Hci Short
Hci Short
Key Topics:
• Users: Emphasizes understanding who the users are, what they are like,
and considering personas (detailed fictional users) to guide design.
Direct observation and cultural probes (tools to gather insights in real
environments) are used to inform design.
• Navigation Design: Involves designing how users find their way around a
system, both on individual screens (local) and across the entire system
(global). Important principles include knowing where you are, what you
can do, where you're going, and where you've been.
Additional Notes:
• Human Error: Often seen as a design failure rather than a user error,
similar to structural failures in physical materials. Designing for human
error is crucial.
• Design Steps: Requirements gathering identifies what is needed;
analysis orders and makes sense of these requirements; design involves
deciding on features and layout; prototyping tests these designs; and
implementation brings the final design to life.
1. Principles
2. Standards
3. Guidelines
1. Learnability
2. Flexibility
3. Robustness
Principles of Learnability
• Predictability: Anticipating the effect of future actions based on past
interactions.
Principles of Flexibility
Principles of Robustness
Standards
• Set by bodies like ISO to ensure compliance across the design
community.
Guidelines
Summary
• Standards, guidelines, and design patterns are critical tools for directing
purposeful design and ensuring user satisfaction.
Chapter 9: Evaluation Techniques
Overview:
• Evaluation tests the usability and functionality of a system.
• Can occur in a lab, in the field, or with user collaboration.
• Should be considered at all stages of the design life cycle.
Goals of Evaluation:
• Assess the extent of system functionality.
• Assess the effect of the interface on users.
• Identify specific usability problems.
Evaluating Designs:
• Cognitive Walkthrough: Evaluates how well a design supports
users in learning tasks, typically performed by experts in
cognitive psychology.
• Heuristic Evaluation: Experts use predefined usability heuristics
(e.g., consistency, feedback) to identify usability issues.
• Review-Based Evaluation: Uses existing literature to validate or
challenge aspects of the design.
Evaluating Implementations:
• Requires a tangible artifact (e.g., simulation, prototype, full
implementation).
• Includes both laboratory studies and field studies, each with its
advantages and limitations.
Experimental Evaluation:
• Controlled evaluation focusing on specific interactive
behaviors.
• Includes defining hypotheses, manipulating variables, and
measuring outcomes.
Experimental Factors:
• Subjects: Selection of representative users.
• Variables: Independent (manipulated) and dependent
(measured) variables.
• Hypothesis: Prediction of the experiment's outcome, aiming to
disprove the null hypothesis.
• Experimental Design: Could be within-group (same subjects
across conditions) or between-group (different subjects per
condition).
Analysis of Data:
• Before statistical tests, examine and preserve the data.
• Choose statistical methods based on the data type and
required information.
Observational Methods:
• Think Aloud: Users verbalize their thought process while
interacting with the system.
• Cooperative Evaluation: A collaborative variation of think
aloud, encouraging dialogue between the evaluator and the
user.
• Protocol Analysis: Utilizes various tools (audio, video, logging)
to record and analyze user interactions.
Query Techniques:
• Interviews: One-on-one questioning to gather subjective data.
• Questionnaires: Fixed questions distributed to a broader
audience; can be general, open-ended, scalar, multiple-choice,
or ranked.
Physiological Methods:
• Includes eye tracking and other physiological measurements
(e.g., heart rate, GSR, EEG) to infer user reactions to the
interface.
Choosing an Evaluation Method:
• Consider factors such as design vs. implementation stage, lab
vs. field style, subjective vs. objective data, and available
resources.
Chapter 10: Universal Design
Universal Design Principles (NCSW):
• Equitable Use: The design is useful and marketable to people
with diverse abilities.
• Flexibility in Use: The design accommodates a wide range of
individual preferences and abilities.
• Simple and Intuitive Use: The design is easy to understand,
regardless of the user's experience, knowledge, language skills,
or current concentration level.
• Perceptible Information: The design communicates necessary
information effectively to the user, regardless of ambient
conditions or the user's sensory abilities.
• Tolerance for Error: The design minimizes hazards and the
adverse consequences of accidental or unintended actions.
• Low Physical Effort: The design can be used efficiently and
comfortably with minimal fatigue.
• Size and Space for Approach and Use: Appropriate size and
space are provided for approach, reach, manipulation, and use
regardless of user's body size, posture, or mobility.
