This document provides an introduction to the HCI module. It discusses three aspects of HCI - software interfaces, ergonomics, and societal interaction. It outlines the module team and assessment details. It also summarizes several arguments for the importance of HCI, such as its increasing role in our lives and jobs. HCI involves understanding users and ensuring systems are designed according to human cognitive and physical abilities.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
Poor HMI designs have been identified as factors contributing to abnormal situations, billions of dollars of lost production, accidents, and fatalities. Many HMIs actually impede rather than assist operators. Many of the poor designs are holdovers due to the limitations of early control systems and the lack of knowledge of system designers. However, with the advent of newer and more powerful systems, these limitations no longer apply. Also, decades of research has identified better implementation methods. Unfortunately, change is difficult and people continue to follow poor design practices. In fact, some new designs are actually worse than older designs! Just as a computer is not a typewriter, new HMI designs should not mimic those of old. The problem is that many designers often simply don’t know any better. This presentation will review why certain HMI designs are poor (with many examples) and show how they can be improved.
Being human (Human Computer Interaction)Rahul Singh
The presentation describes the increasing dependence of the human kind on the Computer systems. The increased variable usage of the machine and much more.
By interaction design, we mean
"designing interactive products to support the way people communicate and interact in their everyday lives." (Foley, 2007)
References:
Foley., J., “Interaction Design beyond human-computer interaction 2nd Edition,” 2007 John Wiley & Sons Ltd, pp.8
PRINCIPLE OF HUMAN COMPUTER INTERACTION
*
INTRODUCTION TO HCI
*
OUTLINEIntroductionWhat is HCI?The HCI ChallengeHCI is Not aboutHCI is aboutThe goals of HCIWhat is Usability?Why is usability important?Why HCI is Important in the Context of WWW?It is not Simple to Make Good User InterfacesExamples of good and bad design
*
*
INTRODUCTION
Interacting with technology has become an essential part of everyday life for the majority of people.
The average user of a computer system is now less likely to understand the technology. Since, there are different types of technology they have to use.
People are busy and may spend little or no time actually learning a new system.
*
INTRODUCTION..(CONT.)
Therefore, computer systems should be easy to use, easy to learn, and with no errors.
To design and develop of such a system is a major concern of HCI
*
WHAT IS HCI?Human-computer interaction (HCI): “is a discipline concerned with the design, evaluation and implementation of interactive systems for human use and with study of major phenomena surrounding them.”
(ACM SIGCHI, 1992, p. 6)
WHAT IS HCI?HCI (human-computer interaction) is the study of interaction between people (users) and computers.
Interaction between users and computers occurs at the user interface
The golden principle in HCI is that “people should come first”.
*
WHAT ..(CONT.)
HCI consists of three parts:Human: could be an individual user or a group of users.Computer: could be any technology ranging from the general desktop computer to a large scale computer system.Interaction: any direct or indirect communication between a human and computer.
*
WHAT ..(CONT.)HCI concentrates on the study of human factors
The study of human factors started during the Second World War by US army.
Usability was born because of badly designed arms that caused “friendly fire” during war.
*
THE HCI CHALLENGE
*
HCI IS NOT ABOUTMaking the interface look pretty
Only about desktop computers (and that goes for computing as well!)
Something that would be nice to do but usually there’s no time for it
*
HCI IS ABOUTUnderstanding the usersUnderstanding users tasksUnderstanding the surrounding environmentGUI requirements gathering and analysisDesign prototypeEvaluate the system
*
THE GOALS OF HCIThe goal of HCI “is to develop or improve the safety, utility, effectiveness, efficiency and usability of system that include computers.”
(Interacting with computers, 1989, p3)
*
THE GOALS OF HCIThe goals of HCI are to produce usable and safe systems, as well as functional systems. In order to fulfill that, developers must attempt to:
Understand how people use technology
Building suitable systems
Achieve efficient, effective, and safe interaction
Put people first
People needs, capabilities and preferences should come first. People should not have to change the way that they use a system. Instead, the system should be designed to match their requirements
*
WH.
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.
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Poor HMI designs have been identified as factors contributing to abnormal situations, billions of dollars of lost production, accidents, and fatalities. Many HMIs actually impede rather than assist operators. Many of the poor designs are holdovers due to the limitations of early control systems and the lack of knowledge of system designers. However, with the advent of newer and more powerful systems, these limitations no longer apply. Also, decades of research has identified better implementation methods. Unfortunately, change is difficult and people continue to follow poor design practices. In fact, some new designs are actually worse than older designs! Just as a computer is not a typewriter, new HMI designs should not mimic those of old. The problem is that many designers often simply don’t know any better. This presentation will review why certain HMI designs are poor (with many examples) and show how they can be improved.
