This document discusses human-computer interaction and design principles. It covers several key topics:
1) The design process involves understanding users, constraints, and iterative prototyping. Successful design puts the user first.
2) Design principles include understanding human and computer limitations, reducing human error, and designing based on user tasks and mental models.
3) Effective navigation design considers both local screen structure and global site structure, and ensures users know where they are, what they can do, and where they are going.
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
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/
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.
Chapter 8: Implementation support
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 3 4(revised)emaan waseem
human computer interaction Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Formal 8 – Interaction Models – describing general properties of systems incl...Alan Dix
Slides for the Formal Methods in HCI unit of my 2013 online course on HCI
https://hcibook.com/hcicourse/2013/unit/09-formal
* the PIE model
* properties – WYSIWYG
* proving things – undo
* modelling artistic performance
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.
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 3: The interaction
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
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/
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.
Chapter 8: Implementation support
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 3 4(revised)emaan waseem
human computer interaction Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Formal 8 – Interaction Models – describing general properties of systems incl...Alan Dix
Slides for the Formal Methods in HCI unit of my 2013 online course on HCI
https://hcibook.com/hcicourse/2013/unit/09-formal
* the PIE model
* properties – WYSIWYG
* proving things – undo
* modelling artistic performance
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.
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 3: The interaction
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
24 Hours of UX, 2023: Preventing the FutureJoshua Randall
On our current trajectory, the future of UX design will look much like the present, only worse. The gold rush mentality towards UX design as a “career” combined with Gresham’s Law (“bad money drives out good”) applied to design combined with automation from software platforms means we are increasing the pace at which bad designs proliferate. In this talk Joshua Randall will cite data from larger research companies like Baymard and Nielsen Norman Group as well as draw on examples from his career to paint a picture of the coming dystopia.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
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Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
3. What is Design?
Design involves:
– achieving goals within constraints and trade-off
between these
– understanding the raw materials: computer and
human
– accepting limitations of humans and of design.
The design process has several stages and
is iterative and never complete.
Interaction starts with getting to know the
users and their context:
– finding out who they are and what they are like . .
.
– talking to them, watching them.
4. golden rule of design
understand your materials
understand computers
◦ limitations, capacities, tools, platforms
understand people
◦ psychological, social aspects
◦ human error
and their interaction …
5. To err is human
nature of humans to make mistakes, and
systems should be designed to reduce the
likelihood of those mistakes and to minimize
the consequences when mistakes happen.
The central message – the
user
This is the core of interaction design:
put the user first, keep the user in the
center and remember the user at the
end.
7. The process of Design
what is
wanted
analysis
design
implement
and deploy
prototype
interviews
ethnography
what is there
vs.
what is wanted
guidelines
principles
dialogue
notations
precise
specification
architectures
documentation
help
evaluation
heuristics
scenarios
task analysis
8. Steps …
requirements
◦ what is there and what is wanted …
analysis
◦ ordering and understanding
design
◦ what to do and how to decide
iteration and prototyping
◦ getting it right … and finding what is really needed!
implementation and deployment
◦ making it and getting it out there
9. USER FOCUS
know your users
◦ who are they?
- Are they young or old, experienced computer users or novices?
◦ probably not like you!
- When designing a system it is easy to design it as if you were the
main user: you assume your own interests and abilities. So often you
hear a designer say ‘but it’s obvious what to do’.
◦ talk to them
This can take many forms: structured interviews about
their job or life,
open-ended discussions, or bringing the potential users
fully into the design process.
The last of these is called participatory design
◦ watch them
use your imagination
11. Scenarios
Scenarios are stories for design: rich
stories of interaction.
simplest design representation, but
one of the most flexible and powerful.
Scenarios can be used to:
◦ communicate with others
◦ validate other models
◦ understand dynamics
12. Scenarios are a resource that can be used and reused
throughout the design process: helping us see what is
wanted, suggesting how users will deal with the potential
design, checking that proposed implementations will
work, and generating test cases for final evaluation.
