HumanComputerInteraction
HumanComputerInteraction
1> Definition
Human
2> Goals of HCI
3> HCI Benefits
4> Why HCI is important?
Computer
5> HCI Frameworks/ models
6> Introduction to Evaluation
7> Goals of Evaluation
Interaction
8> Predictive Evaluation
9> Predictive Evaluation methods
10> Advantage//Disadvantage
11>Cognitive Models
12>Predictive Models
13>Keystroke-Level Model(KLM)
Human computer analysis
Definition
Human–computer interaction is the study of interaction between humans (users) and
computers.
"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."
A long term goal of HCI is to design systems that minimize the barrier between the
human’s cognitive model of what they want to accomplish and the computer’s
understanding of the user’s task.
Understand the factors that determine how people use technology.
At physical level, HCI concerns selecting the most appropriate input devices and output
devices for a particular interface or task.
Determine the best type of interaction, such as direct manipulation, natural language,
icons, menus.
For systems that include computers, develop or improve-
1. Safety- protecting the user from dangerous conditions and undesirable situations. Eg:
2. Utility- It refers to the extent to which the system provides the right kind of functionality
so that user can do what they need or want to do
3. Effectiveness- It is a very general goal and refers to how good a system at doing what it
is suppose to do.
4. Efficiency- a measure of how quickly users can accomplish their goals or finish their
work using the system
5. Usability- usability in generally regarded as ensuring that interactive products are easy
to learn, effective to use, and enjoyable from user perspective.
6. Appeal- how well the user likes the system
7. Learnability- It refers to how easy a system is to learn to use.
8. Memorability -It refers to how easy a system is to remember how to use, once learned.
HCI Benefits
1. Gaining market share- People intend to buy/use products with higher usability.
2. Improving productivity- Employees in a company perform their jobs in a faster manner.
3. Lowering support costs- If the product is not usable, calls to customer support can be
enormous.
4. Reducing development cost- Avoid implementing features users don’t want and creating
features that are annoying or inefficient.
Each stage is, of course, an activity of the user. First the user forms a goal. This is the user’s
notion of what needs to be done and is framed in terms of the domain, in the task language.
It is liable to be imprecise and therefore needs to be translated into the more specific
intention, and the actual actions that will reach the goal, before it can be executed by the
user. The user perceives the new state of the system, after execution of the action
sequence, and interprets it in terms of his expectations. If the system state reflects the
user’s goal then the computer has done what he wanted and the interaction has been
successful; otherwise the user must formulate a new goal and repeat the cycle.
3. HCI Framework
Frameworks provide providing a means of discussing the details of a particular interaction,
As well as provide a basis for discussing other issues that relate to the interaction.
The ACM SIGCHI Curriculum Development Group presents a framework for HCI and uses it
to place different areas that relate to HCI.
The field of ergonomics addresses issues on the user side of the interface, covering
both input and output, as well as the user’s immediate context. Dialog design and interface
styles can be placed particularly along the input branch of the framework, addressing both
articulation and performance. However, dialog is most usually associated with the computer
and so is biased to that side of the framework.
Presentation and screen design relates to the output branch of the framework. The
entire framework can be placed within a social and organizational context that also affects
the interaction. Each of these areas has important implications for the design of interactive
systems and the performance of the user.
HCI Paradigms from book
Unit-2
Introduction to Evaluation
– Tests usability and functionality of system
– occurs in laboratory, field and/or in collaboration with users
– evaluates both design and implementation
– should be considered at all stages in the design life cycle.
Goals of Evaluation
Evaluation has three main goals:
1. To assess the extent and accessibility of the system’s functionality.
The system’s functionality is important in that it must accord with the user’s requirements.
In other words, the design of the system should enable users to perform their intended
tasks more easily. This includes not only making the appropriate functionality available
within the system, but making it clearly reachable by the user in terms of the actions that
the user needs to take to perform the task. It also involves matching the use of the system
to the user’s expectations of the task.
