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Activity #3
Computer in HCI
Interaction
Models of Interaction
Interaction Styles
Ergonomics
Paradigms of Interaction
Human Computer Interaction(HCI)- Itec 332
In thisActivity you will :
Understand the computer and associated input-
output devices and investigates how the technology
influences the nature of the interaction and style of
the interface.
Identify Interaction models and different styles of
interaction
Understand paradigm shifts of interaction
technologies.
2 Compiled by: DesalegnAweke. Interaction
Introduction
 To understand human–computer interaction
o …we need to understand computers- limitations,
capacities, tools, platforms
o understand people- psychological, social aspects and human
error
o and their interaction
3 Compiled by: DesalegnAweke. Interaction
InteractionCompiled by: DesalegnAweke.4
Computer
In fact, the most sophisticated machines are worthless unless
they can be used properly by men.
Cont’d
InteractionCompiled by: DesalegnAweke.5
 Computer system is made up of various elements
 Each of these elements affects interaction
 Input devices – text entry and pointing
 Output devices – display, digital paper
 Virtual Reality – special interaction and display devices
 Physical interaction – e.g. sound and haptic
 Paper – as output (print) and input (scan)
 Memory – RAM & permanent media, capacity and access
 Processing – speed of processing, networks
Cont’d
InteractionCompiled by: DesalegnAweke.6
 The human user uses the computer as a tool to perform, simplify or
support a task. In order to do this the user must communicate his
requirements to the computer.
 There are a number of ways in which the user can communicate
with the system.
Long ago in a galaxy far away … batch processing
 punched card stacks or large data files prepared
 long wait ….
 line printer output
… and if it is not right …
 This approach does involve an interaction between the user
and computer but does not support many tasks well
Cont’d
InteractionCompiled by: DesalegnAweke.7
Now most computing is interactive, such as direct manipulation
and the applications of virtual reality.
 rapid feedback
 the user in control (most of the time)
 doing rather than thinking …
The Interaction
InteractionCompiled by: DesalegnAweke.8
 The communication between the user and the system.
 Interaction refers to a dialogue generated by the command and
data, input to the computer and the display, output of the
computer and the sensory/perceptual input to the human and
motor response output of the human.
 There are number of ways in which the user can communicate
with the system, batch input, direct manipulation etc.
 The interaction takes place within a social and organizational
context that affects both user and system.
The terms of interaction
InteractionCompiled by: DesalegnAweke.9
 Traditionally, the purpose of an interactive system is to aid a user
in accomplishing goals from some application domain.
 Domain
 defines an area of expertise and knowledge in some real-world
activity(i.e, area of work understudy).
 Eg. Graphic design
 Tasks
 Are operations to manipulate the concepts of a domain
 How you go about doing it? Ultimately in terms of operations or
actions
 Eg. Select fill form, click over triangle
Cont’d
InteractionCompiled by: DesalegnAweke.10
 Goal
 A goal is the desired output from a performed task (what
you have achieve).
 For example, is the construction of a specific geometric
shape with particular attributes on the drawing surface. i.e.
create a solid red triangle
Models of Interaction
InteractionCompiled by: DesalegnAweke.11
 Interaction models enable us:-
 To understand exactly what is going on in the interaction and
identify the likely root of difficulties
 To compare different interaction styles and to consider
interaction problems
 To address the translations between what the user wants and
what the system does.
 To identify and evaluate components of the interaction, and at
the physical, social and organizational issues that provide the
context for it.
Cont’d
InteractionCompiled by: DesalegnAweke.12
 We begin by considering the most influential model of interaction,
Norman‘s execution–evaluation cycle(Donald Norman‘s Model);
 Then we look at another model which extends the ideas of
Norman‘s cycle which is interaction framework (Abowd and Beale‘s
framework).
 Both of these models describe the interaction in terms of the goals
and actions of the user.
 Interaction aids a user in accomplishing goals from a domain.
 Tasks manipulate concepts, and a goal is the desired output from a
task.
 An intention is a specific action required to meet the goal.!
 The System uses a core language, while the User uses a task
language to describe relevant concepts.