Being human (Human Computer Interaction)Rahul Singh
The presentation describes the increasing dependence of the human kind on the Computer systems. The increased variable usage of the machine and much more.
By interaction design, we mean
"designing interactive products to support the way people communicate and interact in their everyday lives." (Foley, 2007)
References:
Foley., J., “Interaction Design beyond human-computer interaction 2nd Edition,” 2007 John Wiley & Sons Ltd, pp.8
PRINCIPLE OF HUMAN COMPUTER INTERACTION
*
INTRODUCTION TO HCI
*
OUTLINEIntroductionWhat is HCI?The HCI ChallengeHCI is Not aboutHCI is aboutThe goals of HCIWhat is Usability?Why is usability important?Why HCI is Important in the Context of WWW?It is not Simple to Make Good User InterfacesExamples of good and bad design
*
*
INTRODUCTION
Interacting with technology has become an essential part of everyday life for the majority of people.
The average user of a computer system is now less likely to understand the technology. Since, there are different types of technology they have to use.
People are busy and may spend little or no time actually learning a new system.
*
INTRODUCTION..(CONT.)
Therefore, computer systems should be easy to use, easy to learn, and with no errors.
To design and develop of such a system is a major concern of HCI
*
WHAT IS HCI?Human-computer interaction (HCI): “is a discipline concerned with the design, evaluation and implementation of interactive systems for human use and with study of major phenomena surrounding them.”
(ACM SIGCHI, 1992, p. 6)
WHAT IS HCI?HCI (human-computer interaction) is the study of interaction between people (users) and computers.
Interaction between users and computers occurs at the user interface
The golden principle in HCI is that “people should come first”.
*
WHAT ..(CONT.)
HCI consists of three parts:Human: could be an individual user or a group of users.Computer: could be any technology ranging from the general desktop computer to a large scale computer system.Interaction: any direct or indirect communication between a human and computer.
*
WHAT ..(CONT.)HCI concentrates on the study of human factors
The study of human factors started during the Second World War by US army.
Usability was born because of badly designed arms that caused “friendly fire” during war.
*
THE HCI CHALLENGE
*
HCI IS NOT ABOUTMaking the interface look pretty
Only about desktop computers (and that goes for computing as well!)
Something that would be nice to do but usually there’s no time for it
*
HCI IS ABOUTUnderstanding the usersUnderstanding users tasksUnderstanding the surrounding environmentGUI requirements gathering and analysisDesign prototypeEvaluate the system
*
THE GOALS OF HCIThe goal of HCI “is to develop or improve the safety, utility, effectiveness, efficiency and usability of system that include computers.”
(Interacting with computers, 1989, p3)
*
THE GOALS OF HCIThe goals of HCI are to produce usable and safe systems, as well as functional systems. In order to fulfill that, developers must attempt to:
Understand how people use technology
Building suitable systems
Achieve efficient, effective, and safe interaction
Put people first
People needs, capabilities and preferences should come first. People should not have to change the way that they use a system. Instead, the system should be designed to match their requirements
*
WH.
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.
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According to TechSci Research report, “India Orthopedic Devices Market -Industry Size, Share, Trends, Competition Forecast & Opportunities, 2030”, the India Orthopedic Devices Market stood at USD 1,280.54 Million in 2024 and is anticipated to grow with a CAGR of 7.84% in the forecast period, 2026-2030F. The India Orthopedic Devices Market is being driven by several factors. The most prominent ones include an increase in the elderly population, who are more prone to orthopedic conditions such as osteoporosis and arthritis. Moreover, the rise in sports injuries and road accidents are also contributing to the demand for orthopedic devices. Advances in technology and the introduction of innovative implants and prosthetics have further propelled the market growth. Additionally, government initiatives aimed at improving healthcare infrastructure and the increasing prevalence of lifestyle diseases have led to an upward trend in orthopedic surgeries, thereby fueling the market demand for these devices.
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2. Welcome to the HCI Module!
Module Team:
– Meg Soosay (Module Leader)
– Sean Wilcock (Module Tutor)
– Professor Hissam Tawfik (Module Tutor)
Contact Details in the Module Guide
3. HCI: An Introduction
Three broad aspects of HCI
• Software interface
• Often called ‘user interface design’
• Ergonomics
• Hardware interaction
• Societal interaction
The HCI module will look primarily at the first of these
4. Why is HCI Important? Some arguments…
Increasing importance and pervasiveness of computers
– our lives are affected in some way by computing
Users must understand the interactions
Diversity of population/users
So:
– system will not work unless users understand it
– users will not understand it unless the interface is
well designed
– therefore HCI is crucial!
