Objective: (Formerly Ramon Magsaysay Technological University)
Objective: (Formerly Ramon Magsaysay Technological University)
Human Computer Interface (HCI) was previously known as the man-machine studies or
man-machine interaction. It deals with the design, execution and assessment of
computer systems and related phenomenon that are for human use.
HCI can be used in all disciplines wherever there is a possibility of computer installation.
Some of the areas where HCI can be implemented with distinctive importance are
mentioned below −
Computer Science − For application design and engineering.
Psychology − For application of theories and analytical purpose.
Sociology − For interaction between technology and organization.
Industrial Design − For interactive products like mobile phones, microwave oven,
etc.
The world’s leading organization in HCI is ACM − SIGCHI, which stands for Association
for Computer Machinery − Special Interest Group on Computer–Human Interaction.
SIGCHI defines Computer Science to be the core discipline of HCI. In India, it emerged
as an interaction proposal, mostly based in the field of Design.
Objective
The intention of this subject is to learn the ways of designing user-friendly interfaces or
interactions. Considering which, we will learn the following −
Ways to design and assess interactive systems.
Ways to reduce design time through cognitive system and task models.
Procedures and heuristics for interactive system design.
Historical Evolution
From the initial computers performing batch processing to the user-centric design, there
were several milestones which are mentioned below −
Early computer (e.g. ENIAC, 1946) − Improvement in the H/W technology
brought massive increase in computing power. People started thinking on
innovative ideas.
Visual Display Unit (1950s) − SAGE (semi-automatic ground environment), an
air defense system of the USA used the earliest version of VDU.
Development of the Sketchpad (1962) − Ivan Sutherland developed Sketchpad
and proved that computer can be used for more than data processing.
Douglas Engelbart introduced the idea of programming toolkits (1963) −
Smaller systems created larger systems and components.
Introduction of Word Processor, Mouse (1968) − Design of NLS (oNLine
System).
Introduction of personal computer Dynabook (1970s) −
Developed smalltalk at Xerox PARC.
Windows and WIMP interfaces − Simultaneous jobs at one desktop, switching
between work and screens, sequential interaction.
The idea of metaphor − Xerox star and alto were the first systems to use the
concept of metaphors, which led to spontaneity of the interface.
Direct Manipulation introduced by Ben Shneiderman (1982) − First used in
Apple Mac PC (1984) that reduced the chances for syntactic errors.
Vannevar Bush introduced Hypertext (1945) − To denote the non-linear
structure of text.
Multimodality (late 1980s).
Computer Supported Cooperative Work (1990’s) − Computer mediated
communication.
WWW (1989) − The first graphical browser (Mosaic) came in 1993.
Ubiquitous Computing − Currently the most active research area in HCI. Sensor
based/context aware computing also known as pervasive computing.
Heuristic Evaluation
Heuristics evaluation is a methodical procedure to check user interface for usability
problems. Once a usability problem is detected in design, they are attended as an
integral part of constant design processes. Heuristic evaluation method includes some
usability principles such as Nielsen’s ten Usability principles.
General Interaction
Guidelines for general interaction are comprehensive advices that focus on general
instructions such as −
Be consistent.
Offer significant feedback.
Ask for authentication of any non-trivial critical action.
Authorize easy reversal of most actions.
Lessen the amount of information that must be remembered in between actions.
Seek competence in dialogue, motion and thought.
Excuse mistakes.
Classify activities by function and establish screen geography accordingly.
Deliver help services that are context sensitive.
Use simple action verbs or short verb phrases to name commands.
Information Display
Information provided by the HCI should not be incomplete or unclear or else the
application will not meet the requirements of the user. To provide better display, the
following guidelines are prepared −
Exhibit only that information that is applicable to the present context.
Don't burden the user with data, use a presentation layout that allows rapid
integration of information.
Use standard labels, standard abbreviations and probable colors.
Permit the user to maintain visual context.
Generate meaningful error messages.
Use upper and lower case, indentation and text grouping to aid in understanding.
Use windows (if available) to classify different types of information.
Use analog displays to characterize information that is more easily integrated with
this form of representation.
Consider the available geography of the display screen and use it efficiently.
Data Entry
The following guidelines focus on data entry that is another important aspect of HCI −
Reduce the number of input actions required of the user.
