The document discusses interaction design and human-computer interaction (HCI) in the software development process. It covers several key topics:
1. Interaction design principles like understanding users and reducing errors. The design process involves requirements gathering, analysis, design, and iterative prototyping.
2. HCI aspects are relevant at all stages of the software life cycle from requirements to maintenance. User research and iterative design are important given that requirements cannot be fully determined upfront.
3. Usability engineering specifies usability metrics early on but these are difficult to set without user testing prototypes. Iterative design overcomes this through incremental prototyping and testing with users.
Chapter 12: Cognitive models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 9: Evaluation techniques
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Usability Engineering Presentation Slideswajahat Gul
Usability: the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.“
For instance:
• Appropriate for a purpose
• Comprehensible, usable, (learnable), …
• Ergonomic, high-performance, ...
• Reliable, robust, …
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirementsAlan Dix
Chapter 13: Socio-organizational issues and stakeholder requirements
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 12: Cognitive models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 9: Evaluation techniques
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Usability Engineering Presentation Slideswajahat Gul
Usability: the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.“
For instance:
• Appropriate for a purpose
• Comprehensible, usable, (learnable), …
• Ergonomic, high-performance, ...
• Reliable, robust, …
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirementsAlan Dix
Chapter 13: Socio-organizational issues and stakeholder requirements
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Interaction Design in Human Computer Interaction by Vrushali Dhanokar. This PPT is useful to every students who study Human Computer Interaction in detail. Specially for TE Students of Information Technology in Pune University. Thank You.
HCI 3e - Ch 6: HCI in the software processAlan Dix
Chapter 6: HCI in the software process
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 11: User support
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
HCI 3e - Ch 14: Communication and collaboration modelsAlan Dix
Chapter 14: Communication and collaboration models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human Computer Interaction Chapter 3 HCI in the Software Process and Design ...VijiPriya Jeyamani
HCI in the Software Process:
Introduction
The software lifecycle
Usability engineering
Interactive design and prototyping
Design rationale
3.2 Design Rules
Introduction
Principles to support usability
Standards
Guidelines
Golden rules and heuristics
HCI patterns
Chapter 1: The human
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 15: Task analysis
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data.
HCI 3e - Ch 20: Ubiquitous computing and augmented realitiesAlan Dix
Chapter 20: Ubiquitous computing and augmented realities
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human Computer Interaction Chapter 4 Implementation Support and Evaluation Te...VijiPriya Jeyamani
Implementation Support:
Introduction
Elements of windowing systems
Programming the application
User interface management systems
4.2 Evaluation Techniques
What is evaluation?
Goals of evaluation
Choosing an evaluation method
Interaction Design in Human Computer Interaction by Vrushali Dhanokar. This PPT is useful to every students who study Human Computer Interaction in detail. Specially for TE Students of Information Technology in Pune University. Thank You.
HCI 3e - Ch 6: HCI in the software processAlan Dix
Chapter 6: HCI in the software process
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 11: User support
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
HCI 3e - Ch 14: Communication and collaboration modelsAlan Dix
Chapter 14: Communication and collaboration models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human Computer Interaction Chapter 3 HCI in the Software Process and Design ...VijiPriya Jeyamani
HCI in the Software Process:
Introduction
The software lifecycle
Usability engineering
Interactive design and prototyping
Design rationale
3.2 Design Rules
Introduction
Principles to support usability
Standards
Guidelines
Golden rules and heuristics
HCI patterns
Chapter 1: The human
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 15: Task analysis
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data.
HCI 3e - Ch 20: Ubiquitous computing and augmented realitiesAlan Dix
Chapter 20: Ubiquitous computing and augmented realities
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human Computer Interaction Chapter 4 Implementation Support and Evaluation Te...VijiPriya Jeyamani
Implementation Support:
Introduction
Elements of windowing systems
Programming the application
User interface management systems
4.2 Evaluation Techniques
What is evaluation?
Goals of evaluation
Choosing an evaluation method
This lecture provide a detail concepts of user interface development design and evaluation. This lecture have complete guideline toward UI development. The interesting thing about this lecture is Software User Interface Design trends.
