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The document outlines an assignment involving the analysis of door handles and their usability, along with a grading summary for group presentations. It introduces the interaction framework by Abowd and Beale, detailing the components of interactive systems and the importance of user interface design principles. Additionally, it discusses the psychological impacts of poor design on users and includes class work assignments related to user interface design.

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David Sobande
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0% found this document useful (0 votes)
3 views

CSC436-HCIPart2b

The document outlines an assignment involving the analysis of door handles and their usability, along with a grading summary for group presentations. It introduces the interaction framework by Abowd and Beale, detailing the components of interactive systems and the importance of user interface design principles. Additionally, it discusses the psychological impacts of poor design on users and includes class work assignments related to user interface design.

Uploaded by

David Sobande
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ASSIGNEMENT

Take photos or short video of at least 10 different door handles and


doors that you encounter in your daily live. Discuss the design of the
door handles, how easy they are to use, and explain how this relates to
the concept of usability and economic value. Create a short video (max
120 seconds) in which you show the door handles and where you add
your discussion as audio track (alternatively you can write it up – about
200-400 words, 10 photos).
If you cannot physically go and take photos, use photos from the web
that are under a creative commons license (please make sure you are
allowed to use them, add attribution where required).
RESULTS
Group Grp. Leader Presentation 3 Slide 3 Landmark 2 Q/A 2 Total 10
Grp 1 Ajayi Stephen
3 3 0 1 7
Grp 2 Ashiedu Nicole
3 3 0 1.5 7.5
Grp 3 Akin-Thomas B
3 0 0 2 5
Grp 4 Akadimosugu O
3 3 0 1 7
Grp 5 Itunu Adedoyin
3 1.5 0 1 5.5
Grp M Alabi Oreoluwa
3 1.5 0 2 6.5
THE INTERACTION FRAMEWORK
The interaction framework proposed by Abowd and Beale attempts a more
realistic description of interaction by including the system explicitly, and
breaks it into four main components, as shown in below:

The general interaction framework


THE INTERACTION FRAMEWORK
The nodes represent the four major components in an interactive system– the
System, the User, the Input and the Output. Each component has its own language.
In addition to the User’s task language and the System’s core language, which we
have already introduced, there are languages for both the Input and Output
components. Input and Output together form the Interface.

Translations between components

There are four main translations involved in the interaction: articulation,


performance, presentation and observation.
THE INTERACTION
FRAMEWORK
There are four steps in the interactive cycle, each
corresponding to a translation from one component to
another. The User begins the interactive cycle with the
formulation of a goal and a task to achieve that goal. The
only way the user can manipulate the machine is through
the Input, and so the task must be articulated within the
input language. The input language is translated into the
core language as operations to be performed by the System. The
System then transforms itself as described by the operations; the
execution phase of the cycle is complete and the evaluation phase
now begins. The System is in a new state, which must now be
communicated to the User. The current values of system attributes
are rendered as concepts or features of the Output. It is then up to
the User to observe the Output and assess the results of the
interaction relative to the original goal, ending the evaluation phase
and, hence, the interactive cycle.
INTERACTION FRAMEWORK IN SUMMARY
INTERACTION FRAMEWORK IN SUMMARY
THE IMPORTANCE OF THE USER INTERFACE
A well-designed interface and screen is terribly important to our
users. It is their window to view the capabilities of the system.

 It is also the vehicle through which many critical tasks are


presented. These tasks often have a direct impact on an
organization's relations with its customers, and its profitability.

 A screen's layout and appearance affect a person in a variety


of ways. If they are confusing and inefficient, people will have
greater difficulty in doing their jobs and will make more
mistakes.

 Poor design may even chase some people away from a system
permanently. It can also lead to aggravation, frustration, and
increased stress.
A BRIEF HISTORY OF SCREEN DESIGN
While developers have been designing screens since a
cathode ray tube display was first attached to a computer,
more widespread interest in the application of good design
principles to screens did not begin to emerge until the
early 1970s, when IBM introduced its 3270 cathode ray
tube text-based terminal.
GENERAL PRINCIPLES OF DESIGN
The design goals in creating a user interface are described below. • They are
fundamental to the design and implementation of all effective interfaces, including
GUI and Web ones. • These principles are general characteristics of the interface,
and they apply to all aspects. • The compilation is presented alphabetically, and
the ordering is not intended to imply degree of importance.
Aesthetically Pleasing
• Provide visual appeal by following these presentation and graphic design principles:
• Provide meaningful contrast between screen elements.
• Create groupings.
• Align screen elements and groups.
• Provide three-dimensional representation.
• Use color and graphics effectively and simply
Clarity
• The interface should be visually, conceptually, and linguistically clear, including: Visual
elements • Functions • Metaphors • Words and Text
Compatibility
Provide compatibility with the following: - The user - The task and job.
The Product Adopt the User’s Perspective
GENERAL PRINCIPLES OF DESIGN
Configurability
Permit easy personalization, configuration, and reconfiguration of settings. It
• Enhances a sense of control
• Encourages an active role in understanding.