2. To assess users’ experience of the interaction
This includes considering aspects such as how easy the system is to learn, its usability and
the user’s satisfaction with it. It may also include his enjoyment and emotional response,
particularly in the case of systems that are aimed at leisure or entertainment. It is important
to identify areas of the design that overload the user in some way, perhaps by requiring an
excessive amount of information to be remembered.
3. To identify any specific problems with the system.
The final goal of evaluation is to identify specific problems with the design. These may be
aspects of the design which, when used in their intended context, cause unexpected results,
or confusion amongst users. This is, of course, related to both the functionality and usability
of the design (depending on the cause of the problem). However, it is specifically concerned
with identifying trouble-spots which can then be rectified.
Predictive Evaluation
• Basis:
– Observing users can be time-consuming and expensive
– Try to predict usage rather than observing it directly
– Conserve resources (quick & low cost).
• Approach
– Expert reviews (frequently used)
HCI experts interact with system and try to find potential problems and give prescriptive
feedback.
– Best if
• Haven’t used earlier prototype
• Familiar with domain or task
• Understand user perspectives
• Advantage
– Cheap, good for small companies who can’t afford more
– Getting someone practiced in method is valuable
• Disadvantage(Somewhat Controversial)
– Very subjective assessment of problems
– Depends of expertise of reviewers
Cognitive Models
Cognitive models represent users of interactive systems.
Cognitive models capture the user’s thought (cognitive) process during interaction.
Cognitive models attempt to represent the users as they interact with a system,
modeling aspects of their understanding, knowledge, intentions or processing.
Although we said before that cognitive models are models of human thinking process,
they are not exactly treated as the same in HCI.
Since interaction is involved, cognitive models in HCI not only model human cognition
(thinking) alone, but the perception and motor actions also (as interaction requires
‘perceiving what is in front’ and ‘acting’ after decision making). Thus cognitive models in
HCI should be considered as the models of human perception (perceiving the
surrounding), cognition (thinking in the ‘mind’) and motor action (result of thinking such
as hand movement, eye movement etc.)
Predictive Models
Predictive models, are widely used in many disciplines. In human-computer interaction,
predictive models allow metrics of human performance to be determined analytically
without undertaking time-consuming and resource-intensive experiments.
GOMS model
GOMS model, is a description of the knowledge that a user must have in order to carry
out tasks on a device or system.
It is a representation of the "how to do it" knowledge that is required by a system in
order to get the intended tasks accomplished.
The model is used to analyze user’s physical , cognitive and perceptual interactions with
computer while achieving a task or a goal in best possible way.
It describes the Goals, Operators, Methods, and Selection rules needed to perform a
task.
A KLM prediction is the sum of the sub-task times and the required overhead.
The model includes four motor-control operators (K = key stroking, P = pointing, H =
homing, D = drawing), one mental operator (M), and one system response operator (R):
TEXECUTE = tK + tP + tH + tD + tM + tR
Some of the operations above are omitted or repeated, depending on the task.
Advantages
The KLM was designed to be a quick and easy to use system design tool, which means that
no deep knowledge about psychology is required for its usage. Also, task times can be
predicted (given the limitations) without having to build a prototype, recruit and test users,
which saves time and money.
Limitations
It measures only one aspect of performance: time, which means execution time and not
the time to acquire or learn a task.
It considers only expert users. Generally, users differ regarding their knowledge and
experience of different systems and tasks, motor skills and technical ability.
It considers only routine unit tasks.
The method has to be specified step by step
The execution of the method has to be error-free.
The predictive models are:
Keystroke-level model (KLM)
Throughput (TP)
Fitt's law
Fitts’ Law
• It is one of the earliest predictive models used in HCI (and among the most well-known
models in HCI also)
• First proposed by PM Fitts (hence the name) in 1954.
“The law states that the time it takes to move to a target is a function of the length of the
movement and the size of the Target”.
In other words, the bigger the target and the closer the target, the faster it is acquired.
Hick-Hyman law
The Hick-Hyman law, is another important model in HCI but not as widely used as Fitts’ law.
Hick-Hyman law can be described as the average reaction time given a set of choices with
equal probability. In other words, it can be said that this law shows the time it takes a user
to make a decision based on the set of choices.
