HCI1 Module in Human Computer Interaction
HCI1 Module in Human Computer Interaction
TABLE OF CONTENTS
CHAPTER 1. INTRODUCTION TO HUMAN-COMPUTER INTERACTION
1.1. Computers 1
1.2. Fundamental Truths about Computers 1
1.3. Nature of humans and computers 2
1.3. Nature of humans and computers
1.4. Software engineering and HCI
1.5. Role of HCI
1.6. Definition of HCI
1.7. Different HCI Case Scenario
Overview
Now it is twenty first century and during the past thirty years technology has advanced
to such an extent that almost everyone come in contact with computers in one way or
another. Look around yourself how many things are there which have some kind of computer
embedded in them?
Think about a minute about what you use in a typical day; cell phone, ATM, VCR,
remote control, ticketing machine, digital personal organizers, calculator, watch, photocopier,
toaster, bank, air conditioner, broadcasting, satellite, microwave, medical equipment,
factories, companies…. the list is endless. Computers are everywhere. We are surrounded by
computers. Now they are part of our everyday life.
Learning Objectives
Topics
1.1. Computers
1.2. Fundamental Truths about Computers
1.3. Nature of humans and computers
Learning Contents
So who is to be blamed?
Can we Say “Human Error on part of the pilot” Or can we blame the computer for it?
2 Species…
Human
Computers
Human beings are the most interesting and fascinating specie on planet. They are the
most complex living being on the earth. It has very much diversity in its nature. It is intelligent
in its deeds. Human beings think and decide according to their own will. Yes, they are free in
nature. They like freedom. They think on a problem dynamically and they can find many
solutions that may not exist before. They can invent. They are not only rational but they also
have emotions. They also think emotionally. They act emotionally. And fortunately or
unfortunately they make mistakes. They make mistakes which some time become fatal for
them and some time they become blessing for them.
Computer Specie
• Dumb
• Unintelligent
• Inanimate
• Only do what they are told to do
• Don’t make mistakes
On contrast, computers are the invention of human being. They are also complex but
they are also pretty dumb. It can also think but it can’t think on its own will, it thinks how it
has been directed to think. No doubt its speed is marvelous. It does not tire. It is emotionless.
It has no feelings, no desires. It works how it has been commanded to work. And they do not
make mistakes.
Before penetration of computers in our daily life, human beings were performing their
tasks at their own responsibility. In a business domain, human beings were dealing and
interacting with each other’s. For example a store manager was dealing with all the workers
performing their different duties in the store. Someone was registering the new arrivals of
products, someone was numbering the products and many more…and store manager has to
interact with all these human beings. If someone was a salesperson, he used to interact with
different clients and used to deal with them according to their mood and desire. He could
judge their mood with their tone, their attitude and with their body language. He could
provide answers relevant to their questions.
But now in this age of information technology we are expecting computers to mimic
human behavior e.g. E-Commerce systems, now there is no need for a salesperson. Web sites
are behaving as a salesperson or as a shopping mall. That is now; a dumb, unintelligent and
inanimate object will perform the complex task which was performed by some human being.
Now we’re ..
• Expecting computers to mimic human behavior, e.g. e-commerce systems
• Asking a DUMB, INANIMATE object to perform complex tasks that humans used
to perform
• And perform with same level of EFFICIENCY, EFFECTIVENESS and ACCURACY as a
human
For something to be usable, it must allow the users to achieve the task they want to
easily and enjoyably. For example, one letter production system might be easy and pleasant
to use, while another might be difficult and frustrating to use. The point is that both systems
support the objectives of the user – but do so in different ways.
Here comes the role of HCI. HCI plays a role to bridge up the gap between the
interfaces of machines and human understanding.
1.6. HCI – A Formal Definition
“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.” -ACM/IEEE
Computer + Information
Case Example:
Sydney Olympics
• Bruce Lindsay Maguire vs Sydney Organizing Committee for the Olympics
Games (SOCOG)
• Allegation: SOCOG in breach the Disability Discrimination Act 1992 by failing
to make accessible to him key parts of its web site
• vast majority of organizations with a web site must ensure that their web site
is (within certain limits) accessible by disabled persons
Case #1: What do you get when you cross a computer with an Airplane?
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In December 1995, American Airlines Flight 965 departed from Miami on a regularly
scheduled trip to Cali, Columbia. On the landing approach, the pilot of the 757 needed to
select the next radio navigation fix, named “ROZO”. He entered an “R” into his navigation
computer. The computer returned a list of nearby navigation fixes starting with “R” and the
pilot selected the first of these, whose latitude and longitude appeared to be correct.
Unfortunately, instead of “ROZO”, the pilot selected “ROMEO”, 132 miles to the northeast.
The jet was southbound descending into a valley that runs north-south, and any lateral
deviation was dangerous. Following indications on the flight computer, the pilots began an
easterly turn and slammed into a granite peak at 10,000 feet. One hundred and fifty two
passengers and all eight crewmembers aboard perished. Four passengers survived with
serious injuries.
Computer + Airplane
• NTSB investigates: ‘human error’
• Pilot selected the wrong radio navigation fix
Here is a riddle for the information age: what do you get when you cross a computer
with a camera? Answer: A computer! Thirty years ago, a 35mm Pentax Model H, had a small
battery in it that powered the light meter. Like a wristwatch battery, I merely swapped in a
new one every couple of years. Fifteen years ago, an electronic camera, a 35mm Canon T70,
used two AA batteries to power its rather simple exposure computer and its automatic film
drive. It had a simple On/Off switch, so that the batteries wouldn’t wear down needlessly.
