Human Computer Interaction Notes
Human Computer Interaction Notes
The following table summarizes the syllabus for the Human Computer
Interaction course (CSE4015):
Module Topics
8. Recent
2
Trends
TOTAL 45
Input-Output Channels
Humans communicate and interact with computers through a variety of
input and output channels. These channels engage different senses and
modalities, each with its own strengths and limitations:
Human Memory
Human memory is a multifaceted system with distinct types, each playing
a critical role in shaping how users engage with technology.
Understanding these memory systems is crucial for designing interfaces
that are both intuitive and supportive of human cognitive processes:
Emotion
Emotions play a surprisingly powerful role in human-computer interaction,
shaping user behavior, satisfaction, and the overall experience. Designers
who consider the emotional impact of their choices can create more
engaging and user-friendly products:
Individual Differences
It is essential to recognize that users are not a homogeneous group. Their
diverse characteristics and needs have a profound impact on how they
interact with technology. Designers must consider these individual
differences to create inclusive and accessible products:
Display Devices
Display devices are the primary means of presenting visual information to
the user. A variety of display technologies exist, each with its own
strengths and weaknesses:
Discovery - Framework
This initial phase is critical for laying the groundwork for a successful
design process. It emphasizes gaining a comprehensive understanding of
the project's context, its objectives, the target users, and the competitive
landscape. This stage involves:
Collection - Observation
This stage is all about gathering data and insights about users and their
tasks. It involves employing a variety of methods to capture the nuances
of user behavior, work practices, and the context in which they will
interact with the system. This comprehensive data collection forms the
foundation for user-centered design decisions.
Elicitation
This stage emphasizes actively engaging users to extract their tacit
knowledge, opinions, and perspectives. It goes beyond passive
observation, employing interactive methods to uncover user insights that
might not be revealed through traditional data gathering techniques.
Storyboarding
Storyboarding is a visual method for depicting user interactions with the
system. It involves creating a series of sketches or illustrations that
narrate the flow of events as a user interacts with the interface.
Use Cases
Use cases provide a more detailed and structured description of user
interactions than storyboards. They offer a written account of specific
scenarios, outlining the steps users take, the system's responses, and the
possible outcomes.
User Goals and Motivations: What are the users' goals for using
the system? What are their motivations? What are they trying to
achieve? Understanding user goals is essential for designing
systems that meet their needs.
User Behaviors and Pain Points: How do users currently perform
tasks related to the system? What are their pain points? What are
the challenges they face? Identifying user behaviors and pain points
can reveal opportunities for improvement and innovation.
Components of MHP:
Limitations of KLM:
Applications of KLM:
Components of GOMS:
o Pressing a key
Types of GOMS:
Card, Sort, and Label (CSL): A GOMS variant used to model tasks
that involve manipulating objects (like sorting cards or labeling
items).
Applications of GOMS:
Types of STNs:
Glimpse Model: This model considers the time it takes for users to
glance at information on the screen and make decisions. It's useful
for understanding how users scan interfaces and how to design for
effective information display.
Applications of STNs:
Modeling system behavior: STNs provide a clear and concise way
to describe how a system responds to user input and system events.
Physical Models
Physical models describe and predict user actions in the physical world,
often focusing on motor movements and coordination. Fitts' Law is a
prominent example.
Fitts' Law:
Fitts' Law is a fundamental principle in HCI that predicts the time it takes
to point to a target on a screen. It states that:
where:
Larger targets are easier to hit: Increasing the target size (W)
reduces movement time.
For every user action, the system should provide feedback to let
users know that their action has been received and what the
result is.
Detect the error: The system should be able to detect errors and
prevent them from causing data loss or system instability.
Provide clear and constructive error messages: Error
messages should be written in plain language, avoid technical
jargon, and clearly explain what went wrong.
Users should feel that they are in control of the system, not the
other way around. This means:
The Gulf of Execution refers to the gap between the user's goals
and the actions they need to take to achieve those goals. The Gulf
of Evaluation refers to the gap between the system's state and the user's
understanding of that state.
Assume that users will make errors, and design the system to
prevent them or make them easy to recover from. This can be
achieved through:
1. Goal:
The interaction begins with the user formulating a goal they want to
achieve using the system.
2. Intention
The user then translates their goal into a specific action or set of actions
they intend to perform to achieve the goal.
3. Action Specification
The user plans the specific steps and inputs required to execute their
intention using the system's interface.
4. Execution
The user performs the planned actions on the system by interacting with
its interface (e.g., clicking buttons, typing text).
5. Perception
The system responds to the user's actions and provides feedback, which
the user perceives through the interface. This feedback could be visual
changes, auditory signals, or other forms of system response.
6. Interpretation
The user interprets the system's feedback based on their mental model of
the system, which is their understanding of how the system works and
what it is capable of doing. This interpretation helps them understand the
outcome of their actions.
7. Evaluation
Finally, the user evaluates whether the system's response aligns with their
initial goal. If the goal is achieved, the interaction cycle is complete. If not,
the user may refine their goal, intention, or actions and repeat the cycle.
Undo and Redo: Support undo and redo functionality for as many
actions as possible. This gives users the flexibility to experiment and
recover from mistakes.
5. Error Prevention
Design the system to prevent errors from occurring in the first
place.
