Buxton's three-state model for human interface devices is the de-facto mental model for understanding and analyzing the affordances of any human interface device.
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/
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/
Chapter 9: Evaluation techniques
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 13: Socio-organizational issues and stakeholder requirementsAlan Dix
Chapter 13: Socio-organizational issues and stakeholder requirements
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 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/
Human Computer Interaction evaluation techniques are used to test usability and functionality. They can occur in laboratories, fields, or collaboratively with users. Common evaluation methods include cognitive walkthroughs, heuristic evaluations, experimental evaluations, observational methods like think aloud protocols, and questionnaires. Choosing an appropriate technique depends on factors like the design or implementation stage, desired objectivity, and available resources.
The document discusses drag and drop interactions from the perspectives of users, events, actors, and purposes. It outlines key questions about how users perceive draggable objects and valid drop targets. It also lists common drag and drop events like hover, drag initiation, and entering/exiting targets. The actors involved include objects, cursors, and containers. Finally, it describes using drag and drop for rearranging modules, lists, changing object relationships, and invoking actions.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
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/
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/
Chapter 9: Evaluation techniques
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 13: Socio-organizational issues and stakeholder requirementsAlan Dix
Chapter 13: Socio-organizational issues and stakeholder requirements
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 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/
Human Computer Interaction evaluation techniques are used to test usability and functionality. They can occur in laboratories, fields, or collaboratively with users. Common evaluation methods include cognitive walkthroughs, heuristic evaluations, experimental evaluations, observational methods like think aloud protocols, and questionnaires. Choosing an appropriate technique depends on factors like the design or implementation stage, desired objectivity, and available resources.
The document discusses drag and drop interactions from the perspectives of users, events, actors, and purposes. It outlines key questions about how users perceive draggable objects and valid drop targets. It also lists common drag and drop events like hover, drag initiation, and entering/exiting targets. The actors involved include objects, cursors, and containers. Finally, it describes using drag and drop for rearranging modules, lists, changing object relationships, and invoking actions.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
The document discusses principles for designing interfaces for mobile devices. It covers topics like the history of mobile, mobile ecosystems, types of mobile apps, and mobile design. It also discusses the principles of Web 2.0 and how they apply to mobile, called Mobile 2.0. Mobile 2.0 leverages the social web and user-generated content on mobile platforms. It emphasizes making software work across multiple contexts and devices through web technologies to provide rich user experiences.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
The document discusses different methods for evaluating user interface designs, including expert evaluation techniques like heuristic evaluation and cognitive walkthroughs. It also covers user testing, which is considered more reliable than expert evaluation alone. Formative evaluation involves testing prototypes during development to identify issues, while summative evaluation assesses the final product. Both qualitative and quantitative methods are important to identify usability problems from the user's perspective.
This document provides an overview of the subject of Human-Computer Interaction (HCI). It discusses the historical evolution of HCI from early computers to modern interfaces. It also covers key concepts like interactive system design, usability engineering, and the relationship between HCI and software engineering. The document outlines several topics that are important to HCI like GUI design, prototyping techniques, and research areas in HCI including ubiquitous computing and embedded systems.
This document discusses HCI (human-computer interaction) in the software development process. It explains that HCI is used to create an intuitive interface between users and products. Usability, effectiveness, efficiency, and satisfaction are important traditional usability categories to consider. The software lifecycle involves designing for usability at all stages. Prototyping is discussed as a model where prototypes are built, tested, and refined with user feedback until an acceptable final system is achieved. Design involves understanding users, requirements, and balancing goals within technical constraints.
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/
Chapter 19: Groupware
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/
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/
Human computer interaction -Input output channel with ScenarioN.Jagadish Kumar
This document discusses input and output channels in human-computer interaction. It describes the five human senses - sight, hearing, touch, taste and smell - and how they provide input. It then discusses the major effectors like limbs, fingers and vocal systems that provide human output. The document focuses on how vision, hearing and touch are used as input channels in interacting with computers, primarily through the eyes, fingers and voice. It provides details on the physiological mechanisms and processing involved in each sense.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
This document discusses information architecture for mobile devices. It covers topics like a brief history of mobile devices, the mobile ecosystem, types of mobile applications, and mobile design. It defines information architecture and discusses how it differs for mobile, including keeping designs simple, using site maps, clickstreams, wireframes, and prototypes to test designs. Specific tips for mobile include limiting mistakes in site maps and using content to confirm user paths. The goals are to organize content effectively and allow intuitive interaction on smaller mobile screens.
