a single click. This can cause extreme changes in context,
which may not be noticed.
Task Efficiency: Limited by browser and network capabilities. Often intended for anyone and
everyone.
Simplicity − the user interface should not be complex. It should always be designed simple
and elegant. it must be easy to learn for people that want to use it.
Consistent − the user interface should be consistent. The design should be consistent.
Increasing consistency increases the familiarity, and hence increases the usability.
Clarity − Content should provide the user with clarity. There should not be anything which
confuses the user, as it becomes an obstacle for the user in interacting with the product
Minimize actions − Minimize action means steps per screen. The tasks and actions are
streamlined so that they can be done in as few steps as possible. The interface should be
designed keeping in mind to maintain the steps as few as possible for performing any tasks.
Proving useful feedback – the system and its software should be able to respond and
return feedback for every action. This keeps the user informed and helps them to know
whether some action was successful or not.
The illusion of manipulable objects: Displayed objects that are selectable and manipulable
must be created. A design challenge is to invent a set of displayable objects that are
represented meaningfully and appropriately for the intended application. It must be clear that
these objects can be selected.
Visual order and viewer focus: Effective visual contrast between various components of
the screen is used to achieve this goal. Animation is also used to draw attention, as is sound.
Feedback must also be provided to the user.
Revealed structure: The distance between one’s intention and the effect must be
minimized. The relationship between intention and effect must be tightened and made as
apparent as possible to the user.
Consistency: Consistency aids learning. Consistency is provided in such areas as element location,
grammar, font shapes, styles, and sizes, selection indicators, and contrast and emphasis
techniques.
Appropriate effect or emotional impact: The interface must provide the appropriate emotional
effect for the product and its market. Is it a corporate, professional, and secure business system?
Should it reflect the fantasy, wizardry, and bad puns of computer games?
A match with the medium: The interface must also reflect the capabilities of the device on which
it will be displayed. Quality of screen images will be greatly affected by a device’s resolution and
color-generation capabilities.
General Principles
The design goals in creating a user interface are described below.
They are fundamental to the design and implementation of all effective interfaces, including GUI
and Web ones.
Aesthetically Pleasing: Provide visual appeal by following these presentation and graphic
design principles like provide meaningful contrast between screen elements, Provide three-
dimensional representation and Use color and graphics effectively and simply.
Clarity: The interface should be visually, conceptually, and linguistically clear such as the Visual
elements, Functions, Metaphors, Words and text
Compatibility: compatibility should be provided to the user, task /job and the product and also
adopt the user’s perspective.
Comprehensibility: A system should be easily learned and understood. A user should know what,
when, where, why, how to do it.
Configurability: Permit easy personalization, configuration, and reconfiguration of settings.
Consistency: A system should look, act, and operate the same throughout. For example have
similar look, have similar uses and operate similarly, same actions should yield same result.
Inconsistency causes the need for more specialization by system users, greater demand for higher
skills, more preparation time and less production time, more unlearning and learning when
systems are changed.
Control: The user must control the interaction, i.e. action should be performed quickly and result
from explicit requests, actions should never be interrupted by errors or termination
Directness: Provide direct ways to accomplish tasks and available alternatives should be visible.
Efficiency: Minimize eye and hand movements, and other control actions i.e. transitions between
various system controls should flow easily and freely, navigation paths should be as short as
possible. Much should be accomplished with little movement.
Familiarity: Employ familiar concepts and use a language that is familiar to the user.
Keep the interface natural, mimicking the user’s behavior patterns.
Use real-world metaphors.
Flexibility: A system must be sensitive to the differing needs of its users, enabling a level and
type of performance based on each user’s knowledge and skills experience, habits personal
preferences etc.
Predictability: The user should be able to anticipate the natural progression of each task.
Recovery: A system should permit commands or actions to be abolished or reversed and
immediate return to a certain point if difficulties arise.
Responsiveness: The system must rapidly respond to the user’s requests like Visual, textual and
auditory
Simplicity: Provide as simple an interface as possible.
Transparency: Permit the user to focus on the task/job, without concern for the mechanics of the
interface, i.e. workings and reminders of workings inside the computer should be invisible or hidden
to the user.
Abandonment of the system: The system is rejected and other information sources are relied
upon. These sources must, of course, be available and the user must have the discretion to perform
the rejection.