Execution–Evaluation cycle(Norman’s model)
InteractionCompiled by: DesalegnAweke.13
 Norman‘s model of interaction is perhaps the most influential in
HCI, possibly because of its closeness to our intuitive understanding
of the interaction between human user and computer.
 This model concentrates on user‘s view of the interface.
 User formulates a plan, which is then executed at the computer
interface.
 When the plan, has been executed, the user observes the computer
interface to evaluate the result of the executed plan, and to
determine further actions.
Cont’d
InteractionCompiled by: DesalegnAweke.14
 Norman‘s model of interaction has two phases: execution and
evaluation.These can then be subdivided into further stages.
 The plan formulated by the user is executed by the computer.
When finished, the user evaluates the results and determines the
further actions.
System
Evaluation
Execution
Goal
Cont’d
InteractionCompiled by: DesalegnAweke.15
 Norman‘s model of interaction has seven stages.These are:-
1. Establishing the goal.
2. Forming the intention.
3. Specifying the action sequence.
4. Executing the action.
5. Perceiving the system state.
6. Interpreting the system state.
7. Evaluating the system state with respect to the goals and
intentions.
Cont’d
InteractionCompiled by: DesalegnAweke.16
Cont’d
InteractionCompiled by: DesalegnAweke.17
 Each stage is an activity of the user.
 First the user forms a goal.
 This is the user‘s notion of what needs to be done and is framed in
terms of the domain, in the task language.
 Needs to be translated into the more specific intention, and the
actual actions that will reach the goal, before it can be executed by
the user.
 The user perceives the new state of the system, after execution of
the action sequence, and interprets it in terms of his expectations.
 If the system state reflects the user‘s goal then the computer has
done what he wanted and the interaction has been successful;
 Otherwise the user must formulate a new goal and repeat the cycle
Cont’d
InteractionCompiled by: DesalegnAweke.18
 Norman uses this model of interaction to demonstrate why some
interfaces cause problems to their users.
 He describe this in terms of :-
 Gulf of Execution
 Gulf of Evaluation
 As noted earlier, the user and the system do not use the same
terms to describe the domain and goals – remember that we
called the language of the system the core language and the
language of the user the task language.
Cont’d
InteractionCompiled by: DesalegnAweke.19
 The gulf of execution is the difference between the user‘s
formulation of the actions to reach the goal and the actions
allowed by the system.
 If the actions allowed by the system correspond to those
intended by the user, the interaction will be effective.
 The interface should therefore aim to reduce this gulf.
Cont’d
InteractionCompiled by: DesalegnAweke.20
 The gulf of evaluation is the distance between the physical
presentation of the system state and the expectation of the
user.
 Psychological gap that needs to be crossed in order to
interpret a user interface!
 If the user can readily evaluate the presentation in terms of
his goal, the gulf of evaluation is small.
 The more effort that is required on the part of the user to
interpret the presentation, the less effective the interaction.
Cont’d
InteractionCompiled by: DesalegnAweke.21
Human errors:- Slips and Mistakes!
 Human errors are often classified into slips and mistakes.We
can distinguish these using Norman‘s gulf of execution.
 Slips
 If you understand a system well you may know exactly what to
do to satisfy your goals – you have formulated the correct action.
 However, perhaps you mistype or you accidentally press the
mouse button at the wrong time.These are called slips; you have
formulated the right action, but fail to execute that action
correctly.
Cont’d
InteractionCompiled by: DesalegnAweke.22
 Mistakes
 if you don‘t know the system well you may not even formulate the
right goal.
 For example, you may think that the magnifying glass icon is the
‗find‘ function, but in fact it is to magnify the text.This is called a
mistake.
 Fixing things? or to fix human errors --
 Slip - better interface design
 Mistake - better understanding of system
The interaction framework (Abowd & Beale’s framework )
InteractionCompiled by: DesalegnAweke.23
 Norman‘s model concentrates on the user‘s view of the interaction.
 It does not attempt to deal with the system‘s communication through
the interface
 An extension of Norman‘s model, proposed by Abowd and Beale,
addresses this problem.
 The interaction framework attempts a more realistic description of
interaction by including the system explicitly, and breaks it into four
main components.
 System, User, Input and Output.
