HCI
HCI
User-Centered Design
INTRO TO HCI - To create systems that prioritize
user needs and preferences,
resulting in effective, efficient,
Human-Computer Interaction (HCI) is
and enjoyable experiences.
a fascinating field that explores the
relationship between people and
Intuitive Interaction
technology.
- To develop systems that are
easy to learn and use,
It delves into how users interact with
minimizing user effort and
computer systems and examines how
confusion.
these interactions can be optimized for
efficiency, effectiveness, and user
Adaptable Solutions
satisfaction.
- To design systems that can
accommodate diverse user
Itencompasses a wide range of
needs and abilities, fostering
disciplines, including psychology,
inclusivity and accessibility.
computer science, design, and
cognitive science, all working together
to create seamless and intuitive user USABILITY INTERFACE
experiences.
PRINCIPLES (NIELSEN)
ORDANIEL 1
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
Use familiar language and present Provide clear and helpful error
information logically. This makes the messages with solutions. This
system feel intuitive and natural to use, empowers users to understand and fix
minimizing the learning curve. errors independently, minimizing
frustration and reliance on support.
User Control and Freedom
Enable easy undo/redo and provide Help and Documentation
clear ways to exit actions. This Make the system easy to use without
empowers users to explore and needing instructions, but provide clear
experiment without fear of making documentation when necessary. This
irreversible mistakes. balances usability with the need for
detailed information, ensuring
Consistency and Standards accessibility for all users.
Maintain consistent design
conventions for a predictable
TAO OF UI DESIGN/DEVELOP
experience. This helps users learn and
remember how to interact with the PROCESS
system, improving efficiency and
reducing errors. User Research & Analysis
Understanding users, their tasks, and
Error Prevention their context
Prioritize preventing errors rather than
displaying error messages. This Iterative Design & Development
creates a more seamless Designing, developing, and testing
andenjoyable experience, minimizing solutions
frustration and interruptions.
User Testing & Feedback
Recognition Rather Than Recall Ensuring usability, effectiveness, and
Make information easy to find and see, enjoyment
reducing reliance on memory. This
simplifies the interaction, allowing
users to focus on their tasks rather ABOVE ALL ELSE..
than remembering details. Know the User!
You must understand the goals, skills,
Flexibility and Efficiency of Use and context of your target users. This
Offer customization options for involves conducting user research and
common actions to cater to different identifying user needs, pain points, and
user needs. This allows users to tailor expectations.
the system to their individual
preferences and workstyles, improving Two Fatal Mistakes:
productivity and satisfaction. 1. Assuming you know the user without
conducting proper research.
Aesthetic and Minimalist Design 2. Focusing on your own preferences
Avoid information overload and rather than user needs.
prioritize simplicity and focus. This
creates a visually appealing and easy- Don't just ask users, but observe
to-understand interface, enhancing them!
usability and engagement. Ethnographic research involves
observing users in their natural
Help Users Recognize, Diagnose, and environment to understand their
Recover From Errors behaviors and context.
ORDANIEL 2
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
ORDANIEL 3
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
Human
SIGHT
- the end-user of a program
- the others they work or SENSES
communicate with - Visual System workings
- Color - color blindness: 8%
Computer males, 1% females
- the machine the program runs - Much done by context &
on grouping
- split between clients & servers
EYES
Interaction - Retina receives image
- user tells the computer what - Light sensitive cells
they want - Two types:
- computer communicates - Rods
results - Monochrome
- Sensitive to entire
visible spectrum
HUMAN
- Small
Users are humans: a very complex - Fast-acting
system. Different humans have - Distributed
different: throughout Retina
- Capabilities
- Cultures EYES - RETINA
- Backgrounds - Retina Cells: Cones
- Usage contexts - Three types
- - Red, Green, Blue
THE HUMAN: - Each type sensitive to
Information i/o ... limited range of visible
light
ORDANIEL 4
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
ORDANIEL 5
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
● executes action
● perceives system state
INTERACTION TERMS
● interprets system state
● evaluates system state with
Domain respect to goal
- the area of work under study;
e.g. graphic design
Goal
- what you want to achieve; e.g.
create a solid red triangle
ORDANIEL 6
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
- Web Applications
- Games and Simulations
INTERACTION STYLES - Embedded Devices
the nature of user/system dialog: - CAD-CAM (Computer Aided
Design-Computer Aided
- command line interface Manufacture) Systems
- Menus - Data Entry Systems
- natural language
- question/answer and query HISTORY
dialogue
- form-fills and spreadsheets
- WIMP PAST
- point and click - Until the 1980s almost all
- three–dimensional interfaces commercial computer systems
were non-interactive.
- Computer operators would
CONTEXT set-up the machines to read in
large volumes of data, say
Interaction affected by social and customers bank details and
organizational context: transactions, and the computer
would then process each input
other people: desire to impress, and generate appropriate
competition, fear of failure output.
motivation: fear, allegiance, ambition,
self-satisfaction PRESENT
inadequate systems: cause frustration - the world is also now full of
and lack of motivation interactive computer systems.
