1. Design rules for usability include principles, standards, guidelines, and patterns which provide direction for interaction design.
2. Principles for usability focus on learnability, flexibility, and robustness to support users. Standards have high authority while guidelines are more suggestive.
3. Understanding design rules from different levels of generality and authority helps increase usability through consistent and predictable systems.
Chapter 7: Design rules
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 10: Universal design
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 7: Design rules
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 10: Universal design
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 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/
PPT based on Human Computer Interface whch is easier to understand and carryout the presentation in conferences..if u need documentation please make a comment down...enjoy the ppt..have a good luck
HCI 3e - Ch 16: Dialogue notations and designAlan Dix
Chapter 16: Dialogue notations and design
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 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/
Chapter 3: The interaction
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 is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Human Computer Interaction Chapter 2 Interaction and Interaction Design Basi...VijiPriya Jeyamani
Interaction:
Introduction
Models of interaction
Ergonomics
Interaction styles
The context of the interactions
Paradigms:
Introduction
Paradigms for interaction.
2.2 Interaction Design:
Introduction
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
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 2: The computer
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 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/
PPT based on Human Computer Interface whch is easier to understand and carryout the presentation in conferences..if u need documentation please make a comment down...enjoy the ppt..have a good luck
HCI 3e - Ch 16: Dialogue notations and designAlan Dix
Chapter 16: Dialogue notations and design
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 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/
Chapter 3: The interaction
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 is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Human Computer Interaction Chapter 2 Interaction and Interaction Design Basi...VijiPriya Jeyamani
Interaction:
Introduction
Models of interaction
Ergonomics
Interaction styles
The context of the interactions
Paradigms:
Introduction
Paradigms for interaction.
2.2 Interaction Design:
Introduction
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
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 2: The computer
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This presentation is about a lecture I gave within the "Software systems and services" immigration course at the Gran Sasso Science Institute, L'Aquila (Italy): http://cs.gssi.infn.it/.
http://www.ivanomalavolta.com
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
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.
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!
2. design rules
Designing for maximum usability
– the goal of interaction design
• Principles of usability
– general understanding
• Standards and guidelines
– direction for design
• Design patterns
– capture and reuse design knowledge
ARULKUMAR V AP/CSE SECE
3. types of design rules
• principles
– abstract design rules
– low authority
– high generality
• standards
– specific design rules
– high authority
– limited application
• guidelines
– lower authority
– more general application
increasing authorityincreasinggenerality
Standards
Guidelines
increasing authority
increasinggenerality
ARULKUMAR V AP/CSE SECE
4. Principles to support usability
Learnability
the ease with which new users can begin effective
interaction and achieve maximal performance
Flexibility
the multiplicity of ways the user and system exchange
information
Robustness
the level of support provided the user in determining
successful achievement and assessment of goal-
directed behaviour
ARULKUMAR V AP/CSE SECE
5. Principles of learnability
Predictability
– determining effect of future actions based on
past interaction history
– operation visibility
Synthesizability
– assessing the effect of past actions
– immediate vs. eventual honesty
ARULKUMAR V AP/CSE SECE
6. Principles of learnability (ctd)
Familiarity
– how prior knowledge applies to new system
– guessability; affordance
Generalizability
– extending specific interaction knowledge to new
situations
Consistency
– likeness in input/output behaviour arising from similar
situations or task objectives
ARULKUMAR V AP/CSE SECE
7. Principles of flexibility
Dialogue initiative
– freedom from system imposed constraints on input
dialogue
– system vs. user pre-emptiveness
Multithreading
– ability of system to support user interaction for more
than one task at a time
– concurrent vs. interleaving; multimodality
Task migratability
– passing responsibility for task execution between user
and system
ARULKUMAR V AP/CSE SECE
8. Principles of flexibility (ctd)
Substitutivity
– allowing equivalent values of input and
output to be substituted for each other
– representation multiplicity; equal opportunity
Customizability
– modifiability of the user interface by user
(adaptability) or system (adaptivity)
ARULKUMAR V AP/CSE SECE
9. Principles of robustness
Observability
– ability of user to evaluate the internal state of the
system from its perceivable representation
– browsability; defaults; reachability; persistence;
operation visibility
Recoverability
– ability of user to take corrective action once an error
has been recognized
– reachability; forward/backward recovery;
commensurate effort
ARULKUMAR V AP/CSE SECE
10. Principles of robustness (ctd)
Responsiveness
– how the user perceives the rate of
communication with the system
– Stability
Task conformance
– degree to which system services support all
of the user's tasks
– task completeness; task adequacy
ARULKUMAR V AP/CSE SECE
11. Using design rules
Design rules
• suggest how to increase usability
• differ in generality and authority
increasing authority
increasinggenerality
Standards
Guidelines
increasing authority
increasinggenerality
ARULKUMAR V AP/CSE SECE
12. Standards
• set by national or international bodies to
ensure compliance by a large community of
designers standards require sound underlying
theory and slowly changing technology
• hardware standards more common than
software high authority and low level of detail
• ISO 9241 defines usability as effectiveness,
efficiency and satisfaction with which users
accomplish tasks
ARULKUMAR V AP/CSE SECE
13. Guidelines
• more suggestive and general
• many textbooks and reports full of guidelines
• abstract guidelines (principles) applicable
during early life cycle activities
• detailed guidelines (style guides) applicable
during later life cycle activities
• understanding justification for guidelines aids
in resolving conflicts
ARULKUMAR V AP/CSE SECE
14. Golden rules and heuristics
• “Broad brush” design rules
• Useful check list for good design
• Better design using these than using nothing!
• Different collections e.g.
– Nielsen’s 10 Heuristics (see Chapter 9)
– Shneiderman’s 8 Golden Rules
– Norman’s 7 Principles
ARULKUMAR V AP/CSE SECE
15. Shneiderman’s 8 Golden Rules
1. Strive for consistency
2. Enable frequent users to use shortcuts
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple error
handling
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load
ARULKUMAR V AP/CSE SECE
16. Norman’s 7 Principles
1. Use both knowledge in the world and
knowledge in the head.
2. Simplify the structure of tasks.
3. Make things visible: bridge the gulfs of
Execution and Evaluation.
4. Get the mappings right.
5. Exploit the power of constraints, both natural
and artificial.
6. Design for error.
7. When all else fails, standardize.
ARULKUMAR V AP/CSE SECE
17. HCI design patterns
• An approach to reusing knowledge about
successful design solutions
• Originated in architecture: Alexander
• A pattern is an invariant solution to a
recurrent problem within a specific context.
• Examples
– Light on Two Sides of Every Room (architecture)
– Go back to a safe place (HCI)
• Patterns do not exist in isolation but are linked
to other patterns in languages which enable
complete designs to be generated
ARULKUMAR V AP/CSE SECE
18. HCI design patterns (cont.)
• Characteristics of patterns
– capture design practice not theory
– capture the essential common properties of good examples
of design
– represent design knowledge at varying levels: social,
organisational, conceptual, detailed
– embody values and can express what is humane in
interface design
– are intuitive and readable and can therefore be used for
communication between all stakeholders
– a pattern language should be generative and assist in the
development of complete designs.
ARULKUMAR V AP/CSE SECE
19. Summary
Principles for usability
– repeatable design for usability relies on maximizing
benefit of one good design by abstracting out the
general properties which can direct purposeful
design
– The success of designing for usability requires both
creative insight (new paradigms) and purposeful
principled practice
Using design rules
– standards and guidelines to direct design activity
ARULKUMAR V AP/CSE SECE