Cont’d
InteractionCompiled by: DesalegnAweke.24
As the interface sits between the User and the System, there are four
steps in the interactive cycle, each corresponding to a translation
from one component to another
Cont’d
InteractionCompiled by: DesalegnAweke.25
 The User begins the interactive cycle with the formulation of a
goal and a task to achieve that goal.
 user intentions
 translated into actions at the interface
 translated into alterations of system state
 reflected in the output display
 interpreted by the user
 General framework for understanding interaction
 Identifies all major components involved in interaction
 Allows comparative assessment of systems
Ergonomics
InteractionCompiled by: DesalegnAweke.26
 Ergonomics (or human factors) is traditionally the study of the
physical characteristics of the interaction:
How the controls are designed,
The physical environment in which the interaction takes place
and
The layout and physical qualities of the screen.
 Primary focus is on user performance and how the interface
enhances from this.
 Inappropriate placement of controls and displays can lead to
inefficiency, frustration and sometimes dangerous situations.
Cont’d
InteractionCompiled by: DesalegnAweke.27
 Consider a few of the issues addressed by ergonomics
 The arrangement of controls and displays,
 The physical environment,
 The health issues and
 The use of color.
 arrangement of controls and displays
e.g. controls grouped according to function or frequency of use,
or sequentially
 surrounding environment
 The system‘s design needs to fit the users size, position
(sitting/standing), comfort and safety.
e.g. seating arrangements adaptable to cope with all sizes of user
Cont’d
InteractionCompiled by: DesalegnAweke.28
 health issues
e.g. physical position, environmental conditions
(temperature, humidity), lighting, noise,
 use of colour
 The colors should correspond to common conventions
and user expectations.
E.g. use of red for warning, green for okay,
awareness of colour-blindness etc.
 Ergonomics contribution to HCI is in determining constraints
on the way we design systems and suggesting detailed and
specific guidelines and standards for our design
Interaction Styles/ interface styles
InteractionCompiled by: DesalegnAweke.29
 Interaction can be defined as a dialog between the computer and the user.
 The choice of interface style can have a profound effect on the nature of
this dialog.
 Interface types
 1980s interfaces
 Command,WIMP/GUI
 1990s interfaces
 Advanced graphical (multimedia, virtual reality, information
visualization)
 Web, Speech (voice), Pen, gesture, and touchAppliance
 2000s interfaces
 Mobile, Multimodal, Shareable,Tangible
 Augmented and mixed reality
 Wearable, Robotic
Cont’d
InteractionCompiled by: DesalegnAweke.30
Interface style
•Command line Interface
•Menu- driven Interface
•Forms Interface
•WIMP
•Natural language
Expressive
Intuitive
There are a number of common interface styles including:-
Command line interface
InteractionCompiled by: DesalegnAweke.31
 Way of expressing instructions to the computer directly
 Function keys, single characters, short abbreviations, whole
words, or a combination
 Suitable for repetitive tasks
 Better for expert users than novices
 Offers direct access to system functionality
 Command names/abbreviations should be meaningful!
 Typical example: the Unix system, linux etc..
Cont’d
InteractionCompiled by: DesalegnAweke.32
• Command entry: human user issues commands directly to
the computer.
• Many different options customize commands (expressive).
• Requires user to learn large numbers of commands and
options (not intuitive).
Menu Interface
InteractionCompiled by: DesalegnAweke.33
 In a menu-driven interface, set of options displayed on the
screen
 The options are visible
 less recall - easier to use
 rely on recognition so names should be meaningful
 Selection by:
 numbers, letters, arrow keys, mouse
 combination (e.g. mouse plus accelerators)
Cont’d
InteractionCompiled by: DesalegnAweke.34
Menu-driven interface
• Menu interface: commands
organized into logical groups
(more intuitive than command
entry)
• A submenu can be used to
present further related list of
sub-functions or options
• Menu structure limits range of
options (less expressive than
command entry)
• Restricted form ofWIMP
Forms Fill
InteractionCompiled by: DesalegnAweke.35
• Form interface: presents
specific questions to which a
user must respond in order
to perform some task.
• Intuitive, since users are led
step by step through
interaction.