Topics include:
Principles of user interface
UI design process
Design principles
Wireframe
Graphic icon, image and colour physiology
User experience and research
1 PROGRAM ISEM RESEARCH PAPER FOR APPLIED.docxhoney725342
1
PROGRAM: ISEM
RESEARCH PAPER FOR APPLIED PROJECT
GESTURES & DESIGN PATTERNS IN TOUCHSCREEN SOFTWARE
DEVELOPMENT: A USABILITY STUDY
KATIE TOBIN
Date: December, 18th 2011
5
TABLE OF CONTENTS
ABSTRACT....................................................................................................................3
KEYWORDS ..................................................................................................................3
1. INTRODUCTION ......................................................................................................4
2. PROBLEM STATEMENT AND JUSTIFICATION ..............................................................7
3. LITERATURE REVIEW - ANALYSIS OF RELATED WORK ................................................9
4. SOLUTION APPROACH ...........................................................................................15
5. WORK PLAN ..........................................................................................................20
6. PROTOTYPE IMPLEMENTATION ..............................................................................21
7. USABILITY STUDY RESULTS ....................................................................................50
8. CONCLUSIONS REACHED .......................................................................................52
9. REFERENCES ..........................................................................................................53
APPENDICES ..............................................................................................................54
1
ABSTRACT
This goal of this research is to examine several common usability design flaws and to present a
plan to create a set of best practices that will contain both user-tested design patterns and proper
gesture use that bring about better user task outcomes. It also describes how a usability study
would be carried out, including the process of analyzing the study results and finding the best
design patterns for those tasks. This research is needed, because there are a limited amount of
usability-tested software design patterns for use on mobile touchscreen devices and this re-
searcher believes that usability has understandably suffered in this medium. As any mobile
touchscreen device user can attest, it can be surprisingly frustrating to perform a simple task -
such as copying and pasting text from one location to another, or filling out a simple form. The-
se tasks and more were tested on a mobile touchscreen device in order to identify and attempt to
solve these common usability problems.
KEYWORDS:
Touchscreen, Gestures, Software, Usability, Affordances, Usability Study, Software Design Pat-
terns
5
1. INTRODUCTION
Touchscreen devices can be a nightmare to operate. Nearly everyone has experienced the “Fat
Finger Problem” when trying to type some text on a ...
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
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For more information, visit-www.vavaclasses.com
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
2. Interaction design
Interaction design is about how the artifact produced is going to affect
the way people work:
The design of interventions
What is design?
Design: achieving goals within constraints
Constraint: the limitations on the design process by external factors
Trade-off: choosing which goals or constraints can be relaxed so that others
can be met.
The golden rule of design
Understand your material:
Computers (limitations, capacities, tools, platforms) and
People (psychological, social aspects, human error)2
3. Interaction design
To err is human
It is the nature of humans to make mistakes and systems should be
designed:
To reduce the likelihood of those mistakes
To minimize the consequences when mistakes happen
The process of design
Requirements: Through observations and interviews, the features of the
system to be designed are mapped.
Analysis: Through various methods, the gathered requirements are
ordered to bring out key issues.
Design: Various design guidelines help you to move from what you want
to how to do it.
Iteration and prototyping: Try out early versions of the system with real3
4. Interaction design
User focus
Gather as much information as possible about the future users of the system.
Terminology:
Stakeholders: people affected directly or indirectly by a system
Participatory design: bringing a potential user fully into the design process
Persona: rich picture of an imaginary person who represents your core user group
Scenarios
Scenarios are stories for design
The simplest design representation, but one of the most flexible and powerful.
E.g. ‘the user intends to press the “save” button, but accidentally presses the “quit”
button so loses his work’.
Rich stories of interaction sometimes illustrated with storyboards.
4
5. Interaction design
Navigation design
Local structure
Much of interaction involves goal-seeking behavior, because users do not know the system
entirely.
Therefore, the interface should always make clear:
where you are
what you can do
where you are going/what will happen in terms of the interaction or state of the system.
Icons are not self-explanatory: they should be explained!
The different meaning of the same command in different modes should be clear.
The system should give feedback about the effect of an action.
Global structure- hierarchical organization
Overall structure of an application:
The way the various screens, pages or physical device states link to one another
This can be done using hierarchy:
humans tend to be better at using this structure, as long as the hierarchy does not go to
deep
Global structure- dialog
The pattern of non-hierarchical interaction occurring when the user performs a certain
action
5
6. Interaction design
Screen design and layout
Tools for layout
Grouping and structure
o If things logically belong together, then we should normally visually group them
together.
Order of groups and items: the order on the screen should follow the natural order for the
user.
Decoration: decorations can be used to emphasize grouping.
Alignment: the proper use of alignment can help the user to find information in lists and
columns quickly.
White space: white space can be used to separate blocks, highlight structures etc.
User actions and control
For entering information, the same criteria dictate the layout.
It is also very important that the interface gives a clear clue what to do.
A uniform layout is helpful.
Affordance (things may (by their shape for example) suggest what to do with them) is
sometimes helpful.
Appropriate appearance
The way of presenting information on screen depends on:
• The kind of information
6
7. Interaction design
Iteration and prototyping
In order for prototyping methods to work, you need:
• To understand what is wrong and how to improve it
• A good starting point.
If the design is very complex
• It is sometimes wise to start with various alternatives
• To drop them one by one during the design process.
7
8. HCI in the software process
Introduction
Software life cycle
The activities that take place from the initial concept for a software system up
until its eventual phasing out and replacement.
HCI aspects are relevant within all the activities of the software life cycle.
The software life cycle
Activities in software life cycle
Requirements specification: capture a description of what the eventual system will be
expected to provide.
