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CS-582

Advance Human
Computer Interaction

Muhammad Adnan Kaim Khani,


Department of Computer Sciences,
ILMA University, Karachi

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Contents

HCI Models
PACT Framework
Psychology of usable things
Human-Computer Interaction (HCI) models
• Human-Computer Interaction (HCI) models are theoretical
frameworks or structured representations that help understand, design,
and evaluate interactions between humans (users) and computers
(systems).
• These models provide insights into how people interact with technology
and guide the creation of systems that are efficient, effective, and user-
friendly.

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Key Types of HCI Models
Cognitive Models:
These focus on understanding the mental processes users go through when
interacting with a system.
• Examples include the GOMS Model (Goals, Operators, Methods, and
Selection rules), which breaks down user tasks into steps and actions,
and KLM (Keystroke-Level Model), which predicts the time it takes to
perform tasks based on low-level operations.
• The GOMS Model analyze the user interactions with a system.
Developed by Stuart Card, Thomas Moran, and Allen Newell in 1983,
the GOMS model helps predict how users will perform tasks and the
time it will take them to accomplish these tasks.
• It's particularly useful for evaluating user interfaces and optimizing
their design. 4
Key Types of HCI Models

• The KLM is a simplified version of the GOMS model that focuses on


predicting the time it takes for an expert user to complete a task using a
computer system.
• KLM provides a quantitative way to evaluate the efficiency of user
interfaces by analyzing the low-level actions (keystrokes, mouse
movements, etc.) required to perform a task.

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Key Types of HCI Models
Descriptive Models:
These describe how interactions happen and can be used to analyze and
predict user behavior.
For example, the Model-Human Processor (MHP) describes how users
process information, helping designers understand cognitive
limitations.
• MHP was developed by Card, Moran, and Newell in 1983, it models
the human mind as a system of processors and memories, much like a
computer, to predict and analyze user behavior in Human-Computer
Interaction (HCI).

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Key Types of HCI Models
Predictive Models:
These models aim to predict the outcome of user interactions, often used to
estimate the time to perform tasks.

The Fitts' Law model is an example, predicting the time it takes to move to
a target based on the distance and size of the target.

• Fitts' Law is a predictive model in Human-Computer Interaction (HCI)


developed by psychologist Paul Fitts in 1954, the law is widely used in
interface design to optimize the placement and size of interactive
elements, such as buttons, icons, and menus.

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Key Types of HCI Models
Frameworks:
These provide broad guidelines or structured approaches to design and
evaluation. The PACT Framework (People, Activities, Contexts,
Technologies) is an example, helping to ensure that all aspects of the user
experience are considered.

Normative Models:
These prescribe the best practices for user interactions.
They include design principles, such as Shneiderman's Eight Golden
Rules, which guide the design of user interfaces.

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Shneiderman's Eight Golden Rules
These rules are intended to guide the design of user interfaces to improve usability and
ensure a positive user experience. The rules are based on Shneiderman’s extensive research
and observations of user behavior when interacting with computer systems.
Shneiderman's Eight Golden Rules:
1.Strive for Consistency:
1. Description:
The interface should be consistent in its design, terminology, actions, and layout.
Consistency helps users predict the behavior of the system, reducing their cognitive
load.
Example:
Use the same design patterns, color schemes, and terminology throughout the
interface. For example, if a button color signifies a specific action, it should always have
the same meaning across different screens.

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Shneiderman's Eight Golden Rules
2. Enable Frequent Users to Use Shortcuts:
Description:
Provide shortcuts, accelerators, or keyboard commands for experienced users to perform
tasks more quickly.
This allows frequent users to bypass slower, more detailed interactions.
Example:
Keyboard shortcuts like Ctrl + C for copy and Ctrl + V for paste allow power users to work
more efficiently without relying on menus.

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Shneiderman's Eight Golden Rules

3. Offer Informative Feedback:


•Description:
•The system should provide clear and immediate feedback for every user action, informing
the user about the results of their interactions.
•Example:
•After clicking a "Submit" button, the system should display a confirmation message
indicating that the form has been successfully submitted.

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Shneiderman's Eight Golden Rules

4. Design Dialogs to Yield Closure:


Description:
Sequences of actions should have a clear beginning, middle, and end, providing users with a
sense of completion when tasks are finished. This helps users know when they have
successfully completed a task and can move on to the next one.
Example:
After completing an online purchase, display a confirmation page summarizing the
transaction details and thanking the user.

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Shneiderman's Eight Golden Rules

5. Offer Simple Error Handling:


•Description:
•Design systems to minimize the possibility of errors and provide clear, constructive
guidance for correcting them when they do occur. Users should be able to recover from
errors easily.
•Example:
•If a user enters incorrect information in a form, the system should highlight the specific
fields that need correction and provide helpful error messages, such as "Please enter a valid
email address."

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Shneiderman's Eight Golden Rules

6. Permit Easy Reversal of Actions:


•Description:
•Users should be able to easily undo or redo actions, providing a safety net that encourages
exploration and reduces anxiety about making mistakes.
•Example:
•Allow users to undo actions like deleting a file or changing a setting, often implemented as
an "Undo" or "Back" button.

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Shneiderman's Eight Golden Rules

7. Support Internal Locus of Control:


•Description:
•Users should feel that they are in control of the system and that their actions directly
influence the outcome.
•Avoid designs that make users feel that the system is unpredictable or controlling their
actions.
•Example:
•Allow users to navigate freely within an application, rather than forcing them through a rigid
sequence of steps.
•Provide clear options and avoid unexpected behaviors like auto-submitting forms without
user consent.

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Shneiderman's Eight Golden Rules

8. Reduce Short-Term Memory Load:


•Description:
•The interface should minimize the cognitive load on users by reducing the amount of
information they need to remember. Present information in a clear, organized manner, and
avoid requiring users to recall information from one screen to the next.
•Example:
•Use dropdown menus, autocomplete, or tooltips to help users make selections without having
to memorize options. Keep instructions visible and avoid overloading the user with too many
choices at once.

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Importance of HCI Models
•Understanding User Needs:
Helps in identifying user requirements and ensuring that designs are
aligned with these needs.
•Guiding Design:
Provides a structured approach to designing systems that are user-
centered.
•Predicting and Evaluating:
Assists in predicting user behavior and evaluating the usability of
systems before full implementation.
•Improving Usability:
Focuses on creating more intuitive, accessible, and efficient user
interfaces and interactions.
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PACT Framework
The PACT Framework is a model used in Human-Computer Interaction
(HCI) to guide the design and evaluation of interactive systems.
PACT stands for:
1.People:
Understanding the users, including their characteristics, needs, and skills.
This involves considering factors like their cognitive and physical abilities,
experience, and the context in which they will use the system.
2.Activities:
Focusing on the tasks and activities users will perform with the system.
This involves analyzing the goals, processes, and workflows involved in
these activities.

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PACT Framework
3. Contexts:
Examining the environments and situations in which the system will be
used.
This includes physical, social, and organizational contexts that might
influence how users interact with the system.
4. Technologies:
Considering the tools and technologies that will be used to build and run the
system.
This involves selecting appropriate technologies and understanding their
capabilities and limitations.
The PACT Framework helps designers and researchers ensure that all
critical aspects of the user experience are considered, leading to more
effective and user-centered designs. 19
References / Resources

• Designing Interactive Systems: A Comprehensive Guide to HCI, UX and Interaction


Design, Benyon, D

• https://www.booksfree.org/designing-interactive-systems-by-david-benyon-pdf/

• https://www.slideshare.net/Milton.Broome/the-psychology-ofhumancomputer-
interaction?from_action=save

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