Uphold steadiness between information display and data input.
Let the user customize the input.
Interaction should be flexible but also tuned to the user's favored mode of input.
Disable commands that are unsuitable in the context of current actions.
Allow the user to control the interactive flow.
Offer help to assist with all input actions.
Remove "mickey mouse" input.
Concept of Usability Engineering
Usability Engineering is a method in the progress of software and systems, which
includes user contribution from the inception of the process and assures the
effectiveness of the product through the use of a usability requirement and metrics.
It thus refers to the Usability Function features of the entire process of abstracting,
implementing & testing hardware and software products. Requirements gathering stage
to installation, marketing and testing of products, all fall in this process.
Usability
Usability has three components − effectiveness, efficiency and satisfaction, using which,
users accomplish their goals in particular environments. Let us look in brief about these
components.
Effectiveness − The completeness with which users achieve their goals.
Efficiency − The competence used in using the resources to effectively achieve
the goals.
Satisfaction − The ease of the work system to its users.
Usability Study
The methodical study on the interaction between people, products, and environment
based on experimental assessment. Example: Psychology, Behavioral Science, etc.
Usability Testing
The scientific evaluation of the stated usability parameters as per the user’s
requirements, competences, prospects, safety and satisfaction is known as usability
testing.
Acceptance Testing
Acceptance testing also known as User Acceptance Testing (UAT), is a testing
procedure that is performed by the users as a final checkpoint before signing off from a
vendor. Let us take an example of the handheld barcode scanner.
Let us assume that a supermarket has bought barcode scanners from a vendor. The
supermarket gathers a team of counter employees and make them test the device in a
mock store setting. By this procedure, the users would determine if the product is
acceptable for their needs. It is required that the user acceptance testing "pass" before
they receive the final product from the vendor.
Software Tools
A software tool is a programmatic software used to create, maintain, or otherwise support
other programs and applications. Some of the commonly used software tools in HCI are
as follows −
Specification Methods − The methods used to specify the GUI. Even though
these are lengthy and ambiguous methods, they are easy to understand.
Grammars − Written Instructions or Expressions that a program would
understand. They provide confirmations for completeness and correctness.
Transition Diagram − Set of nodes and links that can be displayed in text, link
frequency, state diagram, etc. They are difficult in evaluating usability, visibility,
modularity and synchronization.
Statecharts − Chart methods developed for simultaneous user activities and
external actions. They provide link-specification with interface building tools.
Interface Building Tools − Design methods that help in designing command
languages, data-entry structures, and widgets.
Interface Mockup Tools − Tools to develop a quick sketch of GUI. E.g., Microsoft
Visio, Visual Studio .Net, etc.
Software Engineering Tools − Extensive programming tools to provide user
interface management system.
Evaluation Tools − Tools to evaluate the correctness and completeness of
programs.
Prototyping
Prototyping is another type of software engineering models that can have a complete
range of functionalities of the projected system.
In HCI, prototyping is a trial and partial design that helps users in testing design ideas
without executing a complete system.
Example of a prototype can be Sketches. Sketches of interactive design can later be
produced into graphical interface. See the following diagram.
The above diagram can be considered as a Low Fidelity Prototype as it uses manual
procedures like sketching in a paper.
A Medium Fidelity Prototype involves some but not all procedures of the system. E.g.,
first screen of a GUI.
Finally, a Hi Fidelity Prototype simulates all the functionalities of the system in a design.
This prototype requires, time, money and work force.
User Centered Design (UCD)
The process of collecting feedback from users to improve the design is known as user
centered design or UCD.
UCD Drawbacks
Passive user involvement.
User’s perception about the new interface may be inappropriate.
Designers may ask incorrect questions to users.
HCI Analogy
Let us take a known analogy that can be understood by everyone. A film director is a
person who with his/her experience can work on script writing, acting, editing, and
cinematography. He/She can be considered as the only person accountable for all the
creative phases of the film.
Similarly, HCI can be considered as the film director whose job is part creative and part
technical. An HCI designer have substantial understanding of all areas of designing. The
following diagram depicts the analogy −
Youtube Link:
https://www.youtube.com/watch?v=MGo7AVXj_rU
https://www.youtube.com/watch?v=VW63nlUTGyE