Five years ago, a first-generation digital camera, had a similar On/Off switch, but this
time it had the smarts of a rudimentary computer inside it. So if I forgot to turn it off, it
automatically shut down after one minute of inactivity.
One year ago, second-generation digital camera, a Panasonic PalmCam, had an even
smarter computer chip inside it. It was so smart that its On/Off switch had evolved into an
Off/Rec/Play switch. It now had modes: it had to put into Rec mode to take pictures and Play
mode to view them on its small video display.
The newest camera, a Nikon CoolPix 900, is a third-generation digital camera and the
smartest yet. In fact, it has a full-blown computer that displays a Windows-like hourglass while
it “boots up”. Like some mutant fish with extra heads, its On/Off switch has now grown to
have four settings: Off/ARec/MRec/Play. “ARec” means “automatic record” and “MRec”
means “manual record.” as far as I can figure out how to turn it on without a lengthy
explanation.
The new camera is very power-hungry, and its engineers thoughtfully provided it with
a sophisticated computer program that manages the consumption of battery power. A typical
scenario goes like this: I turn the evil off/etc. switch to “MRec,” wait about seven long seconds
for the camera to boot up, then point it at my subject. I aim the camera and zoom in to
properly frame the image. Just as I’m about to press the shutter button, the camera suddenly
realizes that simultaneously running the zoom, charging the flash, and energizing the display
has caused it to run out of power. In self-defense, it suspends its ability to actually take
pictures. But I don’t know that because I’m liking through the viewfinder, waving my arms and
saying “Smile” and pressing the shutter button. The computer detects the button press, but it
simply cannot obey. In a misguided effort to help out, the power management program
instantly takes over and makes an executive decision: shed load. It shuts down the power-
greedy LCD video display. I look at the camera quizzically, wondering why it didn’t take the
picture, shrug my shoulders, and let my arm holding the camera drop to my side. But as soon
as the LCD is turned off, there is more battery power available for other systems. The power
management program senses this increase and realizes that it now has enough electricity to
That old mechanical Pentax had manual focusing, manual exposure, and manual
shutter-speed, yet it was far less frustrating to use than the fully computerized modern Nikon
CoolPix 900, which has automatic focusing, exposure, and shutter-speed. Camera may still
take pictures, but it behaves like a computer instead of a camera.
A computer! I just purchased an expensive new clock-radio for my bedroom, a JVC FS-
2000. It has a very sophisticated computer brain, and offers high fidelity, digital sound, and
lots of features. It wakes me up at a preset time by playing a compact disc, and it has the
delicacy and intelligence to slowly fade up the volume when it begins to play at six o’clock in
the morning. This feature is really pleasant and quite unique, and it compensates for the fact
that I want to hurl the infuriating machine out the window.
It’s very hard to tell when the alarm is armed, so it occasionally fails to wake me up
on a Monday and rousts me out of bed early on a Saturday. Sure, it has an indicator to show
the alarm is set, but that doesn’t mean it’s useful. The clock has a sophisticated alphanumeric
liquid crystal display (LCD) that displays all of its many functions. The presence of a small
symbol in the upper left corner of the LCD indicates the alarm is armed, but in a dimly lit
bedroom the clock symbol visible, but the backlight comes on when the CD or radio is explicitly
turned on. There’s a gotcha, however, as the alarm simply won’t ever sound while the CD is
explicitly left on, regardless of the setting of the alarm. It is this paradoxical operation that
frequently catches me unaware.
It is simple to disarm the alarm: Simply press the “Alarm” button once, and the clock
symbol disappears from the display. However to arm it, I must press the “Alarm” button
exactly five times. The first time I press it, the display shows me the time of the alarm. On
press tow, it shows the time when it will turn the sound off. On press three, it shows me
whether it will play the radio or the CD. On press four, it shows me the preset volume. On
press five, it returns to the normal view, but with the alarm now armed. But with just one
additional press, it disarms the alarm. Sleepy, in a dark bedroom, it is quite difficult to perform
this little digital ballet correctly. The alarm clock may still wake me up, but it behaves like a
computer.
Because it is far cheaper for manufacturers to use computers to control the internal
functioning of devices than it is to use older, mechanical methods, it is economically inevitable
that computers will insinuate themselves into every product and service in our lives. This
means that the behavior of all of our products will be the same as most obnoxious computers,
unless we try something different.
+ =
A computer! Porsche’s beautiful new high-tech spots car, the Boxster, has seven
computers in it to help manage its complex systems. One of them is dedicated to managing
the engine. It has special procedures built into it to deal with abnormal situations.
Unfortunately, these sometimes backfire. In some early models, if the fuel level in the gas tank
got very low---only a gallon or so remaining---the centrifugal force of a sharp turn could cause
the fuel to collect in the side of the tank, allowing air to enter the fuel lines. The computer
sensed this as a dramatic change in the incoming fuel mixture, and interpreted it as a
catastrophic failure of the injection system. To prevent damage, the computer would shut
down the ignition and stop the car. Also to prevent damage, the computer would not let the
driver restart the engine until the car had been towed to a shock and serviced
When owners of early Boxsters first discovered this problem, the only solution
Porsche could devise was to tell them to open the engine compartment and disconnect the
battery for at least five minutes, giving the computer time to forget all knowledge of the
hiccup. The sports car may still speed down those too-lane black top roads, but now, in those
turns, it behaves like a computer.