Multi-Sensory Systems:
• Definition: Systems that use more than one sensory channel
(e.g., sounds, text, hypertext, animation, video, gestures,
vision) in interaction.
• Applications: These systems are especially useful for users with
special needs and in virtual reality.
Usable Senses:
• Primary Senses in Use: Sight, sound, and touch are commonly
used in interaction with computers.
• Senses Not Commonly Used: Taste and smell are not yet
typically used in computing environments.
Multi-modal vs. Multi-media Systems:
• Multi-modal Systems: Utilize more than one sense or mode of
interaction (e.g., a text processor that echoes text visually and
audibly).
• Multi-media Systems: Use different media to communicate
information (e.g., video, animation, text, still images) but may
use the same mode of interaction (e.g., all visual).
Speech in Computing:
• Complexities: Human speech involves phonemes (smallest
units of sound), allophones (sound variations), and morphemes
(smallest units of meaning).
• Challenges in Recognition: Differences in accents, intonation,
and background noise complicate speech recognition.
• Speech Synthesis: The generation of speech by computers,
useful for screen readers and warning signals.
Non-Speech Sounds:
• Applications: Non-speech sounds like boings, bangs, and
squeaks are used for warnings, alarms, and feedback in
interfaces.
• Examples: Auditory icons and earcons are structured sounds
that represent actions and objects.
Touch:
• Haptic Interaction: This involves cutaneous perception
(vibrations on the skin) and kinesthetics (movement and
position), with applications like electronic braille displays and
force feedback devices.
Handwriting Recognition:
• Technology: Handwriting recognition captures strokes using
digitizing tablets and is used in devices like PDAs and tablet PCs.
• Challenges: Variations in personal writing styles and the effects
of context on handwriting (co-articulation).
Gesture:
• Use in Interaction: Gestures can be used in input (e.g.,
pointing) and sign language, but are often user-dependent and
variable.
Users with Disabilities:
• Adaptations: Visual impairments might use screen readers,
hearing impairments might use text or captions, and physical
impairments might use speech or eye-tracking systems.
Additional Considerations:
• Age Groups: Designs should consider the needs of older adults
and children, who may have different abilities and preferences.
• Cultural Differences: Interfaces should be mindful of variations
in language, symbols, gestures, and colors that may be
interpreted differently across cultures.
- Categories:
- Computational flavor
4. Techniques
5. Linguistic Notations
- TAG (Task Action Grammar): Extends BNF by adding user world knowledge
and consistency of grammar.
7. Architectural Models
8. Display-Based Interaction
- Most models don’t consider user observation and perception but can be
extended to handle system output (e.g., BNF with sensing terminals).
Chapter 13:
Key Themes:
1. Organizational Issues:
o Organizational dynamics heavily impact system success or failure. Systems are often
used in a broader organizational context, so it's crucial to understand how they
affect stakeholders, power structures, and benefit distribution.
o Conflicts and power struggles arise, especially when system benefits are not evenly
distributed. Systems should not assume cooperation but be designed to handle
conflicting goals.
2. Stakeholder Identification:
o Stakeholders are any individuals or groups affected by the system. They are
categorized into:
o Example: For an airline booking system, primary stakeholders could be travel agency
staff, while tertiary stakeholders might be competitors or regulatory authorities.
o The success of a system depends on who benefits and who does the work. For
instance, shared diary systems may fail if secretaries do the input work while
managers reap the benefits.
o Problems like the free-rider problem arise when users benefit without contributing
(e.g., reading but not contributing to electronic conferences). Solutions include
stricter usage protocols or visibility to apply social pressure.
5. Critical Mass:
6. Measuring Benefits:
1. Socio-Technical Modelling:
o Considers both technical and human factors in system design. It looks at how new
technologies impact organizations and user roles.
▪ Conceptual models are compared to the real world, and necessary changes
are identified.
3. Participatory Design:
o Actively involves users in the design process, making them part of the design team.
This ensures that the system meets their real-world needs.
o Encourages iterative, collaborative, and work-oriented design, where users are seen
as co-designers rather than just end-users.
5. Summary:
• Effective system design goes beyond the technology itself; it must account for
organizational, social, and human factors.
• The balance of effort and benefit among stakeholders, understanding power structures, and
encouraging participation in design are key to system acceptance.
