FUNDAMENTALS
OF HUMAN
INTERACTION
COMPUTER
WHAT IS HUMAN
COMPUTER
INTERACTION?
Human Computer
Interaction?
is the study of how people
design, implement, and use
interactive computer systems
and how computers affect
individuals, organizations, and
society.
HCI means how human
interacts with computer?
Not primarily the study of Human
Not primarily the study of
Computer
The study of BRIDGE between
Human and Computer
Difference between a
Computer and a Human?
Humans create computers.
Computers do not create humans.
Humans appreciate beauty.
Computers don't and can't - they
don't think, they only follow
coded instructions.
Difference between a
Computer and a Human?
Humans love.
Computers don't and can't - they
have no feelings. They only follow
coded instructions.
Humans can choose their beliefs.
Computers don't and can't. They only
follow coded instructions.
Difference between a
Computer and a Human?
Humans are aware of their own existence.
Computers are not. They only follow
coded instructions.
Humans are spiritual entities in a physical
body.
Computers are physical entities with no
spirit or soul.
Humans are limited in their
capacity to store and process
information while computer
can store information. All the
ideas, concepts by the
developer is being stored to
the computer.
Information is received and
responses given via a number of
input and output channels:
• VISUAL CHANNEL
• AUDITORY CHANNEL
• HAPTIC CHANNEL
• MOVEMENT
Information is stored in memory:
• SENSORY MEMORY
• SHORT-TERM (WORKING) MEMORY
• LONG-TERM MEMORY
Information is processed and
applied:
• – REASONING
• – PROBLEM SOLVING
• – SKILL ACQUISITION
• – ERROR
Emotion influences human
capabilities.
The term Human
Computer Interaction
(HCI) was adopted in
mid-1980s:
1992
Association for Computing
Machinery (ACM):
HCI is concerned with the design,
evaluation & implementation of
interactive computer systems for
human use & with the study of major
phenomena surrounding them
1998
HCI is study of people, computer
technology and the ways these
influence each other. We study HCI
to determine how we can make this
computer technology more usable
by people”
2002
HCI is the study and practice of
usability. It is about understanding
and creating software and other
technology that people will want to
use, will be able to use, and will find
effective when used.
Hey!
In the past, computers
were expensive & used
by technical people only
Now, computers are
cheap and used by non-
technical people
(different needs,
knowledge, skills)
Hey!
Computer and software
manufacturers have
noticed the importance
of making computers
“user-friendly”: easy to
use, save people time,
and very useful to
everyone
User-friendly describes a
hardware device or software
interface that is easy to use. It
is "friendly" to the user,
meaning it is not difficult to
learn or understand.
the following are several common
attributes found in user-friendly
interfaces.
• SIMPLE
• CLEAN
• INTUITIVE
• RELIABLE
Simple
A user-friendly interface is
not overly complex, but
instead is straightforward,
providing quick access to
common features or
commands
Clean
A good user interface is
well-organized, making
it easy to locate different
tools and options.
Intuitive
In order to be user-friendly,
an interface must be make
sense to the average user
and should require minimal
explanation for how to use it.
Reliable
An unreliable product is not
user-friendly, since it will
cause undue frustration for the
user. A user-friendly product is
reliable and does not
malfunction or crash.
User-friendly products are typically
more successful than those with
complex. Customers often avoid
unreliable products, such as software
programs that are full of bugs. In order
to ensure a good user experience,
companies often thoroughly test their
products before releasing them to the
public.
WHY DESIGN IS
IMPORTANT?
WHAT IS A GOOD DESIGN?
Good design makes a product useful. A
product is bought to be used. It has to satisfy
certain criteria, not only functional, but also
psychological and aesthetic. Good
design emphasizes the usefulness of a
product whilst disregarding anything that
could possibly detract from it. Good
design is aesthetic
What are the features of good user interface
design?
A good interface design should be attractive. It
means that the use of that interfaces enjoyable.
The design should include cool user-
friendly features with the visual appeal. Clarity is
the most important characteristics of user
interface design.
What are the qualities of good design?
A good design is aesthetic because it helps to
generate a positive response from people, and
aesthetics cover three fundamental human
cravings: BALANCE, STRUCTURE, and
COMPLETION. A product needs to look good and
feel good, and has to be sturdy enough to
withstand abuse.
THE 10 CHARACTERISTICS OF GOOD DESIGN
INNOVATIVE
USEFUL
AESTHETIC
UNDERSTANDABLE
UNOBTRUSIVE
HONEST
LONG LASTING
THOROUGH - DOWN TO THE LAST DETAIL.
ENVIRONMENTALLY FRIENDLY
GOOD DESIGN IS AS LITTLE DESIGN AS POSSIBLE
GENERAL
PRINCIPLES OF
HCI DESIGN
GENERAL PRINCIPLES OF HCI DESIGN
• Compatibility
• Ease of Learning
• Memorability
• Predictability
• Simplicity
• Flexibility
• Responsiveness
• Protection
• Invisible Technology
• Control
• WYSIWYG
Compati
bility
Know the User.