CASE #5: What do you get when you cross a computer with a warship?
In September of 1997, while conducting fleet maneuvers in the Atlantic, the USS
Yorktown, one of the Navy’s new Aegis guided-missile cruisers, stopped dead in the water. A
Navy technician, while calibrating an on-board fuel valve, entered a zero into one of the
shipboard management computers, a Pentium Pro running Windows NT. The program
attempted to divide another number by that zero---a mathematically undefined operation---
which resulted in a complete crash of the entire shipboard control system. Without the
computers, the engine halted and the ship sat wallowing in the swells for two hours and fifty-
five minutes until it could be towed into port. Good thing it wasn’t in a war zone.
What do you get when you cross a computer with a warship? Admiral Nimitz is rolling
in his grave! Despite this setback, the Navy is committed to computerizing all of its ships
because of the manpower cost savings, and so deflect criticism of this plan, it has blamed the
So here you saw the result of integrating computers in our lives. As I said early,
computers will annoy us, infuriate us, and even kill a few of us. In turn, we will be tempted to
kill our computers, but we won’t dare because we are already utterly, irreversibly dependent
on these hopeful monsters that make modern life possible. So we will have to think about
them. We will have to think how we can make them better. We need to fundamentally rethink
how human and machines interact. And rethink the relationship in deep and novel ways, for
the fault for our burgeoning problems lies not with our machines, but with us.
Quiz 1:
Multiple Choice. Read each statement carefully, from among the choices given,
choose the best answer and write the letter of your choice on the space provided before the
number.
_______4. The role of HCI between the interfaces of machines and human understanding
is to _____
a. Bridge up the gap c. Improve the gap
b. Enhance the gap d. Progress the gap
2. Discuss and argue about why Human computer Interaction (HCI) is important with
reference to the way in which technology has developed during past forty years.
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Quiz 3: Make a reaction paper based on the different case scenario presented.
Summarize the cases and note some important points. Also, answer how computer does affect
once life?
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Overview
The term Human Computer Interaction (HCI) was adopted in the mid-1980s as a
means of describing this new field of study. This term acknowledged that the focus of
interest was broader than just the design of the interface and was concerned with all those
aspects that relate to the interaction between users and computers.
Learning Objectives
Topics
The goals of HCI are to produce usable and safe systems, as well as functional
systems. These goals can be summarized as ‘to develop or improve the safety, utility,
effectiveness, efficiency and usability of systems that include computers’ (Interacting with
computers, 1989).
In this context, the term ‘system’ derives from systems theory and it refers not just
to the hardware and software but to the entire environment---be it organization of people
at work, at home or engaged in leisure pursuits---that uses or is affected by the computer
technology in question.
Utility refers to the functionality of a system or, in other words, the things it can do.
Improving effectiveness and efficiency are self-evident and ubiquitous objectives. The
promotion of safety in relation to computer systems is of paramount importance in the
design of safety-critical systems.
Usability, a key concept in HCI, is concerned with making systems easy to learn and
easy to use. Poorly designed computer system can be extremely annoying to users, as you
can understand from above described incidents.
Human-Computer Interaction
To explain the concept of the user experience, let’s take an example – shopping and
buying, which is a very simple analogy: We have all done shopping. When you visit a shop with
a specific goal in mind. What happens: Can you find what you need? Is the interior and exterior
nicely designed? Are the staff helpful and courteous? Is the atmosphere pleasant? etc. What
happens: If you can’t find what you want? Staff are not present, unhelpful or rude? You can’t
find the pay counter? The atmosphere is unpleasant? The shop is dirty and untidy? The shop
is not nicely designed? The shop is not open!!? The result is an experience – either good or
bad.
Experience Goals
Usability Goals
Usability Goals
To recap, usability in generally regarded as ensuring that interactive products are easy
to learn, effective to use, and enjoyable from user perspective.
It involves optimizing the interactions people have with interactive product to
enable them to carry out their activities at work, school, and in their everyday life. More
specifically, usability is broken down into the following goals:
Efficient. The way system supports its users in carrying out their tasks
– Talk about the three systems
– Does the product help users sustain a high level of productivity?
Safety. Protecting the user from dangerous conditions and undesirable situation
– Which of the Cases we discussed earlier you think was the most unsafe?
• Plane
In relation to the first ergonomics aspect, it refers to the external conditions where
people work. For example, where there are hazardous conditions---like x-rays machines or
chemical plants---operators should be able to interact with and control computer-based
system remotely. The second aspect refers to helping any kind of user in any kind of situation
avoid the danger of carrying out unwanted action accidentally. It also refers to the perceived
fears users might have of the consequences of making errors and how this effects their
behavior to make computer-based system safer in this sense involves:
• Preventing the user from making serious error by reducing the risk of wrong
keys/buttons being mistakenly activated (an example is not placing the quit or
delete-file command right next to the save command on a menu.) and
• Providing users with various means of recovery should they make errors. Save
interactive systems should engender confidence and allow the users the
opportunity to explore the interface to carry out new operations.
Other safety mechanism include undo facilities and confirmatory dialog boxes that
give users another chance to consider their intentions (a well-known used in email
application is the appearance of a dialog box after the user has highlighted the messages to
be deleted, saying: “are you sure you want to delete all these messages?”)
