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Experiment No 3: Aim:-Theory: - 3.1 User Interface

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Name:- Harsh Mendapara

Batch:- A2
Roll no:- 31
Subject:- HMI (Human Machine Interaction)

Experiment no 3

Aim:- Design an interface for ATM Machine.

Theory:-

3.1 User Interface

User interface design is a subset of a field of study called human-computer interaction (HCI).
Human-computer interaction is the study, planning, and design of how people and computers
work together so that a person’s needs are satisfied in the most effective way. HCI designers
must consider a variety of factors: what people want and expect, what physical limitations
and abilities people possess, how their perceptual and information processing systems work,
and what people find enjoyable and attractive. Technical characteristics and limitations of the
computer hardware and software must also be considered.

The user interface is the part of a computer and its software that people can see, hear, touch,
talk to, or otherwise understand or direct. The user interface has essentially two components:
input and output. Input is how a person communicates his or her needs or desires to the
computer. Some common input components are the keyboard, mouse, trackball, one’s finger
(for touch-sensitive screens), and one’s voice (for spoken instructions). Output is how the
computer conveys the results of its computations and requirements to the user. Today, the
most common computer output mechanism is the display screen, followed by mechanisms
that take advantage of a person’s auditory capabilities: voice and sound. The use of the human
senses of smell and touch output in interface design still remain largely unexplored.

3.2 The Importance of Good Design

A well-designed interface and screen is terribly important to our users. It is their window to
view the capabilities of the system. To many, it is the system, being one of the few visible
components of the product we developers create. 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. I’ve heard of one user who
relieved his frustrations with his computer with a couple of well-aimed bullets from a gun. I
recently heard of another who, in a moment of extreme exasperation and anger, dropped his
PC out of his upper-floor office window.

3.3 Benefits of Good Design

The benefits of a well-designed screen have also been under experimental scrutiny for many
years. One researcher, for example, attempted to improve screen clarity and readability by
making screens less crowded. Separate items, which had been combined on the same display
line to conserve space, were placed on separate lines instead. The result: screen users were
about 20 percent more productive with the less-crowded version. Other researchers
reformatted a series of screens following many of the same concepts to be described in this
book. The result: screen users of the modified screens completed transactions in 25 percent
less time and with 25 percent fewer errors than those who used the original screens.

Additional seconds required per screen in Additional person year requires to


seconds process 4.8 million screens per year
1 .7
5 3.6
10 7.1
20 14.2
Table 1.1 Impact of Inefficient Screen Design on Processing Time

Another researcher has reported that reformatting inquiry screens following good design
principles reduced decision-making time by about 40 percent, resulting in a savings of 79
person-years in the affected system. In a second study comparing 500 screens, it was found
that the time to extract information from displays of airline or lodging information was 128
percent faster for the best format than for the worst. Other studies have also shown that the
proper formatting of information on screens does have a significant positive effect on
performance. Cope and Uliano (1995) found that one graphical window redesigned to be
more effective would save a company about $20,000 during its first year of use.

3.3 Graphical User Interface

In brief, a graphical user interface can be defined as follows. A user interface, as recently
described, is a collection of techniques and mechanisms to interact with something. In a
graphical interface, the primary interaction mechanism is a pointing device of some kind.
This device is the electronic equivalent to the human hand. What the user interacts with is a
collection of elements referred to as objects. They can be seen, heard, touched, or otherwise
perceived. Objects are always visible to the user and are used to perform tasks. They are
interacted with as entities independent of all other objects. People perform operations, called
actions, on objects. The operations include accessing and modifying objects by pointing,
selecting, and manipulating. All objects have standard resulting behaviours.
3.3.1 Advantages:-

The success of graphical systems has been attributed to a host of factors. The following have
been commonly referenced in literature and endorsed by their advocates as advantages of
these systems.

Symbols recognized faster than text:- Research has found that symbols can be
recognized faster and more accurately than text, and that the graphical attributes of icons,
such as shape and color, are very useful for quickly classifying objects, elements, or text by
some common property.

Faster learning:- Research has also found that a graphical, pictorial representation aids
learning, and symbols can also be easily learned. Faster use and problem solving. Visual or
spatial representation of information has been found to be easier to retain and manipulate and
leads to faster and more successful problem solving. Symbols have also been found to be
effective in conveying simple instructions.

Easier remembering:- Because of greater simplicity, it is easier for casual users to retain
operational concepts.

More natural:- Graphic representations of objects are thought to be more natural and
closer to innate human capabilities. In human beings, actions and visual skills emerged before
languages. It has also been suggested that symbolic displays are more natural and
advantageous because the human mind has a powerful image memory.

Fewer errors:- More concrete thinking affords fewer opportunities for errors. Reversibility
of actions reduces error rates because it is always possible to undo the last step. Error
messages are less frequently needed.

Immediate feedback:- The results of actions furthering user goals can be seen
immediately. Learning is quickened. If the response is not in the desired direction, the
direction can be changed quickly.

3.3.2 Disadvantages:-

Greater design complexity:- The elements and techniques available to the graphical
screen designer far outnumber those that were at the disposal of the text-based screen
designer.

Learning still necessary:- The first time one encounters many graphical systems, what
to do is not immediately obvious. The meanings of many words and icons may not be known.
Output:-

Conclusion:- Thus we have successfully designed the interface for ATM Machine.

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