5. 2nd Argument
Despite its contemporary nature, HCI’s origins are
humble
Productivity-based applications bound to the
desktop
Personal computing made everyone a computer
user
User interface became a selling feature
This highlighted deficiencies; hence the term
‘usability’
The opportune emergence of cognitive science
cognitive psychology, artificial intelligence,
linguistics, cognitive anthropology, and the
philosophy of mind
6. 3rd Argument
Macaulay (1995) – much of the code of most systems is
written to deal with the user interface
Usability engineering is now central to what many
computer scientists and IT professionals do - Leventhal
and Barnes
Well designed usable systems ensure that staff are not
frustrated during their work and as a result are more
content and productive.
7. 4th Argument
Life critical systems
• Failure results in loss of life, injury or damage to the
environment
• chemical plant protection system
• railway signalling system
Mission critical systems
• Failure results in some failure in goal-directed activity
• spacecraft navigation system
• electronic stock exchange system
8. Two Final Arguments
6th Argument:
• Legislation - health & safety
7th Argument:
• Altruism/professionalism
9. Three Counter Arguments
HCI is only part of the story
It may be an ephemeral problem
The argument for HCI applies only to interactive
systems
10. HCI – What does it involve?
Psychology
Physiology
Sociology
Computer science
Software engineering
Graphic design/typography
11. Summary
Ultimately, if a system is well designed with HCI
techniques, interaction becomes natural.
Much interest from many quarters:
• Producers
• consultancy firms (“interaction design is now
big business” (Preece et al 2011)
• Consumers
There is an increasing job market for usability
specialists
Important for your future careers “if students do not
know about user interfaces, they will not serve
industry needs” (Leventhal and Barnes 2008)
HCI will almost certainly be crucial for your level 6
project!
12. HCI Assessment
The Usability Evaluation portfolio
– deadline 22/11/15 (worth 60%).
Exam to be held during week 13
– w/c 11/01/16 (worth 40%).
14. Introduction
Designing a user interface involves users.
Must therefore take cognisance of human constraints and
differences
• and possibilities
At least 3 realms to consider:
• physiology
• physical abilities and constraints
• cognitive psychology
• “mental” abilities and constraints
• social dimension
• eg cultural issues
First 2 today, third one later in the module
15. Introduction
Essential lesson:
• “As humans … we have certain limitations, both
cognitive and physical. Products designed to support
humans should take these limitations into account”
(Preece et al 2011).
• “Users share common capabilities but are individuals
with differences, which should not be ignored” (Dix et al
2004 p 11)
16. Physiology: inputs and outputs
Humans have a number of inputs, eyes, ears, smell, taste,
touch, electrical
• can we use these for HCI?
Humans also have a number of output capabilities:
• movement - arms/hands/fingers, feet, head, eyes
• design input devices, eg keyboard, mouse, with user
population in mind
be aware of Accessibility and Health and Safety regulations
17. Physiology: vision
Need to do 3 things in vision:
• receive the external stimulus
• process the image
• interpret the image
Each has HCI implications
18. Receive the external stimulus
We have better acuity in mid-range of the spectrum
(yellow tones)
• yellow therefore useful for warnings
Red and blue harder to see
• avoid red for details on the screen
8-10 colours maximum to use if using colour coding
9% of males colour blind
Few people have perfect vision
Courtesy of
http://www.allaboutvision.com/conditions/colordeficiency.htm
19. Process the image
We can see a wide area (60 either side of our nose), but
detail only in a small area
HCI lessons:
• people won’t be able to deal with detail in 2 windows at
once
• not more than one image in digital media
• movement is good for alerting peripheral vision and
getting attention
• have clear boundaries in icon design
20. Interpret the image
Brain interprets nerve impulses from the eye
Brings memory into play to do this
May cause illusion or hallucination
21. An Example – The Stroop Effect
RED
GREEN
BLUE
RED
GREEN
RED
RED
GREEN
BLUE
RED
GREEN
RED
Name the colour the text is written in – a conflict of
processes
23. Interpret the image
brain interprets nerve impulses from the eye
brings memory into play to do this
may cause illusion or hallucination
avoid this or use it when designing interactive systems
24. Cognitive Psychology
General aim, arguably:
– make sure interface design “accords with universal
psychological facts” (Raskin 2000, p4).
– “if you want to develop effective, interactive systems,
then you need a fundamental understanding of your
users’ psychology” (Smith-Atakan, 2006, p 106).
Two main topics:
– Memory
– Problem-solving
25. Memory
Memory is a critical limiting factor of human information
processing in the context of HCI
Sensory store -
• optical/audio rates of input
• Is transient
• Decays rapidly
• Modalities – Iconic, Haptic and Echoic
Automatic response -
• Part of perception rather than cognition
• We do not consciously choose what information is stored in the sensory
store, or how long it will be stored for
may move into -
26. Short-term memory -
– limited to 7±2 items
– chunking
– decay: few seconds
– may move into:
Long-term memory -
– limitless?