Architectural design: how does the system provide the services expected from it.
The system is decomposed into components.
Detailed design: a refinement of the component description provided by the
architectural design, made for each component separately.
Coding and unit testing: implementing the detailed design in an executable
programming language and testing the different components.
Integration and testing: integrating the different components into a complete system
and testing it as a whole.
Maintenance: all the work on the system after the system is released.8
9. 9
The activities in the waterfall model of the software life cycle
Requirements
specification
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
10. The software life cycle
Validation and verification
Verification (designing the product right) will most often occur within a
single life-cycle activity or between two adjacent activities.
Validation of a design (designing the right product) demonstrates that
within the various activities the customer’s requirements are satisfied.
Management and contractual issues
In managing the development process
the temporal relationship between the various activities is more
important
As are the intermediate deliverables which represent the technical
content
As the designer must demonstrate to the customer that progress is
being made
The technical perspective of the life cycle is described in stages of
activity10
11. The software life cycle
Interactive systems and the software life cycle
The life cycle for development described above presents the process of
design in a somewhat pipeline order.
In reality, the actual process is iterative:
Work in one design activity affects work in any other activity both before
or after it in the life cycle.
All of the requirements for an interactive system cannot be determined from
the start.
During the design process, the system is made more usable by having the
potential user test the prototypes and observe his behavior.
In order to do this, clear understanding of human task performance and
cognitive processes is very important.
11
12. Usability engineering
Usability
The degree to which a given piece of software assists the person sitting at the
keyboard to accomplish a task.
The emphasis for usability engineering is in knowing exactly what criteria will be
used to judge a product for its usability.
Various attribute of the system are suggested as gauges for testing the usability.
For each attribute, six items are defined to form the usability specification of that
attribute:
Measuring concept: makes the abstract attribute more concrete by describing it
in terms of the actual product.
Measuring method: states how the attribute will be measured.
Now level: indicates the value for the measurement with the existing system.
Worst case: the lowest acceptable measurement for the task.
Planned level: the target for the design.
Best case: the level which is agreed to be the best possible measurement given
the current state of development tools and technology.12
13. Usability engineering
Problems with usability engineering
The major feature of usability engineering is the assertion of explicit
usability metrics early on in the design process
used to judge a system once it is delivered
The problem with usability metrics is that they rely on measurements of
very specific user actions in very specific situations.
At early stages of design, the designers do not yet have the information
to set goals for measured observations.
Another problem is that usability engineering provides a means of
satisfying usability specifications and not necessarily usability.
13
14. Iterative design and prototyping
Iterative design: a purposeful design process which tries to overcome the
inherent problems of incomplete requirement specification by cycling through
several designs
Incrementally improving upon the final product with each pass
On the technical side, this is described by the use of prototypes
There are 3 main approaches of prototyping:
Throw-away: the knowledge gained from the prototype is used in the final
design, but the prototype is discarded.
Incremental: the final product is released as a series of components that have
been prototyped separately.
Evolutionary: the prototype is not discarded but serves as a basis for the next
iteration of the design.
Prototypes differ according to the amount of functionality and performance they
provide relative to the final product.
The importance lies in its projected realism, since they are tested on real users.
14
15. Iterative design and prototyping
Techniques for prototyping
Storyboards: a graphical depiction of the outward appearance of
the intended system, without any accompanying system
functionality.
Limited functionality simulations
A designer can rapidly build graphical and textual interaction objects, and
Attach some behavior to those objects, which mimics the system’s
functionality.
High-level programming support
High-level programming languages allow the programmer to abstract
away from:
The hardware specifics
Thinking terms that are closer to the way the input and output devices
are perceived as interaction devices.
This technique can also be provided by a user interface management
15
16. Design Rationale
DR is the information that explains why a computer system is the way it is
including its structural and functional description.
The benefits of DR:
Provides a communication mechanism among the members of the design
team.
Reuse of design knowledge across products
Enforces design discipline
Presents arguments for design trade-offs
Organizes potentially large design space
Capturing contextual information
16
17. Design Rationale
Process-oriented design rationale
DR is often represented using the IBIS (issue-based information system), in
which a hierarchical process oriented structure is used:
A root issue identifies the main problem
Various descendent positions are put forth as potential solutions.
Design space analysis
In this representation, the design space is initially structured by a set of
questions representing the major issues of the design.
Options provide alternative solutions to the question.
Options can evoke criteria and new questions
Therefore the entire representation can also be hierarchically visualized in a
tree-graph.
17
18. Design Rationale
Psychological design rationale
The purpose of PDR is to design the natural task-artifact cycle of design
activity.
To support task-artefact cycle in which user tasks are affected by the
systems they use
Aims to make explicit consequences of design for users
Designers identify tasks system will support
Scenarios are suggested to test task
Users are observed on system
Psychological claims of system made explicit
Negative aspects of design can be used to improve next iteration of design18