Utility. System providing the right kind of functionality so that the user can do what
they want
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. An example of a system with high utility is an
accounting software package providing a powerful computational tool that accountants can
use to work out tax returns. An example of a system with low utility is a software drawing tool
that does not allow users to draw free hand but forces them to use a mouse to create their
drawings, using only polygon shapes.
They want to get started straight away and become competent at caring out tasks
without too much effort. This is especially so far interactive products intended for everyday
use (for example interactive TV, email) and those used only infrequently (for example, video
conferencing) to certain extent, people are prepared to spend longer learning more complex
system that provide a wider range of functionality (for example web authoring tools, word
processors) in these situations, CD ROM and online tutorials can help by providing
interactive step by step material with hands-on exercises. However many people find these
tedious and often difficult to relate to the tasks they want to accomplish. A key concern is
determining how much time users are prepared to spend learning a system. There seems
little point in developing a range of functionality if the majority of users are unable or not
prepared to spend time learning how to use it.
It refers to how easy a system is to remember how to use, once learned. This is
especially important for interactive systems that are used infrequently. If users haven’t used
a system or an operation for a few months or longer, they should be able to remember or
at least rapidly be reminded how to use it. Users shouldn’t have to keep relearning how to
carry out tasks. Unfortunately, this tends to happen when the operation required to be
learning are obscure, illogical, or poorly sequenced. Users need to be helped to remember
how to do tasks. There are many ways of designing the interaction to support this. For
example, users can be helped to remember the sequence of operations at different stages
of a task through meaningful icons, command names, and menu options. Also, structuring
options and icons so they are placed in relevant categories of options (for example, placing
all the drawing tools in the same place on the screen) can help the user remember where to
look to find a particular tool at a given stage of a task.
Recognizing and understanding the trade-offs, between usability and user experience
goals, is important. In particular, this enables designers to become aware of the consequences
of pursuing different combinations of them in relation to fulfilling different users’ needs.
Obviously, not all of the usability goals and user experience goals apply to every interactive
product being developed. Some combination will also be incompatible. For example, it may
not be possible or desirable to design a process control system that is both safe and fun.
Other Definitions:
1. Quality is conformance to specifications (British Defense Industries Quality
Assurance Panel)
2. Quality is conformance to requirements (Philip Crosby)
3. Quality is fitness for purpose or use (Juran Panel)
4. Quality is a predictable degree of uniformity and dependability, at low cost
and suited to the market. (Edward Deming)
5. Quality is synonymous with customer needs and expectations (R J Mortiboys)
6. Quality is meeting the (stated) requirements of the customer- now and in
the future (Mike Robinson)
7. Quality is the total composite product and service characteristics of
marketing, engineering, manufacturing and maintenance through which the
product and service in use will meet the expectations by the customer
(Armand Feigenbaum)
8. Totality of characteristics of an entity that bear on its ability to satisfy stated
and implied needs (ISO 8402 : 1994)
Product
• A generic term that refers to
– Goods
– Services
• Failure to meet quality requirements in either dimension can have serious
negative consequences
Difference in Approach: • US
Late 1970s and 1980s – How computers enrich lives
– Facilitating problem-solving and creativity
Early Days of HCI • Early days of computing computers were used and
operated by Engineers / Technical Staff only
• 1970’s: technology explosion
– Notion of user-interface arises, a.k.a. Man-Machine
Interface (MMI)
– User-interface became a concern for system
designers and researchers
– Growing realization
– Success depended on improving physical aspect of UI
– ‘user friendly’ was often just lip service and making
UI aesthetically pleasing
‘Birth of HCI’
• HCI’ term adopted in mid-1980s
• Another HCI definition
HCI defined:
A set of processes, dialogues, and
actions through which a human
user employs and interacts with a
computer.
Quiz 1. Multiple Choice. Read each statement carefully, from among the choices
given, choose the best answer and write the letter of your choice on the space provided before
the number.
_______1. For something to be ______ it must allow the users to achieve the task they
want to easily and enjoyably.
a. Useful c. Good experience
b. Usable d. Bad Experience
_______2. For something to be _____ means that the user can actually achieve the task
they want to.
a. Useful c. Good experience
b. Usable d. Bad Experience
_______3. Case: An automated teller machine (ATM) for a user wanting to withdraw
money. The ATM is _____ because the user can achieve their task; they can
withdraw money.
a. Useful c. Useless
b. Usable d. Efficient
_______4. The ATM is _____ for most users because it typically takes only a few seconds
and a few obvious key presses to withdraw their money.
a. Useful c. Useless
b. Usable d. Efficient
_______5. The amazon.com website for a user wanting to buy a pet snake
a. Useful c. Useless
b. Usable d. Efficient
_______6. When hazardous conditions like x-rays machines or chemical plants –
operators should be able to interact with and control computer-based system
remotely to practice ___.
a. Effectiveness c. Safety
b. Reliability d. Utility
_______7. Mobile phones providing different features such as text, call, video, music,
download, calculator, locator that users can use.
a. Effectiveness c. Safety
b. Reliability d. Utility
_______8. Users shouldn’t have to keep relearning how to carry out tasks.
a. Utility c. Memorability
b. Learnability d. Efficiency
_______9. It refers to how good a system at doing what it is supposed to do.
a. Effectiveness c. Utility
b. Efficiency d. Learnability
_______10. It refers to the way a system supports users in carrying out their tasks.
a. Effectiveness c. Utility
b. Efficiency d. Learnability
_______11. It is ensuring that interactive products are easy to learn, effective to use, and
enjoyable from use perspective.
a. Usability c. Ease of Use
b. Usefulness d. Effectiveness
Quiz 2: Essay. Answer briefly but substantially. Write your answer on the spaces
provided.