Human computer interaction-web interface design and mobile eco systemN.Jagadish Kumar
This document discusses various contextual tools and patterns that support virtual pages for designing rich web user interfaces.
It begins by explaining different types of contextual tools like always-visible tools, hover-reveal tools, toggle-reveal tools, and multi-level tools. It then discusses overlays and inlays, describing dialog, detail, and input overlays as well as dialog, list, and detail inlays.
Finally, it covers patterns that support virtual pages like virtual scrolling, inline paging, scrolled paging, panning, and zoomable user interfaces. Virtual scrolling creates the illusion of a larger page by dynamically loading more content as the user scrolls. Inline paging updates only part of
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
The document discusses principles and patterns for designing web interfaces, including making interactions direct, lightweight, and keeping users on the page. It covers various techniques for inline and overlay editing, direct selection of objects, drag and drop interactions, and using contextual tools near content to improve usability. The document provides examples and guidelines for implementing these patterns and principles in web design.
The document discusses various elements of computer systems and human-computer interaction. It describes input devices like keyboards, mice, touchscreens, as well as output displays such as CRT monitors, LCD screens, and digital paper. It also covers 3D interaction techniques used in virtual reality systems for positioning, movement, and viewing 3D content through helmets or caves. The document provides information on how these interaction techniques and devices work to facilitate human use of computer systems.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
User interfaces allow users to interact with computers and software. There are three main types: command line interfaces require users to enter specific text commands; menu interfaces present users with lists of options to select; graphical user interfaces utilize visual elements like icons that users can click with a mouse. Command line interfaces are best for experts and require less memory but commands must be typed precisely. Menu interfaces don't require learning a language and are ideal when there are limited options but can be irritating with too many menus. Graphical user interfaces are now the most common as they are more user-friendly though offer less customization options.
The document discusses the mobile ecosystem and its various layers. It describes how the mobile ecosystem consists of operators who build cellular networks, mobile platforms that software runs on, application frameworks that apps are created with, and different types of mobile apps like games and web widgets. It also covers topics like mobile design, information architecture, and trends like Mobile 2.0.
This document discusses input affordances for an Infinity Blade game. It focuses on navigation, selection, and taking action upon selection as common goals. It provides example videos demonstrating both the original Infinity Blade input as well as an improved version.
The document discusses how users interact with and learn tools. It notes that users develop mental models of tools as they use them, and that they typically only regularly use a select few tools that fit their preferences, ignoring many other available tools due to the effort required to learn new ones. It suggests that good software should provide many options but also cleverly hide unused tools to avoid overwhelming interfaces plagued by "bloat".
The document discusses principles for designing interfaces for mobile devices. It covers topics like the history of mobile, mobile ecosystems, types of mobile apps, and mobile design. It also discusses the principles of Web 2.0 and how they apply to mobile, called Mobile 2.0. Mobile 2.0 leverages the social web and user-generated content on mobile platforms. It emphasizes making software work across multiple contexts and devices through web technologies to provide rich user experiences.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
The document discusses different methods for evaluating user interface designs, including expert evaluation techniques like heuristic evaluation and cognitive walkthroughs. It also covers user testing, which is considered more reliable than expert evaluation alone. Formative evaluation involves testing prototypes during development to identify issues, while summative evaluation assesses the final product. Both qualitative and quantitative methods are important to identify usability problems from the user's perspective.
This document provides an overview of the subject of Human-Computer Interaction (HCI). It discusses the historical evolution of HCI from early computers to modern interfaces. It also covers key concepts like interactive system design, usability engineering, and the relationship between HCI and software engineering. The document outlines several topics that are important to HCI like GUI design, prototyping techniques, and research areas in HCI including ubiquitous computing and embedded systems.
This document discusses HCI (human-computer interaction) in the software development process. It explains that HCI is used to create an intuitive interface between users and products. Usability, effectiveness, efficiency, and satisfaction are important traditional usability categories to consider. The software lifecycle involves designing for usability at all stages. Prototyping is discussed as a model where prototypes are built, tested, and refined with user feedback until an acceptable final system is achieved. Design involves understanding users, requirements, and balancing goals within technical constraints.