• Critical mass, socio-technical models, and methodologies like participatory design and SSM
are essential tools for ensuring that systems are integrated successfully into their
organizational context.
• This can lead to misunderstandings, and users may compensate by using smilies or "flaming"
to express emotions..
7. Grounding Constraints:
• A common issue in text-based communication is the loss of sequence due to network delays,
which may cause overlapping conversations and breakdown in communication..
8. Loss of Sequence:
• In asynchronous or delayed text-based communication, responses may not align with the
original sequence of the conversation, leading to confusion..
9. Maintaining Context:
• Pace of conversation refers to the rate of turn-taking, which varies across media (e.g.,
seconds in face-to-face communication, hours or days in email).
• Lower pace reduces interaction as feedback becomes less frequent, leading to reduced
engagement...
• Users employ strategies to cope with slower communication media. These include increasing
granularity (providing more detailed responses) and multiplexing (handling several topics at
once)..
• Group structures and roles can change based on context and time, and systems must
account for such changes to maintain effective collaboration. Groupware systems often
struggle to reflect these dynamics, especially when social structures shift from democratic to
autocratic, or when sub-groups form..
• The layout of a physical workspace (such as meeting rooms) can significantly impact
communication. For instance, recessed terminals in a meeting room reduce visual impact
and promote eye contact, while specific seating arrangements may imply power dynamics.
• In traditional meeting rooms, power positions are often located at the front, near a
whiteboard. In contrast, augmented rooms with shared screens may shift power to the back,
where access to the shared screen or keyboard grants control..
• Distributed cognition emphasizes that thinking occurs not just in the head but through
interactions with people and the environment. This has significant implications for group
work, suggesting that external representations and collaboration tools should facilitate
shared knowledge, as the group's collective cognition can surpass individual efforts...
Chapter 15:
Chapter 16:
• Semantic Level: Refers to the impact of these inputs and outputs on the
underlying system, affecting the internal data or application processes.
o STNs are graphical models that use circles to represent states and
arcs to represent actions or events that move the system from
one state to another.
• Concurrent Dialogues:
• Hierarchical STNs:
4. Graphical Notations
• Petri Nets:
o One of the oldest and most common graphical notations used to
represent concurrent dialogues. Petri nets consist of places
(states) and transitions (actions or events).
• Flowcharts:
5. Textual Notations
• Grammars:
• Production Rules:
• Action Properties:
• State Properties:
7. Dialogue Analysis
o Missing Actions: Essential actions that users might expect but are
not available.
o Miskeying Errors: Potential for errors due to confusing inputs or
actions.
• Visibility: Refers to how well users can see and understand the current
state of the system and the available actions.
- Standard Formalisms:
- Continuous Behavior:
- Formalisms emphasize what actions do to the system, not just which actions
are legal.
- Formal methods are accepted for user cognitive models but not widely for
system behavior.
6. Model-Based Methods
- States are described using variables of different types (basic types, sets,
functions).
- Types are sets, lists are sequences, procedures are relations, etc.
8. Defining Operations
- Defines what is visible on the screen (e.g., shape types, highlights), while
maintaining internal consistency.
- PIE Model: A formal model to express interactive properties like undo and
display behavior.
- Properties defined by PIE are necessary but insufficient for ensuring usability.
- Models are generic and scalable, though limited in their ability to prove
extensive properties of large systems.
Key Concepts:
- Status–Event Analysis:
- Input/Output Examples:
- Internal/External Events:
- Design Implications:
- Too fast interrupts the user's focus (e.g., low stock alerts).
- Naïve Psychology:
- Systems need to predict where the user is focusing: mouse, insertion point,
or screen.
- ConcurTaskTrees (CTT):
- Abstract tasks broken into user/computer tasks and cooperative tasks (e.g.,
booking flights).
- Rich ontology that connects tasks, subtasks, objects, roles, and goals.
Control Systems:
- Closed Loop Control: Feedback is provided, making the system more robust.
Information Sources:
- Information for tasks can come from different sources such as user memory,
device displays, or environmental objects.
Triggers in Interaction:
- Triggers are events that prompt the next task. They can be immediate,
temporal, sporadic, external, or environmental.
Artefacts in Interaction:
Intentional Spectrum:
Challenges:
Question paper:
Q1
A) Discuss the scope of HCI with diagrammatic representation.