• Not expressive, since form
allows access to only a few
specialized commands
Natural language
InteractionCompiled by: DesalegnAweke.36
 Familiar to user
 Speech recognition or typed natural language
 Problems
 Vague
 Ambiguous
 Hard to do well!
 Solutions
 try to understand a subset
 pick on key words
WIMP Interface (GUI)
InteractionCompiled by: DesalegnAweke.37
Windows
Icons
Menus
Pointers
… or windows, icons, mice, and pull-down menus!
 Together, these elements of theWIMP interfaces are called
widgets, and they comprise the toolkit for interaction between
user and system.
 Default style for majority of interactive computer systems,
especially PCs and desktop machines
Cont’d
InteractionCompiled by: DesalegnAweke.38
 Windows
 could be scrolled, stretched, overlapped, opened, closed, and moved
around the screen using the mouse
 Icons
 represented applications, objects, commands, and tools that were
opened when clicked on
 Menus
 offering lists of options that could be scrolled through and selected
 Pointing device
 a mouse controlling the cursor as a point of entry to the windows,
menus, and icons on the screen
Cont’d
InteractionCompiled by: DesalegnAweke.39
 WIMP: stands for windows, icons, menus, pointers
 WIMP interfaces are familiar as they are the basis of most
desktop-computer operating systems
Some other Interaction styles
InteractionCompiled by: DesalegnAweke.40
 Question/answer and query dialogue
 Point and click
 Direct Manipulation
 Three–dimensional interfaces
 Gesture Recognition
 Gaze Detection
 Speech and Speaker Recognition
 Pen based Interaction
 MotionTracking sensors and Digitizers
 Taste and smell sensors
The Context of interaction
InteractionCompiled by: DesalegnAweke.41
In reality, users work within a wider social and organizational
context.
Interaction affected by social and organizational context
 other people
 desire to impress, competition, fear of failure
 motivation
 fear, allegiance, ambition, self-satisfaction
 inadequate systems
 cause frustration and lack of motivation
 The social and organizational factors may have an influence on the user‘s
interaction with the system.These may not be factors over which the
designer has control.
Paradigm for Interaction
InteractionCompiled by: DesalegnAweke.42
 Paradigm refers to a particular approach that has been
adopted by a community in terms of shared assumptions,
concepts, values and practices
 Questions to be asked and how they should be framed
 Phenomena to be observed
 How findings from experiments are to be analyzed and
interpreted
Why Study Paradigms?
InteractionCompiled by: DesalegnAweke.43
Concerns
 How can an interactive system be developed to ensure its
usability?
 How can the usability of an interactive system be
demonstrated or measured?
History of interactive system design provides paradigms for
usable designs
What are Paradigms?
 Predominant theoretical frameworks or scientific world views
 E.g.,Aristotelian, Newtonian, Einsteinian (relativistic)
paradigms in physics
Cont’d
InteractionCompiled by: DesalegnAweke.44
 Understanding HCI history is largely about understanding a
series of paradigm shifts
 Not all listed here are necessarily ―paradigm‖ shifts, but are at
least candidates
 History will judge which are true shifts
Paradigms of interaction
InteractionCompiled by: DesalegnAweke.45
 New computing technologies arrive, creating a new
perception of the human—computer relationship.
 We can trace some of these shifts in the history of interactive
technologies.
 The initial paradigm- Batch processing
 Complete jobs processed individually.
Cont’d
InteractionCompiled by: DesalegnAweke.46
 Example : Paradigm Shifts
 Batch processing- Interactive computing
 Time-sharing- Interactive computing
 Networking- Community computing
 Graphical displays- Direct manipulation
 Microprocessor- Personal computing
 WWW or Internet ofThings(IOT)-Global information
Paradigms in HCI
InteractionCompiled by: DesalegnAweke.47
 In 80s:
 Single user on the desktop
 In the mid 90s:
 Virtual reality, multimedia, agent interfaces, ubiquitous
computing.
Ubiquitous Computing
InteractionCompiled by: DesalegnAweke.48
 Any computing technology that permits human interaction away
from a single workstation
 filling the real world with computers
 What HCI is in this context?
New thinking
 How to access and interact with information in any situation?