1. What is the relationship between Usability goals and User experience goals?
Experience Goals
Usability Goals
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2. What is your own definition of a Perception? From the picture presented, what do
you see in the image?
5. Recall an experience you had in using a Computer System e.g. ATM, identify some
good experiences and bad experiences encountered.
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Overview
HCI understands the Complex Relationship between Human and Computers, which
are two distinct ‘Species’. Successful Integration is dependent upon a better understanding
of both Species. Hence HCI borrows and establishes its roots in Disciplines concerned with
both.
Learning Objectives
Topics
Learning Contents
• Various aspects
– Science (Human capabilities to use machines)
– Engineering (Building interfaces)
– Design (Design tradeoffs)
HCI Psychology
Psychology
Organizational
Linguistics
Design
Cognitive Psychology
• Understanding human behavior and mental processes
• Human information processing: See, Feel, Touch, Smell, and Taste
• How much information can be processed and remembered
Linguistics
• Scientific study of languages
• Command-object (delete ‘report’ OR ‘report’ delete)
• Understanding structure (syntax) and meaning (semantics)
• HCI goal is to develop natural language interfaces
Computer Science
• Provides knowledge about capability of technology
• Developing techniques to support software design, development and
maintenance
Artificial Intelligence
• Intelligent Computing concerned with simulating human behavior
• HCI – development of expert and tutoring systems
Engineering
• Engineering takes finding of sciences and utilizes them in the production of
artifacts.
Design
• Design contributes creative skills and knowledge to this process.
To summarize the main topics that make up the discipline of HCI. All HCI takes place
within a social and organizational context. Different kinds of applications are required for
different purposes and care is needed to divide tasks between humans and machines, making
sure that those activities and routine are allocated to machines. Knowledge of human
psychological and physiological abilities and, more important still their limitations is
important.
This involves knowing about such things as human information processing, language,
communication, interaction and ergonomics. Similarly it is essential to know about the range
of possibilities offered by computer hardware and software so that knowledge about humans
can be mapped on to the technology appropriately. The main issues for consideration on the
Quiz 1. Multiple Choice. Read each statement carefully, from among the choices
given, choose the best answer and write the letter of your choice on the space provided before
the number.
_______1. An application design and engineering of human interfaces
a. Psychology c. Sociology
b. Computer science d. Industrial design
_______2. The application of theories of cognitive processes and the empirical analysis
of user behavior
a. Psychology c. Sociology
b. Computer science d. Industrial design
_______3. Interactive products
a. Psychology c. Sociology
b. Computer science d. Industrial design
_______4. Interactions between technology, work, and organization
a. Psychology c. Sociology
b. Computer science d. Industrial design
_______5. Which of the following is not an interdisciplinary nature of HCI in the human-
side?
a. Ergonomics c. Design
b. Linguistics d. Philosophy
_______6. A computer-side HCI discipline concerned with simulating human behavior.
a. Computer Science c. Engineering
b. Artificial Intelligence d. Design
_______7. These are all interdisciplinary nature of HCI in the computer-side except ___.
a. Ergonomics c. Computer science
b. Engineering d. Design
_______8. It provides knowledge about capability of technology, developing techniques
to support software design, development and maintenance
a. Computer Science c. Engineering
b. Artificial Intelligence d. Design
_______9. HCI concerned with the following, except with ____.
a. Joint performance of tasks by humans and machines
b. Structure of communication between human and machine
c. Human capabilities to use machines
d. Programmers’ design without consultation with end-users
_______10. Understanding structure (syntax) and meaning (semantics) also HCI goal is to
develop natural language interfaces is under ____ discipline.
a. Linguistics c. Psychology
b. Anthropology d. Sociology
1. From the diagram below, what is the relationship between HCI and Cognitive
Psychology?
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4. Why is the two species: human species and computer specie important in HCI?
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Background: A small ticketing agency has many shops distributed throughout the
country. They feel the need to install efficient ticketing system, for survival
• Manual Issuing Procedure
– Call airlines to check for vacant seats
– Check with customer if the available seat is suitable
– Then ticket is written out manually
– Customer receipts and itinerary
– Accounting for issued tickets every two weeks
Overview
This chapter looks at how cognitive psychology can inform the design of interactive
systems. Psychology looks at how people understand, perceive and remember things.
Knowing these properties, we can design systems that do not put undue strain on the user’s
capabilities.
Imagine trying to drive a car by using just a computer keyboard. The four arrow keys
are used for steering, the space bar for braking, and the return key for accelerating. To
indicate left you need to press the F1 key and to indicate right the F2 key. To sound your
horn you need to press the F3 key. To switch the headlights on you need to use the F4 key
and, to switch the windscreen wipers on, the F5 key. Now imagine as you are driving along
a road a ball is suddenly kicked in front of you. What would you do? Bash the arrow keys
and the space bar madly while pressing the F4 key? How would rate your chance of missing
the ball?