- In interactive systems the user
and computer exchange
NON-TRADITIONAL INTERACTIONS
information frequently and
- Auditory Interaction dynamically.
- Vision-Based Interaction
- Multimodal Interaction A good interactive system is one
- Ubiquitous Computing where:
- Augmented Reality:
comp-generated + real world - User can easily work out how to
- Virtual Reality: operate the system in an
comp-generated only attempt to achieve his goals.
- Mobile Computing - User can easily evaluate the
- Olfactory + Taste Interface results of his action on the
(Haptics = biting on diff system.
surfaces)
ORDANIEL 7
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
SOFTWARE TOOLS
PROPERTIES OF INTERACTIVE is a programmatic software used to
SYSTEM create, maintain, or otherwise support
other programs and applications.
ORDANIEL 8
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
ORDANIEL 9
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
ORDANIEL 10
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
Future
- Gestural input
- Two-handed input
- 3D/6D I/O
- Others: voice, wearable, whole
body, eye trackers, data gloves,
haptics, force feedback
- Engineering research!
- Entire companies created
around one single technology
CURRENT
- Multimodal (using car
navigation via buttons or voice)
ORDANIEL 11
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
COLOR HARMONY
COMPLEMENTARY
- Two colors that are on opposite
COLOR THEORY sides of the color wheel.
- Provides a high contrast and
high impact color combination
COLOR THEORY a practical
– together, these colors will
combination of art and science that’s
appear brighter and more
used to determine what colors look
prominent.
good together.
COLOR WHEEL
ORDANIEL 12
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
RGB COLOR
Primary colors: red, green and blue.
Secondary: cyan, magenta and yellow
Tertiary: orange, chartreuse green,
spring green, azure, violet and rose.
RYB COLOR
Primary colors: red, yellow, and blue.
Secondary: purple, orange and green
Tertiary: red-orange, yellow-orange,
TETRADIC yellow-green, blue-green, blue-violet,
- Four colors that are evenly and red-violet.
spaced on the color wheel.
- Tetradic color schemes are bold
and work best if you let one
color be dominant, and use the WARM AND COOL COLORS
others as accents.
- The more colors you have in Color Temperature: warmth or
your palette, the more difficult it coolness of a color
is to balance.
Warm Colors
- said to bring to mind coziness
and energy
- colors from red through to
yellow.
- said to bring to mind warmth
ORDANIEL 13
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
Cool Colors
HUE, SATURATION, LUMINANCE
- associated with serenity and
isolation.
- colors from blue to green and HUE
purple. - basically any color on the color
- are said to bring to mind wheel.
coolness, like water. - When you are using a color
wheel or a color picker, you can
adjust the saturation and
luminance of a hue.
SATURATION: the intensity or purity of
the color.
LUMINANCE: the amount of brightness
or light in a color.
SHADE
● created by adding black to a
base hue, darkening the color.
● creates a deeper, richer color.
Shades can be quite dramatic
and can be overpowering.
TINT
● created by adding white to a APPLICATION OF DESIGN
base hue, lightening the color. PRINCIPLES
● make a color less intense, and is
useful when balancing more
vivid color combinations. Balance: Weight distribution,
formal/symmetrical or
TONES informal/asymmetrical
● created by combining black and
white—or grey—with a base hue. Rhythm: Repetition, , continuous line or
● are subtler versions of the alteration
original color.
● are less likely to look pastel, and Emphasis: Central or focal point,
can reveal complexities not through size variation, repetition or
apparent in the base color. contrast
ORDANIEL 14
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
LESSON 6
2. Make things visible
DESIGN PRINCIPLES - Visible affordances, mappings,
constraints
- Remind person of what can be
GOLDEN RULE: Understand your
done and how to do it
materials
DESIGN PRINCIPLES
WHY IS DESIGN DIFFICULT?
ORDANIEL 15
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
ORDANIEL 16
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
INTERACTION DESIGN
● Later in development
● Focus on user work-flows
○ Tasks and scenarios
you’ve identified
● Might focus at the screen (or
page) level. Possibly like this:
○ Identify screens, pages,
activities
○ Organize these in groups USER-CENTERED DESIGN
○ Define flows or transitions
between them
● The process of collecting
● Involve users in evaluation
feedback from users to improve
● Representations
the design.
○ Still probably not much
● An approach to UI development
like final code or GUIs
and system development.
● Focuses on understanding:
SCREEN DESIGN
○ Users
● Before development
○ goals and tasks, and
● Define and refine screens
○ environment (physical,
(pages)
organizational, social)
○ Blue-prints for final
● Pay attention to these
physical design
throughout development
ORDANIEL 17
REVIEWER
HUMAN-COMPUTER INTERACTION, USABILITY, AND USER INTERFACE
BS Information Technology 1I | PROF. S. HERBILLA | SEM 1 2024
● Essential activities in
human-centered design:
○ Understand and specify
the context of use
○ Specify the user and
organizational
requirements
○ Produce design solutions
(prototypes)
○ Evaluate designs with
users against
requirements
ORDANIEL 18