The document provides an overview of human-computer interaction (HCI), including key definitions and concepts. It discusses how HCI draws from multiple disciplines including computer science, psychology, and ergonomics. The document also describes several HCI design models, including the waterfall model and star life cycle model. It examines different types of interfaces such as graphical user interfaces, virtual reality, and natural language interfaces. Eye tracking research methodology is also briefly discussed as a way to study what users look at when interacting with computers.
Interaction Design in Human Computer Interaction by Vrushali Dhanokar. This PPT is useful to every students who study Human Computer Interaction in detail. Specially for TE Students of Information Technology in Pune University. Thank You.
I made this with my 3 partners for my CEC marks in 3rd sem of MCA. It includes information about HCI, definition, types, how it works, queries of it etc.
One can get idea easily about HCI after refering this presentation.
Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty are working on design research concerning multi-touch interfaces during summer term 2008. Detailing HCI Research ... Completely based on the ACM SIGCHI Curricula for Human-Computer Interaction.
Interaction Design in Human Computer Interaction by Vrushali Dhanokar. This PPT is useful to every students who study Human Computer Interaction in detail. Specially for TE Students of Information Technology in Pune University. Thank You.
I made this with my 3 partners for my CEC marks in 3rd sem of MCA. It includes information about HCI, definition, types, how it works, queries of it etc.
One can get idea easily about HCI after refering this presentation.
Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty are working on design research concerning multi-touch interfaces during summer term 2008. Detailing HCI Research ... Completely based on the ACM SIGCHI Curricula for Human-Computer Interaction.
History and future of Human Computer Interaction (HCI) and Interaction DesignAgnieszka Szóstek
This is the first presentation given for the master course at HITLab, Canterbury University, Christchurch, New Zealand. It shows the snippets of the history of the field of human computer interaction that led to its increasing popularity at the present.
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
Introduction to Human Computer InteractionSyira Azhari
1. Meaning of HCI.
2. The difference between the terms “User Interface (UI)” and “Human Computer Interaction (HCI)”.
3. The importance of HCI.
4. HCI and its evolution.
History and future of Human Computer Interaction (HCI) and Interaction DesignAgnieszka Szóstek
This is the first presentation given for the master course at HITLab, Canterbury University, Christchurch, New Zealand. It shows the snippets of the history of the field of human computer interaction that led to its increasing popularity at the present.
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
Introduction to Human Computer InteractionSyira Azhari
1. Meaning of HCI.
2. The difference between the terms “User Interface (UI)” and “Human Computer Interaction (HCI)”.
3. The importance of HCI.
4. HCI and its evolution.
Abstract
Human–computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use. The field formally emerged out of computer science, cognitive psychology and industrial design through the 1960s, formulating guidelines for the development of interactive computer systems highlighting usability concerns for improved interfaces. Computing devices are becoming more prevalent and integrated into both our social and work spaces.HCI therefore plays an important role in ensuring that computer systems are not only functional but also respect the needs and capabilities of the humans that use them.
HCI encompasses not only ease of use but also new interaction techniques. It involves input and output devices and the interaction techniques that use them; presentation of information, control and monitoring of computer’s actions and the processes that developers follow when creating interfaces. In this seminar, emphasis is laid on the movement of a user’s eyes which can provide a convenient, natural, and high-bandwidth source of additional user input. Some of the human factors and technical considerations that arise in trying to use eye movements as an input medium and the first eye movement-based interaction techniques are discussed in this section.
AYUSHA PATNAIK,
SEM - 6th
TRIDENT ACADEMY OF TECHNOLOGY,
BBSR
An old presentation about what human-computer interaction is, what usability is, and how it fits into development. Pondering now just how well this stands up. It seems to...but....
Human Computer Interaction Chapter 3 HCI in the Software Process and Design ...VijiPriya Jeyamani
HCI in the Software Process:
Introduction
The software lifecycle
Usability engineering
Interactive design and prototyping
Design rationale
3.2 Design Rules
Introduction
Principles to support usability
Standards
Guidelines
Golden rules and heuristics
HCI patterns
Chapter 17: Models of the system
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
HCI 3e - Ch 14: Communication and collaboration modelsAlan Dix
Chapter 14: Communication and collaboration models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
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/
Multi-Touch Tangible Interface; HCI trends, projects, and developmentJazmi Jamal
Lecture series on Multi-touch. Topic covers; History of HCI, Environment computing, Introduction to tangible interface, IT Project management, and multi-touch workshop. Created in Q1 2010
3. INTRODUCTION
• Human factors related to computer can roughly
divided into topics related to hardware design &
topics related to design of the software interface
• Hardware should be designed to maximize task
performance.
• Software interface refers to the information provided
by the computer and the control mechanisms for
information inputting
4. HUMAN - COMPUTER INTERFACE
Human
the end-user
Computer
hardware
software
5. Interface
• A point where two objects meet.
• A point where the human can tell the computer what
to do.
• A point where the
computer displays the
requested information.
9. Computer Match
• A good interface match would include as many
senses as possible.
• Computer input and output is basically seeing what
we enter and what is displayed.
• Sound can be added to some programs, either by
giving instructions by voice, or listening to a
commentary / music.
• Touch can be in the form of using the mouse, a
joystick, or a drawing tablet.
10. Virtual Reality
• Virtual Reality is a computer interface.
• The applications programs combine the interfaces
already mentioned to give a simulated three
dimensional world of sight, sound, touch and
movement.
• Interaction may be made through special equipment
such as: spectacles, gloves, sound systems, and the
computer and monitor.
• As these types of interfaces develop and become
more advanced (realistic) through high level
programming, so the human use will become more
common and so it will seem to be similar to
communication with other humans.
11. Natural Language
• Normal speech recognised by a computer is Natural
Language Interface. Talk to a computer and it
recognises what we want.
• Natural means human-like,
and the technology is leaning
towards getting
computers to behave in a
more natural way.
12. Graphical User Interface (GUI)
• Used on computers first by Apple Macintosh, and
afterwards by Microsoft.
• The memory and file management are done by the
operating system while applications are running –
Multi-Tasking.
• A mouse is used to point and click on icons instead of
typing in a command.
• Dialogue boxes, menus, icons, toolbars etc form the
window on the computer screen.
16. Standardisation
• The GUI is very similar in different applications.
• In an integrated package it will be almost identical
from application to application.
Word
Power
Point
Excel
17. Command Driven Interfaces
• Had to type in a command.
• The syntax had to be correct.
• Difficult for inexperienced users.
• Example above: Microsoft DOS, and UNIX.
• Advantages: Powerful, Quick, and Flexible.
• Disadvantages: Difficult, need experience, Syntax
difficult to remember, typing mistakes!
18. A model of HCI
People Technology
Work
Level 1
Level 2
Level 3 Social
system
Organizational
goal
21. The star life cycle
Task analysis /
functional
analysis
Requirements
specification
Conceptual design /
formal design
Prototyping
Implementation
Evaluation
22. Eye Tracking
Eye tracking is a research methodology
whereby a person's eye movements are
captured using a camera, and this data
is used to track exactly what the participant
is looking at. In Human Computer Interaction
(HCI) and usability research, eye tracking is
used to determine what people look at
when interacting with computers. This
information is used to make programs
and applications that are more intuitive
and easier to use.
23. Referred websites
• IBM HCI design guide at
http://www.ibm.com/ibm/hci/guidelines/design
• Terry Winograd, Donald Norman