• Scope of HCI (Human-Computer Interaction):
o Definition: HCI is the study of how people interact with computers
and design technologies that let humans interact with computers
in novel ways.
o Scope Includes:
1. Usability: Making systems easy to use, ensuring efficiency
and user satisfaction.
2. User Experience (UX): Focusing on the overall experience of
the user, including emotions and attitudes toward the
product.
3. Interaction Design: Designing interactive products that
meet users' needs and expectations.
4. Accessibility: Ensuring systems are usable by people with a
wide range of abilities and disabilities.
5. Cognitive Engineering: Understanding and designing for the
cognitive processes of users.
6. Ergonomics: Physical interaction aspects, ensuring comfort
and safety for users.
7. Human Factors: Integrating knowledge of human abilities
and limitations into design.
o Diagrammatic Representation:
▪ A typical HCI diagram might include the user, the computer,
and the interface connecting them, with arrows showing
the flow of interaction, feedback loops, and the context of
use.
B) Write a short note on ergonomics as physical aspects of interfaces.
• Ergonomics:
o Ergonomics in HCI focuses on designing systems that match the
physical capabilities and limitations of users. It aims to reduce
discomfort, prevent injuries, and increase efficiency by optimizing
the physical interaction between the user and the interface.
o Key Aspects:
▪ Input Devices: Designing keyboards, mice, and
touchscreens that reduce strain.
▪ Display Design: Ensuring screens are readable, with
appropriate size, brightness, and positioning.
▪ Workspace Layout: Arranging the physical environment
(desk, chair, computer) to promote a healthy posture and
reduce strain.
Q2
A) Illustrate the process of design in detail.
• Process of Design in HCI:
1. Requirements Gathering: Understanding user needs, defining the
problem, and setting design goals.
2. Analysis: Analyzing the requirements to identify constraints, user
tasks, and context of use.
3. Conceptual Design: Developing initial design concepts, including
sketches and low-fidelity prototypes.
4. Prototyping: Creating prototypes at various fidelity levels to
explore design solutions.
5. Evaluation: Testing prototypes with users to gather feedback and
identify usability issues.
6. Implementation: Developing the final product based on refined
designs.
7. Deployment: Releasing the product to users.
8. Maintenance: Continuously monitoring, updating, and improving
the system based on user feedback.
B) List out Norman’s 7 Principles of design.
• Norman’s 7 Principles of Design:
1. Visibility: Ensure that users can see what functions are available.
2. Feedback: Provide immediate and clear feedback on actions.
3. Constraints: Design constraints guide the user to the correct
actions and prevent errors.
4. Mapping: The relationship between controls and their effects
should be intuitive.
5. Consistency: Consistent design makes systems easier to learn and
use.
6. Affordance: Design elements should suggest how they can be
used (e.g., buttons look clickable).
7. Error Prevention: Design to minimize the occurrence of errors and
offer easy recovery methods.
Q3
A) Draw a neat labeled diagram for the representation of the PAC model.
• PAC Model (Presentation-Abstraction-Control):
o The PAC model is an architectural pattern used in HCI to structure
interactive systems:
▪ Presentation: Manages the user interface and interaction.
▪ Abstraction: Handles the data and business logic.
▪ Control: Manages the flow of information and control
between Presentation and Abstraction.
o Diagram: Usually, a diagram showing three layers: Presentation
(top), Abstraction (middle), and Control (connecting and managing
both).
B) List out examples of imaging models.
• Examples of Imaging Models:
1. Raster Graphics Model: Used for pixel-based images (e.g., BMP,
JPEG, PNG).
2. Vector Graphics Model: Uses mathematical equations for drawing
shapes (e.g., SVG, EPS).
3. 3D Graphics Model: Represents three-dimensional objects (e.g.,
OBJ, STL).
4. Fractal Models: Used for complex patterns that are self-similar
across different scales (e.g., Mandelbrot sets).
C) Write a short note on Read-Eval-Print Loop (REPL) for programming
applications.
• Read-Eval-Print Loop (REPL):
o REPL is an interactive programming environment that takes user
inputs (Read), evaluates them (Eval), prints the result (Print), and
then waits for the next input (Loop).
o Usage:
▪ Common in scripting and interpreted languages like Python,
Lisp, and Ruby.
▪ Helps in testing code snippets quickly, debugging, and
learning programming by providing immediate feedback.
▪ Provides an interactive shell where users can experiment
with code and see results in real-time.