Comprehensibility
A system should be easily learned and understood: A user should know the
following: - What to look at - What to do - When to do it - Where to do it - Why
to do it - How to do it. The flow of actions, responses, visual presentations, and
information should be in a sensible order that is easy to recollect and place in
context.
Consistency
A system should look, act, and operate the same throughout. Similar components
should: - Have a similar look. - Have similar uses. - Operate similarly. The same
action should always yield the same result • The function of elements
should not change. • The position of standard elements should not change
Control
The user must control the interaction. - Actions should result from explicit user
requests. - Actions should be performed quickly. - Actions should be capable of
interruption or termination. - The user should never be interrupted for errors
• The context maintained must be from the perspective of the user.

• The means to achieve goals should be flexible and compatible with the user's
skills, experiences, habits, and preferences.

• Avoid modes since they constrain the actions available to the user.

• Permit the user to customize aspects of the interface, while always providing a
Proper set of defaults

Directness Provide direct ways to accomplish tasks. - Available alternatives


should be visible. - The effect of actions on objects should be visible
Flexibility
A system must be sensitive to the differing needs of its users, enabling a level and
type of performance based upon: - Each user's knowledge and skills. - Each user's
experience. - Each user's personal preference. - Each user's habits. - The
conditions at that moment.
Efficiency
Minimize eye and hand movements, and other control actions. - Transitions
between various system controls should flow easily and freely. - Navigation paths
should be as short as possible. - Eye movement through a screen should be
obvious and sequential.. Anticipate the user's wants and needs whenever
possible.
Familiarity
• Employ familiar concepts and use a language that is familiar to the user.
• Keep the interface natural, mimicking the user's behavior patterns.
• Use real-world metaphors
Forgiveness
• Tolerate and forgive common and unavoidable human errors.
• Prevent errors from occurring whenever possible.
• Protect against possible catastrophic errors.
• When an error does occur, provide constructive messages .
Predictability
• The user should be able to anticipate the natural progression of each task.
o Provide distinct and recognizable screen elements.
o Provide cues to the result of an action to be performed.
• All expectations should be fulfilled uniformly and completely
Recovery
A system should permit: - Commands or actions to be abolished or reversed. -
Immediate return to a certain point if difficulties arise. Ensure that users never
lose their work as a result of: - An error on their part. - Hardware, software, or
communication problems
Responsiveness The system must rapidly respond to the user's requests Provide
immediate acknowledgment for all user actions: - Visual. - Textual - Auditory.
Transparency Permit the user to focus on the task or job, without concern for the
mechanics of the interface. - Workings and reminders of workings inside the
computer should be invisible to the user.
Simplicity Provide as simple an interface as possible. Five ways to provide simplicity
Use progressive disclosure, hiding things until they are needed - Present common
and necessary functions first - Prominently feature important functions - Hide more
sophisticated and less frequently used functions. - Provide defaults. - Minimize
screen alignment points. - Make common actions simple at the expense of
uncommon actions being made harder. - Provide uniformity and consistency. :
PSYCHOLOGICAL
Responses to poor design are: Typically psychological :

Confusion: Detail overwhelms the perceived structure. Meaningful


patterns are difficult to ascertain, and the conceptual model or underlying
framework cannot be understood or established.
Annoyance: Roadblocks that prevent a task being completed, or a need
from being satisfied, promptly and efficiently lead to annoyance.
Inconsistencies in design, slow computer reaction times, difficulties in
quickly finding information, outdated information, and visual screen
distractions are a few of the many things that may annoy users.
Frustration: An overabundance of annoyances, an inability to easily
convey one's intentions to the computer, or an inability to finish a task or
satisfy a need can cause frustration.
Panic or stress: Unexpectedly long delays during times of severe or
unusual pressure may introduce panic or stress. Some typical causes are
unavailable systems or long response times when the user is operating
under a deadline or dealing with an irate customer.
Boredom: Boredom results from improper computer pacing (slow
response times or long download times) or overly simplistic jobs.
PSYCHOLOGICAL
Responses to poor design are: Typical psychological :

These psychological responses diminish user effectiveness


because they are severe blocks to concentration. --
Thoughts irrelevant to the task at hand are forced to the
user’s attention, and necessary concentration is impossible.
--The result, in addition to higher error rates, is poor
performance, anxiety, and dissatisfaction
Physical. • Psychological responses frequently lead to, or
are accompanied by, the following physical reactions. •
Abandonment of the system: The system is rejected and
other information sources are relied upon.
CLASS WORK 1
Imagine you have been commissioned to
design the user interface for a head-up
display (e.g. based on Google Project Glass)
that can be used while riding a bicycle, as a
reminder of appointments around Landmark
University.
In order to be safe while riding, the visual
design of appointment reminders and
instructions should be as simple as
possible. Describe three specific ways this
CLASS WORK 2
As a HCI expert, you have been saddle
with the task of designing a screen
layout for job applicant to fill in their
information and submit.
(a)List all the information required for
this.
(b)Group related items as you deemed
fit.
(c)Create a world class design using

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