Hick-Hyman law for choice reaction time. This law takes the form of a prediction equation.
Given a set of n stimuli, associated one-for-one with n responses, the time to react (RT) to
the onset of a stimulus and make the appropriate response is given by
RT = a + b log2(n)
where a and b are empirically determined constants.
Descriptive models
Descriptive models are of a vastly different genre than predictive models. Although they
generally do not yield an empirical or quantitative measure of user performance, their utility
is by no means second to predictive models. Simply put, descriptive models provide a
framework or context for thinking about or describing a problem or situation.
– provide a basis for understanding, reflecting, and reasoning about certain facts and
interactions
– provide a conceptual framework that simplifies a, potentially real, system
– are used to inspect an idea or a system and make statements about their probable
characteristics
– used to reflect on a certain subject
– can reveal flaws in the design and style of interaction
Buxton’s three state model: this is used to determine how easy it is to use a mouse or the
wheel and will measure how much pressure a user puts on it and how much dexterity and
speed is used during this action. There are three states which are used to check this:
Pervasive computing:
There seems to be a bit of a debate about whether they are two different things or not.
From my reading and understanding, they aren’t the same but are related. Ubiquitous
computing means that computers are everywhere, embedded, invisible, and/or transparent.
On the other hand pervasive computing means mobile computing - in other words it is
computing like smart phones, and other hand-held devices that can go anywhere.
A tangible user interface (TUI) is a user interface in which a person interacts with digital
information through the physical environment.
Tangible user interfaces (TUIs) use physical objects to control the computer, most often
a collection of objects arranged on a tabletop to act as ‘physical icons’.
An immediate problem is that physical objects don’t change their visible state very
easily.
One advantage of the Tangible user interface is the user experience, because it occurs a
physical interaction between the user and the interface itself (E.g.: SandScape: Building
your own landscape with sand). Another advantage is the usability, because the user
knows intuitive how to use the interface by knowing the function of the physical object.
So, the user does not need to learn the functionality. That is why the Tangible User
interface is often used to make technology more accessible for elderly people.
Differences: Tangible and Graphical user interface
The graphical user interface is a form of user interface that allows users to interact with
electronic devices through graphical icons and visual indicators.
where as Tangible user interface (TUI) is a user interface in which a person interacts with
digital information through the physical environment.
A Graphical User Interface exists only in the digital world where as the TUI connects the
digital with the physical world.
A Tangible user interface is usually built for one specific target group where as the
Graphical user interface has a wide range of usages in one interface. Because of that it
targets a large group of possible users.
Interface type/Attributes Tangible user interface Graphical user
interface
Amount of possible Build for one specific application Build for many kinds of
application areas area application areas
How the system is driven physical objects, such as a mouse or Based on graphical bits,
a keyboard such as pixels on the
screen
Coupling between Unmediated connection Indirect connection
cognitive bits and the
physical output
How user experience is The user already knows the The user explores the
driven function of the interface by functionality of the
knowing the physical objects interface
function
User behavior when Intuition Recognition
approaching the system
Universal design is about designing systems so that they can be used by anyone in any
circumstance.
Universal design means designing for diversity, including:
– people with sensory, physical or cognitive impairment
– people of different ages
– people from different cultures and backgrounds.
Universal design is the process of designing products so that they can be used by as many
people as possible in as many situations as possible.
This means particularly designing interactive systems that are usable by anyone, with any
range of abilities, using any technology platform. This can be achieved by designing systems
either to have built in redundancy or to be compatible with assistive technologies.
Example of it might be an interface that has both visual and audio access to commands.
A user model is the collection and categorization of personal data associated with a specific
user. A user model is a (data) structure that is used to capture certain characteristics about
an individual user, and a user profile is the actual representation in a given user model. The
process of obtaining the user profile is called user modeling.[3] Therefore, it is the basis for
any adaptive changes to the system's behavior. Which data is included in the model
depends on the purpose of the application. It can include personal information such as
users' names and ages, their interests, their skills and knowledge, their goals and plans, their
preferences and their dislikes or data about their behavior and their interactions with the
system.