Heuristic Evaluation
Heuristic evaluation is a usability inspection method where
experts evaluate a user interface against recognized usability
principles (the heuristics). It is a discount usability engineering
method.
Process
Benefits
Contextual Evaluation
Contextual evaluation, also known as contextual inquiry, is a
user-centered design method where designers observe and
interview users in their natural environment.
Process
Benefits
Cognitive Walkthrough
Cognitive walkthrough is a usability evaluation method used to
assess the learnability of a user interface, particularly for novice
users.
Process
Benefits
Face-to-Face Communication
This section explores the fundamental aspects of direct human
communication. Even though this module focuses on human-computer
interaction, understanding the principles of human-to-human
communication is essential for designing effective computer-mediated
interactions. Key considerations for face-to-face communication include:
Conversation
Conversations are the building blocks of human interaction.
Understanding their structure, flow, and dynamics is crucial for designing
interactive systems that facilitate effective communication. Key aspects of
conversation include:
Text-Based Communication
This section focuses on the distinct characteristics of communication
through written text, a dominant form of interaction in computer systems.
The absence of non-verbal cues and the often asynchronous nature of
text-based communication present unique challenges and opportunities
for effective communication. Key considerations include:
Group Working
This section delves into the dynamics of group collaboration, a crucial
aspect of work and social life. Understanding how groups function,
communicate, and make decisions is essential for designing systems that
support effective teamwork. Key aspects of group working include:
Diagrammatic Notations
Dialog Semantics
This section emphasizes the importance of meaning and interpretation in
interactive dialogues. Ensuring that dialogues are clear, unambiguous,
and consistent with user expectations is crucial for creating positive user
experiences. Key considerations include:
Groupware
Groupware encompasses software applications explicitly created
to facilitate collaboration and communication among individuals
working together as a team. These applications strive to bridge
geographical distances, streamline workflows, and enhance collective
productivity.
o Examples:
o Examples:
o Examples:
Validations
Validations are crucial for ensuring that the designed system effectively
meets the needs and expectations of its users. It involves employing
systematic methods to evaluate the usability and effectiveness of the
designed interface. Three core validation methods are discussed in the
sources:
Usability Testing
Interface Testing
Benefits of UAT:
Issue Detection: UAT can uncover issues that may not have been
identified during earlier testing stages, as real users often interact
with the system in unexpected ways.
Context-Awareness
Context-awareness empowers systems to understand and adapt
to the user's environment, situation, and preferences. This ability
to dynamically adjust behavior based on context opens up possibilities for
more personalized, relevant, and helpful interactions.
Contextual Information:
Time: The time of day, day of the week, and time zone influence
user behavior and needs. Context-aware systems can adjust their
responses based on temporal factors. For example, a smart home
system might automatically dim the lights in the evening.
Benefits of Context-Awareness:
Perception in HCI
Perception in HCI explores how users perceive and interpret
information presented by the system. This field draws on principles
from visual perception, cognitive psychology, and human factors to design
interfaces that are easy to understand, use, and remember.
The Past
The Present
The Future
o MR: Blends the real and virtual worlds, allowing digital objects
to interact with the physical environment.
Input-Output Channels
Other senses, such as smell and taste, are also being explored for
HCI.
Human Memory
Emotion
Individual Differences
Gender.
Cultural background.
Display Devices
HMDs.
Motion trackers.
The KLM predicts user performance time for tasks involving keyboard
interactions, focusing on keystrokes and command execution. It uses
"operators" to represent basic actions, such as keystroking (K), pointing
(P), homing (H), and mental preparation (M). KLM considers the impact of
encoding methods, like keyboard layout and symbol representation, on
user performance. It also offers guidelines for strategically placing mental
preparation operators (M) to minimize planning time and enhance
efficiency.
Goals: The desired end state a user wants to achieve (e.g., "save a
document").
Physical Models
Physical models, like Fitts' Law, describe and predict user actions in the
physical world, particularly motor movements and coordination. Fitts' Law
predicts the time it takes to point to a target on a screen based on
distance and target width. This principle has significant implications for
button and menu design, touchscreen design, and cursor control.
Module 4, "HCI Design Guidelines: Shneiderman, Norman, and
Nielsen Heuristics," introduces a set of guidelines, principles, and
heuristics to enhance the usability and user experience of interactive
systems. These guidelines are based on years of research and practice in
the field of Human-Computer Interaction (HCI).
6. Design for Error: Anticipate user errors and design for error
prevention and recovery.
Face-to-Face Communication
Conversation
Text-Based Communication
Group Working
Dialog Design
Dialog Semantics
Ensuring dialogues are clear, unambiguous, consistent, and aligned with
user expectations is crucial for positive user experiences. Key
considerations include:
Groupware
Examples of frameworks:
Validations
Validations are crucial for confirming that a system effectively meets user
needs and functions as intended. Different types of testing evaluate
various aspects of the system, including usability, interface functionality,
and user acceptance.
The Past
The advent of the World Wide Web introduced new challenges and
opportunities for HCI design, considering navigation, information
architecture, and user devices.
The Present
Mobile HCI has grown due to the proliferation of smartphones and
tablets, posing unique design challenges for small screens and
touch interactions.
The Future