– basic organisation is semantic
– access decay
Memory
27. HCI implications of the model (cf. Smith-Atakan 2006):
Sensory store
– if images on screen too fleeting, user will extract little
information
– analogous lesson for sound output
Short-term memory
– be aware of limits to short-term memory
– consider quantity and time span of info
– minimise distraction during tasks and memorisation
– chunk info where possible (Benyon 2010)
– images help but should be accompanied by text
Memory
28. Memory – Long term memory
Try to aid movement into and retrieval from LTM in HCI by:
– structuring information
– providing memory cues
– being consistent
using meaningful command names
– eg Unix - CAT, GREP, LINT
– probably poor names, in retrospect
using meaningful icons
favouring GUIs where possible
– recognition rather than recall
29. Thinking and problem-solving
Cognitive processing (thinking) is thought to involve mental
models (Preece et al 2011)
Two types:
– physical
• describe relationships of objects in the world
– conceptual
• linguistically based
Mental models are important in HCI - eg a graphical
metaphor should help user get correct mental model of the
system
30. Paying attention
Paying attention” is an important part of cognitive
processing (Benyon 2010)
We are good at selective attention paying and filtering
– We can attend to something without being aware of it
Use this ability in the user interface:
– not too many competing demands
– avoid too many strong stimuli, eg bright colours
– attention tends to focus on change - hence in digital media
– animation and sound will “win” over text
– too much information “cognitive overload” (“information
overload”) stress and fatigue
– continuous repetitive tasks also stress and fatigue
• design “closure events” into the interface
31. Norman’s seven stage model
There are, then, many lessons from HIP to apply to HCI
Norman (2004, cf. Benyon 2010) suggests a model of
interaction within which to apply these:
32. Norman’s seven stage model
forming the goal
forming the intention
specifying the action
executing the action
perceiving the system state
interpreting the system state
evaluating the outcome
33. Norman identifies two “gulfs”
gulf of execution
• between my intentions and what the system allows
• hence – prompts
• “affordances”
gulf of evaluation
– user doesn’t understand what has happened
– so - make effects explicit, represent system state clearly
Norman’s seven stage model
34. Summary - HCI principles deriving from HIP
Sutcliffe (1995) suggests seven tentative principles that can
be derived from HIP research:
Consistency
– Be consistent across tasks. Screens etc.
Compatibility
– Aim for good fit between user’s expectations and reality of an
interface design
– Have new designs compatible with user’s previous experience
Predictability
– Interface should suggest to the user what actions are possible
– Hence need appropriate messages, prompts, icons
Adaptability
– Interface should adapt to its individual user
– Beware though of violating principle of consistency
35. Summary
Sutcliffe (continued):
– Economy and error prevention
• Aim for minimum number of steps to achieve a task
• Consider dialogue short cuts
• Help user avoid disastrous errors (“Are you sure?
Y/N”)
– User control
• User should be and feel in control - relates to
predictability
• “Undo” is important aspect
– Structure
• Structure interfaces to reduce complexity
• Present only relevant information, in a simple manner
NB – these are no means the only set of HCI principles!
36. Norman (2004) suggests four principles of good design:
Visibility
– state and action alternatives should be visible
Model
– should be a good conceptual model with consistent
system image
Mappings
– interface should include good mappings, revealing the
relationships between stages
Feedback
– user should receive continuous feedback
Summary
37. variability implies importance of evaluation
ask yourself, about any interface you develop:
– how well does it fulfil the users’ objectives
– (“task fit”)
– how easy it is to learn and use?
– how effective is it in helping users carry out some work?
check your affordances
Summary
38. Becta (2008) Emerging Technologies for Learning. Available at
http://webarchive.nationalarchives.gov.uk/20101102103654/http:/research.becta.o
rg.uk/index.php?section=rh&catcode=_re_rp_02&rid=13768
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Dix, A.J., Finlay J., Abowd G. D., Beale R. (2004) Human-Computer Interaction, 3rd
edition, Prentice-Hall
Norman D (2004) Emotional Design: Why We Love (or Hate) Everyday Things. Basic
Books
Preece J, Rogers Y, Sharp H (2011) Interaction design: beyond human-computer
interaction. Wiley
Raskin J (2000) The humane interface: New Directions for Designing Interactive Systems.
Addison-Wesley
Shneiderman B (2002) Leonardo’s Laptop. MIT Press
Shneiderman B & Plaisant C (2010) Designing the User Interface. Pearson
Smith-Atakan (2006) Human-Computer Interaction. Thomson.
Sutcliffe A G (1995) Human-Computer Interface Design. Macmillan
References