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HCI Midterm Reviewer

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HCI Midterm Reviewer

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HCI Midterm Reviewer

Human Computer Interaction

 Concerned with the design, evaluation, and implementation of interactive computing systems
for human use and with the study of major phenomena surrounding them.
 About designing computer systems that support people so that they can carry out their activities
productively and safely.
 As a Summary

PRINCIPLES OF HCI

1. “Know Thy User”


 The terms was coined by Hansen in 1971.
 The foremost creed in HCI is to devise interaction and interfaces around the target
users.
 This principle simply states that the interaction and interface should cater to the needs
and capabilities of the target user of the system in design.
2. Understand the Task
 The term task refers to the job to be accomplished by the user through the use of the
interactive system.
 Understanding the task at hand is closely related to the interaction modelling and user
analysis.
3. Reduce Memory Load
 Designing interaction with as little memory load
 Keeping the user’s short-term memory load light is of particular importance with regard
to the interface’s role as a quick and easy guidance to the completion of the task
4. Strive for Consistency
 In the longer term, one way to unburden the memory load is to keep consistency.
 Consistency and familiarity also lead to higher acceptability and preference.
 For example, one way the Microsoft Windows®–based applications maintain their
competitiveness is by promoting consistent and familiar interfaces
5. Remind Users and Refresh Their Memory
 The human memory dissipates information quite quickly, and this is especially true
when switching tasks in multitasking situations (which is a very prevalent form of
interaction these days).
6. Prevent Errors/Reversal of Action
 Error free operation is essential
 As such, the interaction and interface should be designed to avoid confusion and mental
overload.
7. Naturalness
 The final major HCI principle is to favor “natural” interaction and interfaces.
 Naturalness refers to a trait that is reflective of various operations in our everyday life.
Goals of HCI
1. Ensuring usability
 A usable software system is one that supports the effective and efficient completion
of tasks in a given work context” (Karat and Dayton 1995).

CHARACTERISTICS OF A PRACTICAL & USABLE HCI:

 How to use it
 Safe
 Efficient
 Effective
 Utility
 Enjoyable

2. User experience

 User experience is a subjective trait that focuses on how users feel about the
computing system when interacting with it. Here, user feelings are studied
individually so that developers and support teams can target particular users to
evoke positive feelings while using the system.

HCI systems classify user interaction patterns into the following categories and further refine the system
based on the detected pattern:

 Desirable traits – satisfying, enjoyable, motivating, or surprising


 Undesirable traits – Frustrating, unpleasant, or annoying

IMPORTANCE OF HCI

 HCI will be increasingly important in the following areas:


 As part of software development process and system design methods
 As part of future legal requirements for software
 As the basis for a set of usability criteria to evaluate and choose from amongst
competing products
 As the basis for successful marketing strategy to the increasingly important home and
small business user

HCI RELATIONSHIP TO OTHER DISCPLINES

Contributing disciplines

 Computer science  Linguistics


 Cognitive psychology  Artificial intelligence
 Social and organizational psychology  Philosophy, sociology, anthropology
 Ergonomics or human factors  Engineering and design

Cognitive Psychology

 Can help improve design by


 providing knowledge about what users can and cannot expect to do
 identifying and explaining the nature and causes of problems users encounter
 supplying modeling tools and methods to help build interfaces that are easier to use
Social Knowledge

 Derived from social psychology, sociology, anthropology, linguistics, and philosophy

Organizational Knowledge

 Derived from organizational psychology, social psychology, sociology, management science


HUMAN FACTORS AND HCI

 A science – derivation of principles of human behavior typically based on empirical testing using
human subjects
 A goal – To optimize human performance, including error reduction, increased throughput, user
satisfaction and user comfort
 Realization of computer field – The user should not have to adapt to the interface

Foundations of HCI: THE HUMAN

Core principles of HCI

 Human capabilities and limitations


 Machine capabilities and limitations
 Interactions
 Tasks

Model Human Processor

Comprises of 3 sub-systems

– Perceptual - handling sensory stimulus from outside world


– Motor system - controls actions
– Cognitive system - which provides the processing needed to connect the two

Perceptual System

1. Vision

• Two stages in vision

– physical reception of stimulus


– processing and interpretation of stimulus

• Vision begins with light.

The Eye - physical reception

Interpreting the signal (cont)

 Brightness
 Colour

Hue is determined by the spectral wavelength of the light

2. Hearing

 Human beings can hear sounds from 20 Hz to 15 kHz

3. Touch

 Haptic perception - important means of feedback

Movement

Reaction time - dependent on stimulus type:

– visual-200ms -Pain-700ms

– auditory-150 ms
HUMAN MEMORY

There are three types of memory function:

 Sensory Memories
 Short-term memory or working memory
 Long-term memory

Reasoning

 Process of deriving new information from what is known

Process of deriving new information from what is known

 Two or more assertions that lead to a conclusion

Inductive reasoning

 Observations that lead to a conclusion.

Abductive reasoning

 Formulation of hypotheses to explain a phenomena.

Three levels of processing

 Visceral
o Pre-conscious, pre-thought
o Appearance matters
o First impressions are formed
 Behavioral
o Use
o Experience with the product
o Function
o Performance
o Usability
 Reflective
o Affected by culture, experience, education, and individual differences

Key points

 Humans are limited in their capacity to process information. This has important implications for
design.
 Information is received and responses given via number of input and output channels:
o visual channel
o auditory channel
o haptic channel
o Movement
 Information is stored in memory:
o sensory memory
o short-term (working) memory
o long-term memory
 Information is processed and applied:
o reasoning
o problem solving
o skill acquisition
o Error
 Emotion influences human capabilities
 Users share common capabilities but are individuals with differences, which should not be
ignored

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