Product
can reduce both
learning time & errors
Ease of
Learning
Ease of learning – the
system should be easy to
learn so that the user can
rapidly start getting some
work done with the system
Memorabil
ity Interfaces that have high
memorability will be easier
to learn and use. Factors
which affect memorability
include
Memorabil
ity
ƒ LOCATION: It will be easier to
remember if a particular object is
placed in a consistent location, e.g.,
always putting the search box in the
upper right-hand corner of a Web
page
Memorabil
ity
ƒ LOGICAL GROUPING: It will be
easier to remember if things are
grouped logically, e.g., putting
related options together in a menu
Memorabil
ity
CONVENTIONS: Conventional
objects and symbols will be
easier to remember, e.g., Home
Page symbol
Predicta
bility
It involves a person’s expectations
and his/her ability to determine the
results of actions ahead of time. It
includes:
1. CONSISTENCY 2.GENERALIZABILTY
3.FAMILIARITY 4.CONVENTIONS
Predicta
bility
CONSISTENCY
– reinforce our associations and
therefore increase our ability to
remember and predict outcomes and
processes
Predicta
bility
GENERALIZABILTY
Help us use the knowledge we
gathered from previous experience
and apply it to similar situations
Predicta
bility
FAMILIARITY
familiar menu names and options
help users locate objects and
functions more easily
Predicta
bility
CONVENTIONS
Allow us to use our intuitions which are
based on previous experience and logic;
if something is consistently done in a
particular way, it will eventually become
the conventional way of doing it
Simplicit
y If things are simple they will
be easy to understand and
thus easy to learn and
remember
Simplicit
y It includes:
ƒ PROGRESSIVE DISCLOSURE – Show the
user only what is necessary
CONSTRAINTS – Involve limiting the
actions that can be performed in a
particular design
Flexibilit
y Allow more user control &
accommodates variations
in user skill and
preferences, i.e., give users
choices
Responsi
veness
Computer should respond
immediately to a user’s
input or inform the user
when long delays are
unavoidable
Protectio
n Protect users against
disastrous results of common
human error
Ex. ARE YOU SURE YOU WANT
TO DELETE?
Invisible
Technology
No need to know the
technical details
WYSIWY
G
What you see is what you
get

Fundamental of human and computer interaction.pptx

  • 2.
  • 3.
  • 4.
    Human Computer Interaction? is thestudy of how people design, implement, and use interactive computer systems and how computers affect individuals, organizations, and society.
  • 5.
    HCI means howhuman interacts with computer? Not primarily the study of Human Not primarily the study of Computer The study of BRIDGE between Human and Computer
  • 6.
    Difference between a Computerand a Human? Humans create computers. Computers do not create humans. Humans appreciate beauty. Computers don't and can't - they don't think, they only follow coded instructions.
  • 7.
    Difference between a Computerand a Human? Humans love. Computers don't and can't - they have no feelings. They only follow coded instructions. Humans can choose their beliefs. Computers don't and can't. They only follow coded instructions.
  • 8.
    Difference between a Computerand a Human? Humans are aware of their own existence. Computers are not. They only follow coded instructions. Humans are spiritual entities in a physical body. Computers are physical entities with no spirit or soul.
  • 10.
    Humans are limitedin their capacity to store and process information while computer can store information. All the ideas, concepts by the developer is being stored to the computer.
  • 11.
    Information is receivedand responses given via a number of input and output channels: • VISUAL CHANNEL • AUDITORY CHANNEL • HAPTIC CHANNEL • MOVEMENT
  • 12.
    Information is storedin memory: • SENSORY MEMORY • SHORT-TERM (WORKING) MEMORY • LONG-TERM MEMORY
  • 13.
    Information is processedand applied: • – REASONING • – PROBLEM SOLVING • – SKILL ACQUISITION • – ERROR Emotion influences human capabilities.
  • 14.
    The term Human ComputerInteraction (HCI) was adopted in mid-1980s:
  • 15.
    1992 Association for Computing Machinery(ACM): HCI is concerned with the design, evaluation & implementation of interactive computer systems for human use & with the study of major phenomena surrounding them
  • 16.
    1998 HCI is studyof people, computer technology and the ways these influence each other. We study HCI to determine how we can make this computer technology more usable by people”
  • 17.
    2002 HCI is thestudy and practice of usability. It is about understanding and creating software and other technology that people will want to use, will be able to use, and will find effective when used.
  • 18.
    Hey! In the past,computers were expensive & used by technical people only Now, computers are cheap and used by non- technical people (different needs, knowledge, skills)
  • 19.
    Hey! Computer and software manufacturershave noticed the importance of making computers “user-friendly”: easy to use, save people time, and very useful to everyone
  • 20.