Most of us would bald at the very idea of driving a car this way. Many early video
games, however, were designed along these lines: the user had to press an arbitrary
combination of function keys to drive or navigate through the game. More recently,
computer consoles have been designed with the user’s capabilities and demands of the
activity in gaming. Much better way of controlling and interacting, such as through using
joysticks and steering wheels, are provided that map much better onto the physical and
cognitive aspects of driving and navigating.
We have to understand the limitations of the people to ease them. Let us see what
cognitive psychology is and how it helps us.
Learning Objectives
Learning Contents
• Psychology primarily concerned with human behavior and the mental processes
that underlie it.
• It is primarily concerned with information processing.
4.2. Cognition
The main objective in HCI has been to understand and represent how human
interact with computers in term of how knowledge is transmitted between the two. The
theoretical grounding for this approach stems from cognitive psychology: it is to explain how
human beings achieve the goals they set.
Cognition has also been described in terms of specific kinds of processes. These
include:
• Attention
• Perception and recognition
• Memory
• Learning
• Reading, speaking, and listening
• Problem solving, planning, reasoning, decision-making.
Extended Model
• How Information is perceived by the perceptual processors
• How information is attended to
Quiz 1. Multiple Choice. Read each statement carefully, from among the choices
given, choose the best answer and write the letter of your choice on the space provided before
the number.
_______1. It is a process by which we became acquainted with things or in other words
to gain knowledge by understanding, remembering, and reasoning.
a. Cognition c. Observation
b. Perception d. Opinion
_______2. It is primarily concerned with human behavior and the mental processes
that underlie it.
a. Social Psychology c. Clinical Psychology
b. Cognitive Psychology d. Clinical Psychology
_______3. It is a mode of cognition where we perceive, act and react to events around
us effectively.
a. Experiential c. Meditative
b. Reflective d. Philosophical
1. Compare and contrast experiential cognition and reflective cognition. Give concrete
example of experiential and reflective cognition.
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3. In the extension of the human information processing model are the inclusion of
the processes of .attention and memory. What is then the importance of the two
(attention and memory) in cognition?
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Overview
Imagine using a personal computer with a mouse and a keyboard. The application
you are using has a graphical interface, with menus, icons and windows. In your interaction
with this system you receive information primarily by sight, from what appears on the
screen. However, you may also receive information by ear: for example, the computer may
‘beep’ at you if you make a mistake or to draw attention to something, or there may be a
voice commentary in a multimedia presentation. Touch plays a part too in that you will feel
the keys moving (also hearing the ‘click’) or the orientation of the mouse, which provides
vital feedback about what you have done. You yourself send information to the computer
using your hands either by hitting keys or moving the mouse. Sight and hearing do not play
a direct role in sending information in this example, although they may be used to receive
information from a third source (e.g., a book or the words of another person) which is then
transmitted to the computer.
Learning Objectives
Topics
5.1. Input output Channels
5.2. Vision
5.3. Visual Perception
5.4. Perceiving brightness
5.5. Perceiving color
A person’s interaction with the outside world occurs through information being
received and sent: input and output. In an interaction with a computer the user receives
information that is output by the computer, and responds by providing input to the
computer – the user’s output become the computer’s input and vice versa. Consequently
the use of the terms input and output may lead to confusion so we shall blur the distinction
somewhat and concentrate on the channels involved. This blurring is appropriate since,
although a particular channel may have a primary role as input or output in the interaction,
it is more than likely that it is also used in the other role. For example, sight may be used
primarily in receiving information from the computer, but it can also be used to provide
information to the computer, for example by fixating on a particular screen point when using
an eye gaze system.
Input in human is mainly though the senses and output through the motor control of
the effectors. There are five major senses:
In the interaction with computer, the fingers play the primary role, through typing or
mouse control, with some use of voice, and eye, head and body position.
5.2. Vision
Human Eye
Human Visual Perception
• The visual system compensates for:
– movement
– changes in luminance.
• Context is used to resolve ambiguity
1. Input-output channels:
a. Interaction with world occurs through _________
b. Interaction with computer occurs through __
c. Human input occurs through ______
d. Human output occurs through ______
Quiz 2. Essay.
Overview
Learning Objectives
Topics
Learning Contents
Why Study Color? Color can be a powerful tool to improve user interfaces, but its
inappropriate use can severely reduce the performance of the systems we build.
• Primary Color
• Secondary Color
• Tertiary Color
PRIMARY COLORS
Red, yellow and blue
SECONDARY
COLORS
Green, orange and
purple
TERTIARY COLORS
Yellow-orange, red-
orange, red-purple, blue-
purple, blue-green and
yellow-green
• How color behaves in relation to other colors and shapes is a complex area of
color theory.
• Compare the contrast effects of different color backgrounds for the same red
square
Which is
the lighter
vertical
bar?
Fi Fi
gu gu
re re
a b
Shapes detected by
finding edges
Implications?
Hard to deal w/ blue edges and blue
shapes
Implications?
- Do not rely on blue for text or small
objects!
- Older users need brighter colors
Quiz 1. Essay
2. What are things you need to consider as HCI designer when it comes to color?
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3. In the diagram below, which of the color combinations do you think is most
appealing? Justify your answers.
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Overview
The cognitive processes, commonly referred to as cognition, are the many processes
working together in the formation of thought. Cognition helps us to acquire information and
make conscious and subconscious conclusions about the world around us. Our five
conventional senses are utilized in this complex process as a means of gathering information.
