SWE1018 Module1
SWE1018 Module1
SWE1018 Module1
HCI
• Human-computer interaction (HCI) is a multidisciplinary field of
study focusing on the design of computer technology and, in
particular, the interaction between humans (the users) and computers.
EARLIER NOW
The computer mouse was invented and developed by Douglas Engelbart,
with the assistance of Bill English, during the 1960s and was patented on
November 17, 1970.
Modules
• Module 1: Introduction to human computer interaction
• Module 2: Human factors as HCI theories
• Module 3: HCI Design
• Module 4: User Interface Layer and Methodology
• Module 5: Evaluation Techniques
• Module 6: Contemporary Issues
MODULE -1
Human Computer Interaction And Its Framework – Principles of HCI –
Types of Interaction Styles – HCI Guidelines
Rise of HCI
• In 1980s, for the first time,
sophisticated electronic systems
were available to general
consumers for uses such as word
processors, games units and
accounting aids.
• From its origins, HCI would
expand to incorporate multiple
disciplines, such as computer
science, cognitive science and
human-factors engineering.
HCI
• Cognitive science is the interdisciplinary, scientific study of
the mind and its processes with input from linguistics,
psychology, neuroscience, philosophy, computer
science/artificial intelligence
HCI
• Cognitive science is the interdisciplinary, scientific study of
the mind and its processes with input from linguistics,
psychology, neuroscience, philosophy, computer
science/artificial intelligence
https://www.youtube.com/watch?v=HuxHprgVB_E&list=PPSV
HCI evolution
MODULE -1
Human Computer Interaction And Its Framework – Principles of HCI –
Types of Interaction Styles – HCI Guidelines
Principles of HCI
• HCI principles are general, fundamental, and commonsensical,
applicable to almost any HCI design situation.
Advantages:
• Flexible.
• Appeals to expert users.
• Supports creation of user-defined "scripts" or macros.
• Is suitable for interacting with networked computers even with low
bandwidth.
HCI Interaction styles - Command language (or command entry)
Disadvantages:
• Retention of commands is generally very poor.
• Learnability of commands is very poor.
• Error rates are high.
• Error messages and assistance are hard to provide because of the
diversity of possibilities plus the complexity of mapping from tasks to
interface concepts and syntax.
• Not suitable for non-expert users.
HCI Interaction styles – Form fillin
• The form fillin interaction style (also called "fill in the blanks") was
aimed at a different set of users than command language, namely non-
experts users.
• When form fillin interfaces first appeared, the whole interface was
form-based, unlike much of today's software that mix forms with other
interaction styles.
• The TAB-key was (and still is) used to switch between the fields and
ENTER to submit the form.
• There was originally no need for a pointing device such as a mouse and
the separation of data in fields allowed for validation of the input.
• Clerical work
HCI Interaction styles – Form fillin
HCI Interaction styles – Form fillin
Advantages
• Simplifies data entry.
• Shortens learning in that the fields are predefined and
need only be 'recognised'.
• Guides the user via the predefined rules.
HCI Interaction styles – Form fillin
Disadvantages
• Consumes screen space.
• Usually sets the scene for rigid formalisation of the
business processes.
HCI Interaction styles – Menu Selection
• A menu is a set of options displayed on the screen where the
selection and execution of one (or more) of the options results in a
state change of the interface
• Using a system based on menu-selection, the user selects a
command from a predefined selection of commands arranged in
menus and observes the effect.
• If the labels on the menus/commands are understandable (and
grouped well) users can accomplish their tasks with negligible
learning or memorisation as finding a command/menu item is a
recognition as opposed to recall memory task (see recall versus
recognition).
HCI Interaction styles – Menu Selection
• To save screen space menu items are often clustered in pull-down or
pop-up menus.
Advantages
• Ideal for novice or intermittent users.
• Can appeal to expert users if display and selection mechanisms are
rapid and if appropriate "shortcuts" are implemented.
• Affords exploration (users can "look around" in the menus for the
appropriate command, unlike having to remember the name of a
command and its spelling when using command language.)
• Structures decision making.
• Allows easy support of error handling as the user's input does not have
to be parsed (as with command language).
HCI Interaction styles – Menu Selection
Disadvantages
• Too many menus may lead to information overload or complexity of
discouraging proportions.
• May be slow for frequent users.
• May not be suited for small graphic displays.
HCI Interaction styles – Direct
Manipulation
• Operable
A. Make all functionality available from a keyboard.
B. Give users enough time to read and use content.
C. Help users navigate and find content.
Examples of HCI Guidelines – Users with
Disability (User Type)
• Understandable
A. Make text readable and understandable.
B. Make content appear and operate in predictable ways.
C. Help users avoid and correct mistakes.
• 4. Robust
A. Maximize compatibility with current and future user tools
Examples of HCI Guidelines – Mobile
Device (Platform Type)
• Fast status information (especially with regard to network
connection and services)
• Minimize typing and leverage on varied input hardware
(e.g., buttons, touch, voice, handwriting recognition, virtual
• keyboard, etc.)
• Fierce task focus (for less confusion in a highly dense information
space)
Examples of HCI Guidelines – Mobile
Device (Platform Type)
• Large hit targets (for easy and correct selection and manipulation)
• Efficient use of screen space (with condensed information
Examples of HCI Guidelines – Mobile
Device (Platform Type)
Examples of HCI Guidelines – Icons for
Apple® iOS and Fonts for Windows® XP
(Vendor)
• APPLE
• Try to balance eye appeal and clarity of meaning in your icon
• Investigate how your choice of image and color might be interpreted by
people from different cultures.
• Create different sizes of your app icon for different devices.(iPhone and iPod)
Examples of HCI Guidelines – Icons for
Apple® iOS and Fonts for Windows® XP
(Vendor)
• WINDOWS XP
• Franklin Gothic is used only for text over 14-point size. It is used for headers
and should never be used for body text.
• Tahoma is used as the system’s default font. Tahoma should be used at 8-, 9-,
or 11-point sizes
• Verdana (bold, 8 point) is used only for title bars of tear-off/ floating palettes.
• Trebuchet MS (bold, 10 point) is used only for the title bars of Windows
Examples of HCI Guidelines – “Earcon”
design for aural interface
• Earcon - sound or auditory cue
• Aural Interaface - user interfaces that primarily use sound as a means
of communication between the system and the user
Examples of HCI Guidelines – E-Commerce
(Application)
• Catergories
• General
• Input/output forms
• UI elements
• Checkout process