    User-friendly describes a hardwaredevice or software interface that is easy to use. It is "friendly" to the user, meaning it is not difficult to learn or understand.
  • 21.
    the following areseveral common attributes found in user-friendly interfaces. • SIMPLE • CLEAN • INTUITIVE • RELIABLE
  • 22.
    Simple A user-friendly interfaceis not overly complex, but instead is straightforward, providing quick access to common features or commands
  • 23.
    Clean A good userinterface is well-organized, making it easy to locate different tools and options.
  • 24.
    Intuitive In order tobe user-friendly, an interface must be make sense to the average user and should require minimal explanation for how to use it.
  • 25.
    Reliable An unreliable productis not user-friendly, since it will cause undue frustration for the user. A user-friendly product is reliable and does not malfunction or crash.
  • 26.
    User-friendly products aretypically more successful than those with complex. Customers often avoid unreliable products, such as software programs that are full of bugs. In order to ensure a good user experience, companies often thoroughly test their products before releasing them to the public.
  • 27.
  • 28.
    WHAT IS AGOOD DESIGN? Good design makes a product useful. A product is bought to be used. It has to satisfy certain criteria, not only functional, but also psychological and aesthetic. Good design emphasizes the usefulness of a product whilst disregarding anything that could possibly detract from it. Good design is aesthetic
  • 29.
    What are thefeatures of good user interface design? A good interface design should be attractive. It means that the use of that interfaces enjoyable. The design should include cool user- friendly features with the visual appeal. Clarity is the most important characteristics of user interface design.
  • 30.
    What are thequalities of good design? A good design is aesthetic because it helps to generate a positive response from people, and aesthetics cover three fundamental human cravings: BALANCE, STRUCTURE, and COMPLETION. A product needs to look good and feel good, and has to be sturdy enough to withstand abuse.
  • 31.
    THE 10 CHARACTERISTICSOF GOOD DESIGN INNOVATIVE USEFUL AESTHETIC UNDERSTANDABLE UNOBTRUSIVE HONEST LONG LASTING THOROUGH - DOWN TO THE LAST DETAIL. ENVIRONMENTALLY FRIENDLY GOOD DESIGN IS AS LITTLE DESIGN AS POSSIBLE
  • 32.
  • 33.
    GENERAL PRINCIPLES OFHCI DESIGN • Compatibility • Ease of Learning • Memorability • Predictability • Simplicity • Flexibility • Responsiveness • Protection • Invisible Technology • Control • WYSIWYG
  • 34.
    Compati bility Know the User. Product canreduce both learning time & errors
  • 35.
    Ease of Learning Ease oflearning – the system should be easy to learn so that the user can rapidly start getting some work done with the system
  • 36.
    Memorabil ity Interfaces thathave high memorability will be easier to learn and use. Factors which affect memorability include
  • 37.
    Memorabil ity ƒ LOCATION: Itwill be easier to remember if a particular object is placed in a consistent location, e.g., always putting the search box in the upper right-hand corner of a Web page
  • 38.
    Memorabil ity ƒ LOGICAL GROUPING:It will be easier to remember if things are grouped logically, e.g., putting related options together in a menu
  • 39.
    Memorabil ity CONVENTIONS: Conventional objects andsymbols will be easier to remember, e.g., Home Page symbol
  • 40.
    Predicta bility It involves aperson’s expectations and his/her ability to determine the results of actions ahead of time. It includes: 1. CONSISTENCY 2.GENERALIZABILTY 3.FAMILIARITY 4.CONVENTIONS
  • 41.
    Predicta bility CONSISTENCY – reinforce ourassociations and therefore increase our ability to remember and predict outcomes and processes
  • 42.
    Predicta bility GENERALIZABILTY Help us usethe knowledge we gathered from previous experience and apply it to similar situations
  • 43.
    Predicta bility FAMILIARITY familiar menu namesand options help users locate objects and functions more easily
  • 45.
    Predicta bility CONVENTIONS Allow us touse our intuitions which are based on previous experience and logic; if something is consistently done in a particular way, it will eventually become the conventional way of doing it
  • 46.
    Simplicit y If thingsare simple they will be easy to understand and thus easy to learn and remember
  • 47.
    Simplicit y It includes: ƒPROGRESSIVE DISCLOSURE – Show the user only what is necessary CONSTRAINTS – Involve limiting the actions that can be performed in a particular design
  • 48.
    Flexibilit y Allow moreuser control & accommodates variations in user skill and preferences, i.e., give users choices
  • 49.
    Responsi veness Computer should respond immediatelyto a user’s input or inform the user when long delays are unavoidable
  • 50.
    Protectio n Protect usersagainst disastrous results of common human error Ex. ARE YOU SURE YOU WANT TO DELETE?
  • 51.
    Invisible Technology No need toknow the technical details
  • 52.
    WYSIWY G What you seeis what you get