14. NAVIGATION DESIGN
Different levels of interaction:
Widgets :The appropriate choice of widgets and
wording in menus and buttons will help you know
how to use them for a particular selection or action.
Screens or windows You need to find things on the
screen, understand the logical grouping of buttons.
Navigation within the application You need to be
able to understand what will happen when a button is
pressed, to understand where you are in the
interaction.
Environment The word processor has to read
documents from disk, perhaps some are on remote
networks. You swap between applications, perhaps
cut and paste.
15. NAVIGATION DESIGN
2 main kinds of issue:
local structure
– looking from one screen or page out
global structure
– structure of site, movement between
screens.
16. local structure
Much of interaction involves goal-seeking
behavior.
To do this goal seeking, each state of the
system or each screen needs to give the user
enough knowledge of what to do to get closer
to their goal
four things to look:
◦ knowing where you are
◦ knowing what you can do
◦ knowing where you are going – or what will happen
◦ knowing where you’ve been – or what you’ve done.
17. where you are – breadcrumbs
shows path through web site hierarchy
web site
top level category sub-category
this page
live links
to higher
levels
18. what you can do – what can be
pressed or clicked to go somewhere
or do something.
On the web the standard underlined
links make it clear which text is
clickable and which is not.
To improve the appearance of the
page many sites change the color of
links and may remove the underline
19. where you are going when you click a button
or what will happen.
what you’ve done - need to know everything
about the internal state of the system and
things outside, like the contents of files,
networked devices, etc., that could affect it
20. Global structure – hierarchical
organization
One way to organize a system is in some form of
hierarchy.
organized along functional boundaries, by roles,
user type, or some more esoteric breakdown such
as modules.
help during design, but can also be used to
structure the actual system.
the system
info and help management messages
add user remove user
21. deep hierarchies are difficult to navigate
better to have broad top-level
categories, or to present several levels
of menu on one screen or web page
Eg: ,
if the user wants to look up information on a
particular city, an alphabetical list of all city names
would be fast, but for other purposes a list by
region would be more appropriate.
22. Global structure – dialog
In HCI, ‘dialog’ is used to refer to the
pattern of interactions between the user
and a system.
Minister: do you name take this woman …
Man: I do
Minister: do you name take this man …
Woman: I do
Minister: I now pronounce you man and wife
23. • marriage service
general flow, generic – blanks for names
pattern of interaction between people
• computer dialogue
pattern of interaction between users and system
but details differ each time.
To describe a full system we need to
take into account different paths through
a system and loops where the system
returns to the same screen.
Simple way is Network diagram
26. SCREEN DESIGN AND
LAYOUT
Basic principles
ask
◦ what is the user doing?
think
◦ what information, comparisons, order
design
◦ form follows function
27. Tools for layout
grouping of items
order of items
decoration - fonts, boxes etc.
alignment of items
white space between items
28. grouping and structure
logically together physically together
Billing details:
Name
Address: …
Credit card no
Delivery details:
Name
Address: …
Delivery time
Order details:
item quantity cost/item cost
size 10 screws (boxes) 7 3.71 25.97
…… … … …
29. order of groups and items
think! - what is natural order
should match screen order!
For data entry forms or dialog boxes
we should also set up the order in
which the tab key moves between
fields.
30. decoration
use boxes to group logical items
decorative features like font style, and
text or background colors can be used
to emphasize groupings
but not too many!!
ABCDEFGHIJKLM
NOPQRSTUVWXYZ
31. alignment - text
you read from left to right (English and
European)
align left hand side
Willy Wonka and the Chocolate Factory
Winston Churchill - A Biography
Wizard of Oz
Xena - Warrior Princess
Willy Wonka and the Chocolate Factory
Winston Churchill - A Biography
Wizard of Oz
Xena - Warrior Princess
fine for special effects but hard
to scan
boring but
readable!
32. alignment - names
Usually scanning for surnames
make it easy!
Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale
Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale
Dix , Alan
Finlay, Janet
Abowd, Gregory
Beale, Russell
33. alignment - numbers
think purpose!
which is biggest?
532.56
179.3
256.317
15
73.948
1035
3.142
497.6256
34. alignment - numbers
visually:
long number = big number
align decimal points
or right align integers
627.865
1.005763
382.583
2502.56
432.935
2.0175
652.87
56.34
36. White space
In typography the space between the
letters is called the counter
37. entering information
forms, dialogue boxes
◦ presentation + data input
◦ similar layout issues
◦ alignment - N.B. different label lengths
logical layout
◦ use task analysis (ch15)
◦ groupings
◦ natural order for entering information
top-bottom, left-right (depending on culture)
set tab order for keyboard entry
N.B. see extra slides for widget choice
Name:
Address:
Alan Dix
Lancaster
Name:
Address:
Alan Dix
Lancaster
User action and control
38. knowing what to do
what is active what is passive
◦ where do you click
◦ where do you type
consistent style helps
◦ e.g. web underlined links
labels and icons
◦ standards for common actions
◦ language – bold = current state or action
39. affordances
The psychological idea of affordance says that
things may
suggest by their shape and other attributes what you
can do to them
for physical objects
◦ shape and size suggest actions
pick up, twist, throw
◦ also cultural – buttons ‘afford’ pushing
for screen objects
◦ button–like object ‘affords’ mouse click
◦ physical-like objects suggest use
culture of computer use
◦ icons ‘afford’ clicking
◦ or even double clicking … not like real buttons!
mug handle
‘affords’
grasping
40. presenting information
The way of presenting information on screen
depends on the kind of information: text, numbers,
maps, tables; on the technology available to present
it
Eg: For more complex numerical data, may use
scatter graphs, histograms or 3D surfaces; for
hierarchical structures, outlines or organization
diagrams etc
Appropriate appearance
41. Aesthetics and utility
an interface should be aesthetically pleasing
good graphic design and attractive displays
can increase users’ satisfaction and thus
improve productivity
The conflict between aesthetics and utility can
also be seen in many ‘welldesigned’ posters
and multimedia systems
beauty and utility may conflict
◦ mixed up visual styles easy to distinguish
◦ clean design – little differentiation confusing
◦ backgrounds behind text
… good to look at, but hard to read
42. colour and 3D
both often used very badly!
colour
◦ older monitors limited palette
◦ colour over used because ‘it is there’
◦ beware colour blind!
◦ use sparingly to reinforce other information
3D effects
◦ good for physical information and some graphs
◦ but if over used …
e.g. text in perspective!! 3D pie charts
43. bad use of colour
over use - without very good reason (e.g. kids’ site)
colour blindness
poor use of contrast
do adjust your set!
◦ adjust your monitor to greys only
◦ can you still read your screen?
44. across countries and cultures
localisation & internationalisation
◦ changing interfaces for particular cultures/languages
globalisation
◦ try to choose symbols etc. that work everywhere
deeper issues
◦ cultural assumptions and values
◦ meanings of symbols
e.g tick and cross … +ve and -ve in some cultures
… but … mean the same thing (mark this) in others
46. prototyping
you never get it right first time
if at first you don’t succeed …
prototype evaluatedesign
re-design
done!
OK?
47. Evaluation, intended to improve
designs, is called formative evaluation.
Summative evaluation, is performed at
the end to verify whether the product is
good enough.
The result of evaluating the system will
usually be a list of faults or problems
followed by a redesign exercise, which
is then prototyped, evaluated . . .
iteration and prototyping are the
universally accepted ‘best practice’
approach for interaction design
48. For prototyping methods to work:
1. To understand what is wrong and
how to improve.
2. A good start point.
cannot iterate the design unless you
know what must be done to improve it.
The second, is needed to avoid local
maxima.
A really good designer might guess a
good initial design based on experience
and judgment