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/
Chapter 19: Groupware
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/
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/
Human computer interaction -Input output channel with ScenarioN.Jagadish Kumar
This document discusses input and output channels in human-computer interaction. It describes the five human senses - sight, hearing, touch, taste and smell - and how they provide input. It then discusses the major effectors like limbs, fingers and vocal systems that provide human output. The document focuses on how vision, hearing and touch are used as input channels in interacting with computers, primarily through the eyes, fingers and voice. It provides details on the physiological mechanisms and processing involved in each sense.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
This document discusses information architecture for mobile devices. It covers topics like a brief history of mobile devices, the mobile ecosystem, types of mobile applications, and mobile design. It defines information architecture and discusses how it differs for mobile, including keeping designs simple, using site maps, clickstreams, wireframes, and prototypes to test designs. Specific tips for mobile include limiting mistakes in site maps and using content to confirm user paths. The goals are to organize content effectively and allow intuitive interaction on smaller mobile screens.
Human computer interaction-web interface design and mobile eco systemN.Jagadish Kumar
This document discusses various contextual tools and patterns that support virtual pages for designing rich web user interfaces.
It begins by explaining different types of contextual tools like always-visible tools, hover-reveal tools, toggle-reveal tools, and multi-level tools. It then discusses overlays and inlays, describing dialog, detail, and input overlays as well as dialog, list, and detail inlays.
Finally, it covers patterns that support virtual pages like virtual scrolling, inline paging, scrolled paging, panning, and zoomable user interfaces. Virtual scrolling creates the illusion of a larger page by dynamically loading more content as the user scrolls. Inline paging updates only part of
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
The document discusses principles and patterns for designing web interfaces, including making interactions direct, lightweight, and keeping users on the page. It covers various techniques for inline and overlay editing, direct selection of objects, drag and drop interactions, and using contextual tools near content to improve usability. The document provides examples and guidelines for implementing these patterns and principles in web design.
The document discusses various elements of computer systems and human-computer interaction. It describes input devices like keyboards, mice, touchscreens, as well as output displays such as CRT monitors, LCD screens, and digital paper. It also covers 3D interaction techniques used in virtual reality systems for positioning, movement, and viewing 3D content through helmets or caves. The document provides information on how these interaction techniques and devices work to facilitate human use of computer systems.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
User interfaces allow users to interact with computers and software. There are three main types: command line interfaces require users to enter specific text commands; menu interfaces present users with lists of options to select; graphical user interfaces utilize visual elements like icons that users can click with a mouse. Command line interfaces are best for experts and require less memory but commands must be typed precisely. Menu interfaces don't require learning a language and are ideal when there are limited options but can be irritating with too many menus. Graphical user interfaces are now the most common as they are more user-friendly though offer less customization options.
The document discusses the mobile ecosystem and its various layers. It describes how the mobile ecosystem consists of operators who build cellular networks, mobile platforms that software runs on, application frameworks that apps are created with, and different types of mobile apps like games and web widgets. It also covers topics like mobile design, information architecture, and trends like Mobile 2.0.
This document discusses input affordances for an Infinity Blade game. It focuses on navigation, selection, and taking action upon selection as common goals. It provides example videos demonstrating both the original Infinity Blade input as well as an improved version.
The document discusses how users interact with and learn tools. It notes that users develop mental models of tools as they use them, and that they typically only regularly use a select few tools that fit their preferences, ignoring many other available tools due to the effort required to learn new ones. It suggests that good software should provide many options but also cleverly hide unused tools to avoid overwhelming interfaces plagued by "bloat".
This document discusses several topics related to digital design and user experience including semiotics, responsiveness, information architecture, ergonomics, and new platforms. It touches on each area at a high level without providing many details.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
2. Tools affect targets
• At any given time a tool is either affecting a
target, or it isn’t.
3. Tool Ballpoint pen Vehicle ______? _____?
affecting writing moving fired _____?
not
capped off holstered _____?
affecting
4. The third state
• Some tools have a distinct state when they
are about to affect their target.
5. Tool Ballpoint pen vehicle ______? _____?
affecting writing moving fired _____?
about to
exposed idling loaded _____?
affect
not
capped off holstered _____?
affecting
6. On computers:
• A cursor can be deactivated, hovering, or
activated. Each state carries with it unique
affordances.
• A fingertip can press a button, rest on the
button, or rest off of the button.
• Ideally, all inputs should support all three
states. However, this is not always the case.
7. Exceptions:
• A fingertip on a touch screen can’t rest on
a button. It can only either press the button
or rest off of the button.