 Designing user experiences
 The right form to provide contextually relevant information
 Ensuring that information is secure and trustworthy
Virtual reality and virtual environment
InteractionCompiled by: DesalegnAweke.49
 Enabling users to interact with objects and navigate in 3D space
 Create highly engaging user experiences
Multimodal interction
 Multimodality is the use of two or more modes of input for the exchange of
information.
InteractionCompiled by: DesalegnAweke.50
Thank you

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Hci activity#3

  • 1. Activity #3 Computer in HCI Interaction Models of Interaction Interaction Styles Ergonomics Paradigms of Interaction Human Computer Interaction(HCI)- Itec 332
  • 2. In thisActivity you will : Understand the computer and associated input- output devices and investigates how the technology influences the nature of the interaction and style of the interface. Identify Interaction models and different styles of interaction Understand paradigm shifts of interaction technologies. 2 Compiled by: DesalegnAweke. Interaction
  • 3. Introduction  To understand human–computer interaction o …we need to understand computers- limitations, capacities, tools, platforms o understand people- psychological, social aspects and human error o and their interaction 3 Compiled by: DesalegnAweke. Interaction
  • 4. InteractionCompiled by: DesalegnAweke.4 Computer In fact, the most sophisticated machines are worthless unless they can be used properly by men.
  • 5. Cont’d InteractionCompiled by: DesalegnAweke.5  Computer system is made up of various elements  Each of these elements affects interaction  Input devices – text entry and pointing  Output devices – display, digital paper  Virtual Reality – special interaction and display devices  Physical interaction – e.g. sound and haptic  Paper – as output (print) and input (scan)  Memory – RAM & permanent media, capacity and access  Processing – speed of processing, networks
  • 6. Cont’d InteractionCompiled by: DesalegnAweke.6  The human user uses the computer as a tool to perform, simplify or support a task. In order to do this the user must communicate his requirements to the computer.  There are a number of ways in which the user can communicate with the system. Long ago in a galaxy far away … batch processing  punched card stacks or large data files prepared  long wait ….  line printer output … and if it is not right …  This approach does involve an interaction between the user and computer but does not support many tasks well
  • 7. Cont’d InteractionCompiled by: DesalegnAweke.7 Now most computing is interactive, such as direct manipulation and the applications of virtual reality.  rapid feedback  the user in control (most of the time)  doing rather than thinking …
  • 8. The Interaction InteractionCompiled by: DesalegnAweke.8  The communication between the user and the system.  Interaction refers to a dialogue generated by the command and data, input to the computer and the display, output of the computer and the sensory/perceptual input to the human and motor response output of the human.  There are number of ways in which the user can communicate with the system, batch input, direct manipulation etc.  The interaction takes place within a social and organizational context that affects both user and system.
  • 9. The terms of interaction InteractionCompiled by: DesalegnAweke.9  Traditionally, the purpose of an interactive system is to aid a user in accomplishing goals from some application domain.  Domain  defines an area of expertise and knowledge in some real-world activity(i.e, area of work understudy).  Eg. Graphic design  Tasks  Are operations to manipulate the concepts of a domain  How you go about doing it? Ultimately in terms of operations or actions  Eg. Select fill form, click over triangle
  • 10. Cont’d InteractionCompiled by: DesalegnAweke.10  Goal  A goal is the desired output from a performed task (what you have achieve).  For example, is the construction of a specific geometric shape with particular attributes on the drawing surface. i.e. create a solid red triangle
  • 11. Models of Interaction InteractionCompiled by: DesalegnAweke.11  Interaction models enable us:-  To understand exactly what is going on in the interaction and identify the likely root of difficulties  To compare different interaction styles and to consider interaction problems  To address the translations between what the user wants and what the system does.  To identify and evaluate components of the interaction, and at the physical, social and organizational issues that provide the context for it.
  • 12. Cont’d InteractionCompiled by: DesalegnAweke.12  We begin by considering the most influential model of interaction, Norman‘s execution–evaluation cycle(Donald Norman‘s Model);  Then we look at another model which extends the ideas of Norman‘s cycle which is interaction framework (Abowd and Beale‘s framework).  Both of these models describe the interaction in terms of the goals and actions of the user.  Interaction aids a user in accomplishing goals from a domain.  Tasks manipulate concepts, and a goal is the desired output from a task.  An intention is a specific action required to meet the goal.!  The System uses a core language, while the User uses a task language to describe relevant concepts.
