Chapter Four: Interactions in HCI
Chapter Four: Interactions in HCI
Interactions in HCI
Chapter Four : Interactions in HCI
Contents of the lecture
Interaction
Models of interaction
Ergonomics/Human Factor
Interaction Styles
Introduction to Interaction
•
Human factors or ergonomics
e r f ac e s
t
Voice user in
Interactions…
• The growth in human-computer interaction field has been in quality of
interaction, and in different branching in its history.
• Instead of designing regular interfaces, the different research branches
have had different focus on the concepts of multimodality rather than
unimodality, intelligent adaptive interfaces rather than command/action
based ones, and finally active rather than passive interfaces.
Interactions….
• An important facet of HCI is the securing of user satisfaction (or simply
End User Computing Satisfaction). “Because human–computer interaction
studies a human and a machine in communication, it draws from
supporting knowledge on both the machine and the human side.
• On the machine side, techniques in computer graphics,
operating systems, programming languages, and development
environments are relevant.
• On the human side, communication theory, graphic and
industrial design disciplines, linguistics, social sciences,
cognitive psychology, social psychology, and human factors such as
computer user satisfaction are relevant.
Interactions…
• Due to the multidisciplinary nature of HCI, people with
different backgrounds contribute to its success. HCI is also
sometimes termed as:
human–machine interaction (HMI),
man–machine interaction (MMI) or
Computer–human interaction (CHI).
Interactions...
• Poorly designed human-machine interfaces can lead to many unexpected
problems.
• A classic example of this is the Three Mile Island accident, a nuclear
meltdown accident, where investigations concluded that the design of the
human–machine interface was at least partly responsible for the disaster.
• Sources : https://en.wikipedia.org/wiki/Three_Mile_Island_accident
Interactions…
• Menu driven
• Offers the user lists of
options which they can
select by pressing a
particular key on the
keyboard, often on a
touch-screen device.
• Is easy to use but getting
to one particular option
can often involve
working through many
different menu screens
Early focus on user(s) and task(s): Establish how many users are needed to
perform the task(s) and determine who the appropriate users should be; someone
who has never used the interface, and will not use the interface in the future, is
most likely not a valid user. In addition, define the task(s) the users will be
performing and how often the task(s) need to be performed.
Empirical measurement: Test the interface early on with real users who come
in contact with the interface on a daily basis. Keep in mind that results may vary
with the performance level of the user and may not be an accurate depiction of the
typical human-computer interaction.
Design principles…
• Establish quantitative usability specifics such as: the number of users
performing the task(s), the time to complete the task(s), and the number of
errors made during the task(s).
Iterative design: After determining the users, tasks, and empirical
measurements to include, perform the following iterative design steps:
Iterative Design Steps…
Task environment: The conditions and goals set upon the user.
Machine environment: The environment that the computer is connected
to, e.g. a laptop in a college student’s dorm room.
Areas of the interface: Non-overlapping areas involve processes of the
human and computer not pertaining to their interaction. Meanwhile, the
overlapping areas only concern themselves with the processes pertaining
to their interaction.
Human–computer interface
Input flow: The flow of information that begins in the task environment,
when the user has some task that requires using their computer.
Output: The flow of information that originates in the machine environment.
Feedback: Loops through the interface that evaluate, moderate, and confirm
processes as they pass from the human through the interface to the computer
and back.
Fit: This is the match between the computer design, the user and the task to
optimize the human resources needed to accomplish the task.
Human–computer interface
Topics in HCI include:
Augmented reality The fundamental idea of AR is to combine , or mix, the view of the real
environment with additional, virtual content that is presented through computer graphics.
Its convincing effect is achieved by ensuring that the virtual content is aligned and registered with the
real objects.
As a person moves in an environment and their perspective view of real objects changes, the virtual
content should also be presented from the same perspective.
Examples of augmented reality experiences include Snapchat lenses and the game Pokémon Go.
Topics in HCI include…