Learning Objectives
Topics
7.1. Attention
7.2. Models of attention
7.3. Memory
Sensory
Short term memory
Long term memory
7.4. Revised Memory Model
7.1. Attention
Lack of attention can result in failing to carry out tasks (forgetting them – a ‘lapse’) or
carrying out a similar, more familiar, task in place of the desired one (a ‘capture error’).
Focusing attention of the wrong elements of a user interface can lead to distractions, making
the user’s task harder, and to the user missing important stimuli (such as notification of an
emergency).
Our attention often declines over the time that we spend on a task. We
talk of changes in our concentration of vigilance.
Types of Attention
Models of
Attention
Divided Focused
Attention Attention
Can you draw these 2 figures at the same time using left and right hands
respectively?
7.3. Memory
The brain (responsible for the behaviour which psychologists study) has two halves,
or ‘lobes’ - the left brain and the right brain. It is generally agreed that each half of the brain
has certain strengths, or functions, which the other half doesn’t have (at least, not to the same
extent).
Different strengths/functions
• Involves encoding and recalling knowledge and acting appropriately
• We do not remember everything - involves filtering and processing
• Context is important in affecting our memory
• We recognize things much better than being able to recall things
– The rise of the GUI over command-based interfaces
• Better at remembering images than words
– The use of icons rather than names
A Model of Memory
Memory
LTM
Forgetting
processes
Information
retrieval
Memory Characteristics
• Things move from STM to LTM by rehearsal and practice and by use in
context.
LTM – retrieval
• recall
– information reproduced from memory can be assisted by cues,
e.g. categories, imagery
• recognition
– information gives knowledge that it has been seen before
– less complex than recall - information is cue
File Management
• File management systems should be designed to optimize both kinds of
memory processes
• Facilitate existing memory strategies and try to assist users when they get
stuck
• Help users encode files in richer ways
– Provide them with ways of saving files using colour, flagging,
image, flexible text, time stamping, etc
Module in Human-Computer Interaction (HCI) 72 | P a g e
IRMA T. PLATA
People
Good Bad
Quiz 2. Essay
1. What are the cognitive issues relating to the model of the human processor?
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3. Compare/Contrast : Short Term Memory (STM) vs. Long Term Memory (LTM)
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4. What can you say about this: “Negative attitude results in slower learning”.
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Overview
Learning Objectives
Topics
8.1. Learning
8.2. Reading, Speaking and Listening, problem solving, planning, reasoning
and decision-making
8.1 Learning
Learning can be considered in two terms:
Learning
Procedural Declarative
Procedural
According to procedural learning we come to any object with questions like
how to use it? How to do something? For example, how to use a computer-based
application?
Declarative
According to declarative learning we try to find the facts about something.
For example, using a computer-based application to understand a given topic.
Jack Carroll and his colleagues have written extensively about how to design
interfaces to help learners develop computer-based skills. A main observation is that
people find it very hard to learn by following sets of instructions in a manual.
These three forms of language processing have both similar and different properties.
One similarity is that the meaning of sentences or phrases is the same regardless of the
mode in which it is conveyed. For example, the sentence “Computers are a wonderful
invention” essentially has the same meaning whether one reads it, speaks it, or hears it.
However, the ease with which people can read, listen, or speak differs depending on the
person, task, and context. For example, many people find listening much easier than
reading. Specific differences between the three modes include:
Forms of
Language
Processing
Reasoning
Reasoning is the process by which we use the knowledge we have to draw
conclusions or infer something new about the domain of interest. There are a number of
different types of reasoning:
• Deductive reasoning
• Inductive reasoning
• Adductive reasoning
Problem solving
If reasoning is a means of inferring new information from what is already known,
problem solving is the process of finding a solution to an unfamiliar task, using the knowledge
we have. Human problem solving is characterized by the ability to adapt the information we
have to deal with new situations. However, often solutions seen to be original and creative.
Overview
Learning Objectives
Topics
Conceptual Model
• “A description of the proposed system in terms of a set of integrated ideas and
concepts about what it should do, behave and look like, that will be
understandable by the users in the manner intended.”
• “The way designers choose to represent the working of the program to the user.”
Fallacy of Designers
• Gulf of Execution
– Difference between intentions and allowable actions
• Gulf of Evaluation
– Amount of effort a person must exert to interpret the physical state of the
system and determine how well the expectations and intentions have been
met
(1) Visibility
• Correct parts must be visible
• More visible functions are, more likely users will be able to know what to do
next
• “Out of sight” functions make them difficult to use and find
• Make relevant parts visible
• This critical principle violated again and again in everyday things
– Crucial parts carefully hidden away
Visibility Example
Visibility Example
Affordance – Examples
(3). Constraints
• “Restricting the kind of user interaction that can take place at a given moment
in time”
• Prevents user from taking the wrong actions
Types of Constraints
Types of
Logical
Constraints
Cultural
Physical Constraints
• Refer to the way physical objects restrict the movement of things
– E.g. only one way you can insert a key into a lock
• How many ways can you insert a CD or DVD disk into a computer?
• How physically constraining is this action?
• How does it differ from the insertion of a floppy disk into a computer
Logical Constraints
• Exploits people’s everyday common sense reasoning about the way the world
works.
• An example is the logical relationship between physical layout of a device and
the way it works as the next slide illustrates.
Constraints in UI
Deactivating menu options by shading them.
(4). Mapping
• Relationship between controls and their effects in the world
• Why is this a poor mapping of control buttons?