User modelling
All help systems have a model of the user
single, generic user (non-intelligent)
user- configured model (adaptable)
system-configure model (adaptive)
Approaches
quantification
user moves between levels of expertise based on quantitative
measure of what he knows.
stereotypes
user is classified into a particular category.
overlay
an idealised model of expert use is constructed and actual use
compared to it. Model may contain the commonality between
these two or the difference.
Special case: user behaviour compared to known error
catalogue (UT)
There are different design patterns for user models, though often a mixture of them is
used.[2][4]
Static user models
Static user models are the most basic kinds of user models. Once the main data is gathered
they are normally not changed again, they are static. Shifts in users' preferences are not
registered and no learning algorithms are used to alter the model.
Dynamic user models
Dynamic user models allow a more up to date representation of users. Changes in their
interests, their learning progress or interactions with the system are noticed and influence
the user models. The models can thus be updated and take the current needs and goals of
the users into account.
Stereotype based user models
Stereotype based user models are based on demographic statistics. Based on the gathered
information users are classified into common stereotypes. The system then adapts to this
stereotype. The application therefore can make assumptions about a user even though
there might be no data about that specific area, because demographic studies have shown
that other users in this stereotype have the same characteristics. Thus, stereotype based
user models mainly rely on statistics and do not take into account that personal attributes
might not match the stereotype. However, they allow predictions about a user even if there
is rather little information about him or her.
Highly adaptive user models
Highly adaptive user models try to represent one particular user and therefore allow a very
high adaptivity of the system. In contrast to stereotype based user models they do not rely
on demographic statistics but aim to find a specific solution for each user. Although users
can take great benefit from this high adaptivity, this kind of model needs to gather a lot of
information first.
UCD Drawbacks
Passive user involvement.
User’s perception about the new interface may be inappropriate.
Designers may ask incorrect questions to users.
What is Usability?
Usability is a measure of the interactive user experience associated with a user interface,
such a website or software application. A user-friendly interface design is easy-to-learn,
supports users’ tasks and goals efficiently and effectively, and is satisfying and engaging to
use.
The official definition of usability is: “the extent to which a product can be used by specified
users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified
context of use.”
Jeffrey Rubin describes usability objectives as:
Usefulness - product enables user to achieve their goals - the tasks that it was
designed to carry out and/or wants needs of user.
Effectiveness (ease of use) - quantitatively measured by speed of performance or
error rate and is tied to a percentage of users.
Learnability - user's ability to operate the system to some defined level of
competence after some predetermined period of training. Also, refers to ability for
infrequent users to relearn the system.
Attitude (likeability) - user's perceptions, feelings and opinions of the product,
usually captured through both written and oral communication.
Natural language
Perhaps the most attractive means of communicating with computers, at least at first
glance, is by natural language. Users, unable to remember a command or lost in a hierarchy
of menus, may long for the computer that is able to understand instructions expressed in
everyday words! Natural language understanding, both of speech and written input, is the
subject of much interest and research. Unfortunately, however, the ambiguity of natural
language makes it very difficult for a machine to understand. Language is ambiguous at a
number of levels. First, the syntax, or structure, of a phrase may not be clear.
Requirements – what is wanted The first stage is establishing what exactly is needed.
Analysis The results of observation and interview need to be ordered in some way to bring
out key issues and communicate with later stages of design.
Design Well, this is all about design, but there is a central stage when you move from what
you want, to how to do it.
Iteration and prototyping Humans are complex and we cannot expect to get designs right
first time. We therefore need to evaluate a design to see how well it is working and where
there can be improvements.
Implementation and deployment Finally, when we are happy with our design, we need to
create it and deploy it. This will involve writing code, perhaps making hardware, writing
documentation and manuals
Characteristics
Availability
continuous access concurrent to main application.
Accuracy and completeness
help matches actual system behaviour and covers all aspects of system
behaviour.
Consistency
different parts of the help system and any paper documentation are
consistent in content, terminology and presentation.
Robustness
correct error handling and predictable behaviour.
Flexibility
allows user to interact in a way appropriate to experience and task.
Unobtrusiveness
does not prevent the user continuing with work nor interfere with application