HCI
HCI
○ Remote control, crash test dummy, visually impaired crossing road, gym
machines, book reading, travel bookings
10.Evaluation Techniques
NPTEL_HCI_Tut1.pdf
○ Lemon with mesh, calculator in shopping cart, Duolingo feedback, Spotify UI
● In-Class Assignments
11.Case Studies
NPTEL_HCI_Tut2.pdf
● In-Class Exercises
Canva Tool.pdf
● What is Canva?
● Why It Matters
○ Easy-to-use
○ Template-driven
○ Collaborative
○ Export in multiple formats
● Interface Overview
● Tools:
● Activities
PDF 1: NPTEL_HCI_Tut3.pdf
🔹 Key Sections:
1. What We Have Covered So Far
○ Multidisciplinary field
○ Goal: Make user-product interaction intuitive
○ Discovering requirements
○ Designing alternatives
○ Building interactive designs
○ Evaluating user experience
○ Designing apps for travel and personal productivity (feature ideation, screen
flow, design preview)
10.In-Class Activity
( What It Covers:
🔹 Key Topics:
1. Introduction to Design Thinking
(What It Covers:
● Design Thinking:
○ A user-focused, creative, and iterative problem-solving approach.
● 6 Stages:
○ Empathize – Understand user needs through research.
○ Define – Clearly articulate the problem.
○ Ideate – Brainstorm creative solutions.
○ Prototype – Build and test models.
○ Test – Validate solutions with users.
○ Implement – Launch the final solution.
● Case Studies:
○ Airbnb: Used empathy and feedback to improve bookings.
○ Swiffer, Apple, Nike: Real-world innovations via design thinking.
● Double Diamond Design Process:
○ Phase 1: Discover & Define
○ Phase 2: Develop & Deliver
● Key Takeaways:
○ Focus on empathy and testing.
○ Design is about how it works, not just how it looks )
PDF 3: Week 3 Part 2 - Interaction.pdf
🔹 Key Concepts:
1. Interaction Design Process
○ Apple, Dropbox, Slack, Google Search, Microsoft Teams, Trello, Uber Driver
App
( 🔹 What It Covers:
● Interaction Design Process:
○ A systematic process involving research, ideation, prototyping, and evaluation.
● Four Design Approaches:
○ User-Centered Design (UCD) – Focuses on user needs and feedback.
○ Activity-Centered Design (ACD) – Focuses on user tasks (e.g., Google Docs, Word).
○ System Design – Focuses on structure, modules, data (e.g., Uber).
○ Genius Design – Relies on expert intuition (e.g., Steve Jobs/iPhone).
● Lifecycle Models:
○ Google Design Sprint, Research in the Wild
● Key Questions:
○ Who are the users?
○ What are their needs?
○ How to evaluate and iterate designs?
● Final Summary:
○ Combine creativity (Design Thinking) + structure (Design Process) to create user-friendly, real-world
solutions.)
Figma.pdf
🔹 What is Prototyping?
● Prototypes are interactive models of products/systems.
● Used to test functionality, get feedback, and validate ideas early.
6. Commenting
🔹 AI in Figma Prototyping
● Figma AI can auto-generate interactions between frames.
● Helpful for speeding up the creation of clickable prototypes.
2. Framer
○ Advanced animations, responsive layouts, real-time collaboration.
3. Webflow
○ Integrates with Figma, offers visual design tools, CMS, hosting.
🔹 Types of Users
● Novice Users – Need step-by-step help.
● Expert Users – Want shortcuts and flexibility
● Casual Users – Prefer simplicity with some options.
● Frequent Users – Focus on speed and routine efficiency.
🔹 Real-World Examples
● Spotify – Redesigned based on user listening habits.
● Apple iOS, Airbnb, Google – All use user-centric design to improve experience.
🔹 Personas
● Fictional profiles based on real user data.
● Help designers keep user goals and pain points in mind during development.
🔹 Empathy Mapping
A tool to understand what users:
Miro_tool.pdf
This document introduces and explains Miro, an online collaborative whiteboarding tool
widely used in HCI (Human-Computer Interaction), UX design, and team-based projects.
Key topics covered:
✅ Overview of Miro:
● Used for brainstorming, planning, mapping workflows, agile collaboration, and visual
storytelling.
● Enables creating mind maps, customer journeys, and visual roadmaps.
✅ Extra Tips:
● Using emojis, grouping tools, Miroverse templates, and more to improve
collaboration and usability.
NPTEL_HCI_Tut4.pdf
✅ Topics Covered:
● Good vs Bad Design
● Design principles: Visibility, Feedback, Affordance, Consistency, Constraints
● Double Diamond Model of design (Discover, Define, Develop, Deliver)
✅ Key Concepts:
● User-Centered Design (UCD): Involving users throughout the design process for
better usability.
● Personas: Fictional yet realistic user representations, with name, demographics,
goals, and frustrations.
● Empathy Mapping: Capturing what a user says, thinks, feels, and does — vital for
designing with empathy.
✅ Important Models:
● Mental Model: A user’s expectation based on prior experience.
● Conceptual Model: Designer’s abstraction of how a system should work.
● Differences and alignment between mental and conceptual models are emphasized.
✅ Hands-On Activities:
● Tasks like creating a user persona and empathy map for a hypothetical app user.
● Focused on understanding user needs, pain points, and behaviors.
The process of turning raw user research data into meaningful insights to guide design.
🔸 Techniques:
● Affinity Mapping: Grouping similar feedback into themes
● Clustering: Dividing users into behavioral or demographic groups (e.g., "bargain
hunters" vs. "loyal buyers")
To show data synthesis in action, the PDF uses this app example for visually impaired users.
🔸 User Segments:
● Beginner Learners (students)
● Teachers/Instructors
● Disability Institutions/Organizations
🔸 Identified Themes:
1. User Engagement – Needs game-like features, tactile learning
2. Personalization – Adapts to the user’s pace and tracks progress
3. Accessibility – Must support screen readers, voice, tactile feedback
4. Scalability – Affordable, works on many devices, supports institutions
4️⃣ Personas
Why important?
🧩 Example:
A visually impaired person needs a way to use their phone independently because most UIs
aren't accessible.
Examples:
Create simple, working models of your idea (MVPs), then test them with real users. Gather
feedback, refine the idea, then test again.
● Research → Personas
● POVs & HMWs → Prototype → Test → Launch
Users want authentic, affordable stays and trustworthy connections with hosts.
9️⃣ Hands-on Activities & Tools
Summary
● Using tools like Personas, POVs, Affinity Mapping, and Design Thinking helps
create inclusive, accessible, and effective designs.
● Practical application (like the Braille App or Airbnb) helps understand how to move
from research → idea → prototype → real product.