• The control buttons are mapped better onto the sequence of actions of fast
rewind, rewind, play and fast forward
– Map configuration onto directionality of actions
(5). Consistency
• Design interfaces to have similar operations and use similar elements for similar
tasks
• For example:
– always use ctrl key plus first initial of the command for an operation –
ctrl+C, ctrl+S, ctrl+O
• Main benefit is consistent interfaces are easier to learn and use
(6). Feedback
• Sending information back to the user about what has been done
• Includes sound, highlighting, animation and combinations of these
– e.g. when screen button clicked on provides sound or red highlight
feedback:
Design Guidelines
2. Which interface would be considered most effective? Provide rationale for your
answer.
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4. Which controls go with which rings (burners)?
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Overview
Universal access, for example, refers to system designs that can be used by anyone,
anytime, anywhere. It involves both suitable system designs and suitable means of access to
the systems. The term “design for all” has a similar meaning. It indicates a system design that
can be used by all users, regardless of their strengths and weaknesses, their level of expertise,
disabilities and environments.
All products exclude some users, often unnecessarily. In this module, we look
different approaches, methods and practices for the design of interactive systems that can be
used by anyone, anytime, anywhere.
Learning Objectives
Topics
The term Design for All (DfA) is used to describe a design philosophy
targeting the use of products, services and systems by as many people
as possible without the need for adaptation.
"Design for All is design for human diversity, social inclusion and equality"
(EIDD Stockholm Declaration, 2004).
Guidelines
Provide the same means of use for all users: identical whenever possible;
equivalent when not.
Avoid segregating or stigmatizing any users.
Provisions for privacy, security, and safety should be equally available to all
users.
Make the design appealing to all users.
Guidelines
Provide choice in methods of use.
Accommodate right- or left-handed access and use.
Facilitate the user's accuracy and precision.
Provide adaptability to the user's pace.
Guidelines
Eliminate unnecessary complexity.
Be consistent with user expectations and intuition.
Accommodate a wide range of literacy and language skills.
Arrange information consistent with its importance.
Provide effective prompting and feedback during and after task completion.
Guidelines
Use different modes (pictorial, verbal, tactile) for redundant presentation of
essential information.
Guidelines
Arrange elements to minimize hazards and errors: most
used elements, most accessible; hazardous elements eliminated, ISOlated,
or shielded.
Provide warnings of hazards and errors.
Provide fail-safe features.
Discourage unconscious action in tasks that require vigilance.
Guidelines
Allow user to maintain a neutral body position.
Use reasonable operating forces.
Minimize repetitive actions.
Minimize sustained physical effort.
Guidelines
Provide a clear line of sight to important elements for any seated or standing
user.
Make reach to all components comfortable for any seated or standing user.
Accommodate variations in hand and grip Size.
The British Standards Institute (2005) defines inclusive design as: 'The design of
mainstream products and/or services that are accessible to, and usable by, as
many people as reasonably possible ... without the need for special adaptation
or specialized design.'
Every design decision has the potential to include or exclude customers.
Inclusive design emphasizes the contribution that understanding user diversity
makes to informing these decisions, and thus to including as many people as
possible. User diversity covers variation in capabilities, needs, and aspirations.
When you look closely at everyday products, you will quickly begin to notice where people
may have difficulties using them. Many of those difficulties will be caused by design decisions
made without considering the user. As such, their causes are often trivial, but fortunately the
solution may often be trivial as well. For example, if an on/off button is difficult to operate
because it is too small, then replace it with a larger one.
10.3. Accessibility
Accessibility is about design for everyone. It is about making the information and
services that you provide online available to users, irrespective of age and ability.
A popular choice in the course for least accessible website ever is Yvette’s Bridal
Forum
Some websites only fix the background color and leave the text color to default.
Sometimes developers assume that a particular font and font size will be used, and
put text in frames with no scroll bars.
Forgetting to include alternative texts descriptions for images, graphical links or
buttons so that they are accessible to visually impaired users who are using a screen
reader.
10.4. Usability
In general terms, a usable system design is one which ensures that the functions are
presented in such a way that they can be used by users.
Usability is defined by the International Standards Organization (ISO) as
…the effectiveness, efficiency and satisfaction with which specified users achieve
specified goals in particular environments.
If a user is unable to find what they want within a reasonable time, then your site
needs to be re-examined. Usability is a huge subject and there are plenty of resources
dedicated to this topic. Jacob Nielsen’s website, for example, is very useful: www.useit.com
User diversity
In user-centered design, the role of the use is central. In traditional methods like
Waterfall, however, emphasis is more upon the technology and on signing off individual stages
in the design process.
2. The population is getting older we are living longer, and these trends are due to
continue, How do you see the future, of inclusive design and its counterparts such as
universal design? What is going to affect companies’ design practices?
3. Is there a gap between usability and accessibility?
Sears, Andrew and Jacko Julie A. (Eds). Human Computer Interaction Fundamentals. CRC
Press, Taylor and Francis Group. 2009.
Dix, Alan, Finlay, Janet, Abowd, Gregory, and Beale, Russell. Human-Computer Interaction. 3rd
Edition 2007.
Shneiderman, Ben. Designing the User Interface Ben 3rd Edition 2008
Feo, Roberto & Hurtado, Rosario & Optimastudio Diseños para Todos/Designs for AllMadrid
2008, ISBN 978-84-691-3870-0 Downloadable free version of Designs for All. Retrieved 2013-
07-