Professional Documents
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the computer
the interaction(FIGURE)
the paradigms
the primary objective of an interactive system is to allow the user to achieve
particular goals in some application domain, that is, the inter- active system
must be usable. The designer of an interactive system, then, is posed with
two open questions: 1. How can an interactive system be developed to
ensure its usability? 2. How can the usability of an interactive system be
demonstrated or measured? One approach to answering these questions is
by means of example, in which suc- cessful interactive systems are
commonly believed to enhance usability and, there- fore, serve as paradigms
for the development of future products. they are- time sharing,programming
toolkits,video display unit,personal computing,window system and wimp
interface,the www,ubiquitous computing.
Design Well, this is all about design, but there is a central stage when you
move from what you want, to how to do it
Iteration and prototyping Humans are complex and we cannot expect to get
designs right first time. We therefore need to evaluate a design to see how
well it is working and where there can be improvements.
Implementation and deployment Finally, when we are happy with our design,
we need to create it and deploy it. This will involve writing code, perhaps
making hardware, writing documentation and manuals – everything that goes
into a real system that can be given to others.
HCI IN DESIGN PROCESS(waterfall model figure)
Requirements specification
Architectural design
Detailed design
The detailed design for a component of the system should be in such a form
that it is possible to implement it in some executable programming language.
After coding, the component can be tested to verify that it performs correctly
DESIGN RULES
Learnability – the ease with which new users can begin effective interaction
and achieve maximal performance.
Flexibility – the multiplicity of ways in which the user and system exchange
information.
Predictability,Synthesizability,Familiarity,Generalizability,Consistency.
Dialog initiative,Multi-threading,Task
migratability,Substitutivity,Customizability.
Observability,Recoverability,Responsiveness,Task conformance.
IMPLEMENTATION SUPPORT
Programming tools for interactive systems provide a means of effectively
translating abstract designs and usability principles into an executable form.
These tools provide different levels of services for the programmer.
Interaction toolkits abstract away from the physical separation of input and
output devices, allowing the programmer to describe behaviors of objects at
a level similar to how the user perceives them.
Despite the availability of toolkits and the valuable abstraction they provide
pro- grammers, there are still significant hurdles to overcome in the
specification, design and implementation of interactive systems. The set of
programming and design techniques which are supposed to add another level
of services for interactive system design beyond the toolkit level are user
interface management systems, or UIMS for short. The main concerns of a
UIMS, for our purposes, are:
EVALUATION TECHNIQUE
Evaluation has three main goals: to assess the extent and accessibility of the
system’s functionality, to assess users’ experience of the interaction, and to
identify any specific problems with the system.
Heuristic evaluation
Model-based evaluation
Think aloud is a form of observation where the user is asked to talk through
what he is doing as he is being observed; for example, describing what he
believes is happening, why he takes an action, what he is trying to do.
An evaluation method must be chosen carefully and must be suitable for the
job. Factors distinguishing evaluation techniques
UNIVERSAL DESIGN
Multi-modal systems are those that use more than one human input
channel in the interaction. These systems may, for example, use: – speech –
non-speech sound – touch in interface – handwriting Recognization – gestures
recognization.
USER SUPPORT
User support should be: – available but unobtrusive – accurate and robust –
consistent and flexible.
There are many ways of providing user support and it is up to the designer to
decide which is most appropriate for any given system. However, there are a
number of things which the designer should take into account. First, the
design of user support should not be seen as an ‘add-on’ to system design.
Secondly, the designer should consider the content of the help and the
context in which it will be used before the technology that will be required.
Obviously, available technology is an important issue.
A.How is help requested?-The first decision the designer must make is how
the user will access help. There are a number of choices. Help may be a
command, a button, a function which can be switched on or off, or a separate
application
The second major decision that the designer must make is how the user will
view the help. In a windowed system it may be presented in a new window. In
other systems it may use the whole screen or part of the screen
2. Implementation issues