  • 13. Execution–Evaluation cycle(Norman’s model) InteractionCompiled by: DesalegnAweke.13  Norman‘s model of interaction is perhaps the most influential in HCI, possibly because of its closeness to our intuitive understanding of the interaction between human user and computer.  This model concentrates on user‘s view of the interface.  User formulates a plan, which is then executed at the computer interface.  When the plan, has been executed, the user observes the computer interface to evaluate the result of the executed plan, and to determine further actions.
  • 14. Cont’d InteractionCompiled by: DesalegnAweke.14  Norman‘s model of interaction has two phases: execution and evaluation.These can then be subdivided into further stages.  The plan formulated by the user is executed by the computer. When finished, the user evaluates the results and determines the further actions. System Evaluation Execution Goal
  • 15. Cont’d InteractionCompiled by: DesalegnAweke.15  Norman‘s model of interaction has seven stages.These are:- 1. Establishing the goal. 2. Forming the intention. 3. Specifying the action sequence. 4. Executing the action. 5. Perceiving the system state. 6. Interpreting the system state. 7. Evaluating the system state with respect to the goals and intentions.
  • 17. Cont’d InteractionCompiled by: DesalegnAweke.17  Each stage is an activity of the user.  First the user forms a goal.  This is the user‘s notion of what needs to be done and is framed in terms of the domain, in the task language.  Needs to be translated into the more specific intention, and the actual actions that will reach the goal, before it can be executed by the user.  The user perceives the new state of the system, after execution of the action sequence, and interprets it in terms of his expectations.  If the system state reflects the user‘s goal then the computer has done what he wanted and the interaction has been successful;  Otherwise the user must formulate a new goal and repeat the cycle
  • 18. Cont’d InteractionCompiled by: DesalegnAweke.18  Norman uses this model of interaction to demonstrate why some interfaces cause problems to their users.  He describe this in terms of :-  Gulf of Execution  Gulf of Evaluation  As noted earlier, the user and the system do not use the same terms to describe the domain and goals – remember that we called the language of the system the core language and the language of the user the task language.
  • 19. Cont’d InteractionCompiled by: DesalegnAweke.19  The gulf of execution is the difference between the user‘s formulation of the actions to reach the goal and the actions allowed by the system.  If the actions allowed by the system correspond to those intended by the user, the interaction will be effective.  The interface should therefore aim to reduce this gulf.
  • 20. Cont’d InteractionCompiled by: DesalegnAweke.20  The gulf of evaluation is the distance between the physical presentation of the system state and the expectation of the user.  Psychological gap that needs to be crossed in order to interpret a user interface!  If the user can readily evaluate the presentation in terms of his goal, the gulf of evaluation is small.  The more effort that is required on the part of the user to interpret the presentation, the less effective the interaction.
  • 21. Cont’d InteractionCompiled by: DesalegnAweke.21 Human errors:- Slips and Mistakes!  Human errors are often classified into slips and mistakes.We can distinguish these using Norman‘s gulf of execution.  Slips  If you understand a system well you may know exactly what to do to satisfy your goals – you have formulated the correct action.  However, perhaps you mistype or you accidentally press the mouse button at the wrong time.These are called slips; you have formulated the right action, but fail to execute that action correctly.
  • 22. Cont’d InteractionCompiled by: DesalegnAweke.22  Mistakes  if you don‘t know the system well you may not even formulate the right goal.  For example, you may think that the magnifying glass icon is the ‗find‘ function, but in fact it is to magnify the text.This is called a mistake.  Fixing things? or to fix human errors --  Slip - better interface design  Mistake - better understanding of system
  • 23. The interaction framework (Abowd & Beale’s framework ) InteractionCompiled by: DesalegnAweke.23  Norman‘s model concentrates on the user‘s view of the interaction.  It does not attempt to deal with the system‘s communication through the interface  An extension of Norman‘s model, proposed by Abowd and Beale, addresses this problem.  The interaction framework attempts a more realistic description of interaction by including the system explicitly, and breaks it into four main components.  System, User, Input and Output.
  • 24. Cont’d InteractionCompiled by: DesalegnAweke.24 As the interface sits between the User and the System, there are four steps in the interactive cycle, each corresponding to a translation from one component to another
  • 25. Cont’d InteractionCompiled by: DesalegnAweke.25  The User begins the interactive cycle with the formulation of a goal and a task to achieve that goal.  user intentions  translated into actions at the interface  translated into alterations of system state  reflected in the output display  interpreted by the user  General framework for understanding interaction  Identifies all major components involved in interaction  Allows comparative assessment of systems
  • 26. Ergonomics InteractionCompiled by: DesalegnAweke.26  Ergonomics (or human factors) is traditionally the study of the physical characteristics of the interaction: How the controls are designed, The physical environment in which the interaction takes place and The layout and physical qualities of the screen.  Primary focus is on user performance and how the interface enhances from this.  Inappropriate placement of controls and displays can lead to inefficiency, frustration and sometimes dangerous situations.
  • 27. Cont’d InteractionCompiled by: DesalegnAweke.27  Consider a few of the issues addressed by ergonomics  The arrangement of controls and displays,  The physical environment,  The health issues and  The use of color.  arrangement of controls and displays e.g. controls grouped according to function or frequency of use, or sequentially  surrounding environment  The system‘s design needs to fit the users size, position (sitting/standing), comfort and safety. e.g. seating arrangements adaptable to cope with all sizes of user
  • 28. Cont’d InteractionCompiled by: DesalegnAweke.28  health issues e.g. physical position, environmental conditions (temperature, humidity), lighting, noise,  use of colour  The colors should correspond to common conventions and user expectations. E.g. use of red for warning, green for okay, awareness of colour-blindness etc.  Ergonomics contribution to HCI is in determining constraints on the way we design systems and suggesting detailed and specific guidelines and standards for our design
  • 29. Interaction Styles/ interface styles InteractionCompiled by: DesalegnAweke.29  Interaction can be defined as a dialog between the computer and the user.  The choice of interface style can have a profound effect on the nature of this dialog.  Interface types  1980s interfaces  Command,WIMP/GUI  1990s interfaces  Advanced graphical (multimedia, virtual reality, information visualization)  Web, Speech (voice), Pen, gesture, and touchAppliance  2000s interfaces  Mobile, Multimodal, Shareable,Tangible  Augmented and mixed reality  Wearable, Robotic
  • 30. Cont’d InteractionCompiled by: DesalegnAweke.30 Interface style •Command line Interface •Menu- driven Interface •Forms Interface •WIMP •Natural language Expressive Intuitive There are a number of common interface styles including:-
  • 31. Command line interface InteractionCompiled by: DesalegnAweke.31  Way of expressing instructions to the computer directly  Function keys, single characters, short abbreviations, whole words, or a combination  Suitable for repetitive tasks  Better for expert users than novices  Offers direct access to system functionality  Command names/abbreviations should be meaningful!  Typical example: the Unix system, linux etc..
  • 32. Cont’d InteractionCompiled by: DesalegnAweke.32 • Command entry: human user issues commands directly to the computer. • Many different options customize commands (expressive). • Requires user to learn large numbers of commands and options (not intuitive).
  • 33. Menu Interface InteractionCompiled by: DesalegnAweke.33  In a menu-driven interface, set of options displayed on the screen  The options are visible  less recall - easier to use  rely on recognition so names should be meaningful  Selection by:  numbers, letters, arrow keys, mouse  combination (e.g. mouse plus accelerators)
  • 34. Cont’d InteractionCompiled by: DesalegnAweke.34 Menu-driven interface • Menu interface: commands organized into logical groups (more intuitive than command entry) • A submenu can be used to present further related list of sub-functions or options • Menu structure limits range of options (less expressive than command entry) • Restricted form ofWIMP
  • 35. Forms Fill InteractionCompiled by: DesalegnAweke.35 • Form interface: presents specific questions to which a user must respond in order to perform some task. • Intuitive, since users are led step by step through interaction. • Not expressive, since form allows access to only a few specialized commands
  • 36. Natural language InteractionCompiled by: DesalegnAweke.36  Familiar to user  Speech recognition or typed natural language  Problems  Vague  Ambiguous  Hard to do well!  Solutions  try to understand a subset  pick on key words
  • 37. WIMP Interface (GUI) InteractionCompiled by: DesalegnAweke.37 Windows Icons Menus Pointers … or windows, icons, mice, and pull-down menus!  Together, these elements of theWIMP interfaces are called widgets, and they comprise the toolkit for interaction between user and system.  Default style for majority of interactive computer systems, especially PCs and desktop machines
  • 38. Cont’d InteractionCompiled by: DesalegnAweke.38  Windows  could be scrolled, stretched, overlapped, opened, closed, and moved around the screen using the mouse  Icons  represented applications, objects, commands, and tools that were opened when clicked on  Menus  offering lists of options that could be scrolled through and selected  Pointing device  a mouse controlling the cursor as a point of entry to the windows, menus, and icons on the screen
  • 39. Cont’d InteractionCompiled by: DesalegnAweke.39  WIMP: stands for windows, icons, menus, pointers  WIMP interfaces are familiar as they are the basis of most desktop-computer operating systems
  • 40. Some other Interaction styles InteractionCompiled by: DesalegnAweke.40  Question/answer and query dialogue  Point and click  Direct Manipulation  Three–dimensional interfaces  Gesture Recognition  Gaze Detection  Speech and Speaker Recognition  Pen based Interaction  MotionTracking sensors and Digitizers  Taste and smell sensors
  • 41. The Context of interaction InteractionCompiled by: DesalegnAweke.41 In reality, users work within a wider social and organizational context. Interaction affected by social and organizational context  other people  desire to impress, competition, fear of failure  motivation  fear, allegiance, ambition, self-satisfaction  inadequate systems  cause frustration and lack of motivation  The social and organizational factors may have an influence on the user‘s interaction with the system.These may not be factors over which the designer has control.
  • 42. Paradigm for Interaction InteractionCompiled by: DesalegnAweke.42  Paradigm refers to a particular approach that has been adopted by a community in terms of shared assumptions, concepts, values and practices  Questions to be asked and how they should be framed  Phenomena to be observed  How findings from experiments are to be analyzed and interpreted
  • 43. Why Study Paradigms? InteractionCompiled by: DesalegnAweke.43 Concerns  How can an interactive system be developed to ensure its usability?  How can the usability of an interactive system be demonstrated or measured? History of interactive system design provides paradigms for usable designs What are Paradigms?  Predominant theoretical frameworks or scientific world views  E.g.,Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in physics
  • 44. Cont’d InteractionCompiled by: DesalegnAweke.44  Understanding HCI history is largely about understanding a series of paradigm shifts  Not all listed here are necessarily ―paradigm‖ shifts, but are at least candidates  History will judge which are true shifts
  • 45. Paradigms of interaction InteractionCompiled by: DesalegnAweke.45  New computing technologies arrive, creating a new perception of the human—computer relationship.  We can trace some of these shifts in the history of interactive technologies.  The initial paradigm- Batch processing  Complete jobs processed individually.
  • 46. Cont’d InteractionCompiled by: DesalegnAweke.46  Example : Paradigm Shifts  Batch processing- Interactive computing  Time-sharing- Interactive computing  Networking- Community computing  Graphical displays- Direct manipulation  Microprocessor- Personal computing  WWW or Internet ofThings(IOT)-Global information
  • 47. Paradigms in HCI InteractionCompiled by: DesalegnAweke.47  In 80s:  Single user on the desktop  In the mid 90s:  Virtual reality, multimedia, agent interfaces, ubiquitous computing.
  • 48. Ubiquitous Computing InteractionCompiled by: DesalegnAweke.48  Any computing technology that permits human interaction away from a single workstation  filling the real world with computers  What HCI is in this context? New thinking  How to access and interact with information in any situation?  Designing user experiences  The right form to provide contextually relevant information  Ensuring that information is secure and trustworthy
  • 49. Virtual reality and virtual environment InteractionCompiled by: DesalegnAweke.49  Enabling users to interact with objects and navigate in 3D space  Create highly engaging user experiences Multimodal interction  Multimodality is the use of two or more modes of input for the exchange of information.