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HUMAN COMPUTER INTERACTION

Unit-1

HUMAN COMPUTER INTERACTION


Humancomputer interaction (HCI), alternatively man machine interaction (MMI) or computerhuman interaction (CHI) is the study of interaction between people (users) and computers. 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 phenomenon

surrounding them."

What is Human-computer Interaction?


the study of interaction between users and computers. Often regarded as intersection of computer science, behavioral sciences, design and several other fields of study. The Association for Computing Machinery defines human-computer interaction as "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."

Interaction
Interaction between users and computers occurs at the user interface includes both software and hardware .

A basic goal of HCI is


to improve the interactions between users and computers by making computers more usable and friendly to the user's needs.

A long term goal of HCI is


to design systems that minimize the barrier between the human's cognitive (the process of thought) model of what they want to accomplish and the computer's understanding of the user's task

Why is HCI important?


Users lose time with badly designed products and services Users even give up using bad interface

Defining the User Interface


User interface design is a subset of a field of study called humancomputer 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, physical limitations and abilities people possess, how information processing systems work, 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 / her needs to the computer.

Some common input components are the keyboard, mouse, trackball,


one's finger, and one's voice. 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.

Good Interface Design 1


Users should be able to use an interface:
Tasks can be completed without risk e.g. flying an aeroplane. Being able to do the right task and do it well e.g. videoing a TV programme

SAFELY
EFFECTIVELY

EFFICIENTLY

To carry out tasks quickly and correctly e.g. at a cashpoint


Users should be able to enjoy what they are doing, not be frustrated by the interface e.g. educational programs

ENJOYABLY

Good Interface Design 2


There are four considerations for an interface designer:

WHO
WHAT
ENVIRONMENT

Who is going to use the system, what are their ages, etc.?
What tasks are they likely to want to perform? Repetitive, complex, simple, etc.

Where is the computer to be used? In a hazardous or noisy environment?


What is technologically available? Designers should not add elements to the interface that cannot actually be used out easily.

FEASIBILITY

User Interfaces 4 Types


1. Command Line Interface (CLI)
A CLI displays a prompt, the user types a command on the keyboard and executes the command. The computer executes the command, providing textual output.

2. Menu Driven Interface


The user has a list of items to choose from, and can make selections by highlighting one.

User Interfaces 4 Types


3. Graphical User Interface (GUI)
Uses windows, icons, menus and pointers (WIMP) which can be manipulated by a mouse (and often to an extent by a keyboard as well).

4. Natural Language Interface


Can range from simple command systems to voice activated text processing. Commands are spoken in normal language.

Command Line Interfaces 1


Advantages
Very flexible with the use of switches (options) Good for expert users - can quickly access commands Uses the fewest system resources

Command Line Interfaces 2


Disadvantages
Requires the user to learn complex commands or language Hidden features i.e. if you dont know the commands you wont know the features are there!

Not very good for novice users

Command Line Interfaces 3


Command Line Interface Applications
System administration Engineering applications Scientific applications Ideal for visually impaired users!!!

Menu Driven Interfaces 1


Advantages
No need to learn complex commands/language Easier for a novice to learn/use Ideal when there are a limited number of options (efficient)

Menu Driven Interfaces 2


Disadvantages
Can be frustrating for experienced users i.e. the command they want to use is buried 5 levels deep!!!! User interface may be limited by screen space and number of options available

Menu Driven Interfaces 3


Menu Driven Applications
ATM Mobile Phone MP3 Player Video recorder Household Devices Digital/Cable TV

Graphical User Interfaces 1


Most suitable interface for inexperienced or novice users but GUIs use more system resources than other types of interface

Graphical User Interfaces 2


Many generic packages for a GUI will share common features
Layout of the screen Names given to commands Icons Order of menus Mouse operation Dialog boxes

Benefits of a common interface


There are five advantages to the common user interface:
1 Increased speed of learning 2 Ease of use 5 Greater range of software available to the average computer user

3 Confidence for novice users 4 Increase the range of solvable tasks by users

Natural Language Interfaces 1


Advantages
No training required you just tell the computer what you want to do!
Can be quicker than keyboard entry Hands-free could be invaluable in some environments

Can be used by the disabled

Natural Language Interfaces 2


Disadvantages
Emerging technology still contains bugs
Difficulty dealing with homonyms Difficult to recognise all the different ways of saying things (and regional dialects)

Artificial languages are often more precise

Overview: Map of Human Computer Interaction


Use and Context Social Organization and Work Application Areas Human Human Information Processing Language, Communication and Interaction Computer Dialogue Techniques Computer Graphics Human-Machine Fit and Adaptation

Aa
Ergonomics Dialogue Genre Input and Output Devices Dialogue Architecture

Evaluation Techniques

Example Systems and Case Studies Design Approaches Development Process

Implementation Techniques and Tools

Use and context of computers


Social organization and work humans are interacting social beings considers models of human activity: small groups, organizations, socio-technical systems quality of work life Application areas characteristics of application domains, e.g. individual vs group work popular styles document production, communications, design, tutorials and help, multimedia information kiosks, continuous control (cockpits, process control), embedded systems (copiers, home appliances)

Human-machine fit and adaptation improve the fit between the designed object and its use how systems are selected and adopted; how users improvise routine systems; how systems adapt to the user (customization); how users adapt to the system (training, ease of learning); user guidance (help, documentation, error-handling)

Human characteristics

To understand the human as an information-processing system, how humans communicate, and peoples physical and psychological requirements Human information processing characteristics of the human as a processor of information memory, perception, motor skills, attention, problem-solving, learning and skill acquisition, motivation, conceptual models, diversity... Language, communication and interaction aspects of language syntax, semantics, pragmatics; conversational interaction, specialized languages Ergonomics anthropometric and physiological characteristics of people and their relationship to workspace and the environment arrangement of displays and controls; cognitive and sensory limits; effects of display technology; fatigue and health; furniture and lighting; design for stressful and hazardous environments; design for the disabled...

Computer system and interface architecture


The specialized components computers have for interacting with people Input and output devices mechanics and characteristics of particular hardware devices, performance characteristics (human and system), esoteric devices, virtual devices Dialogue techniques the basic software architecture and techniques for interacting with humans e.g. dialog inputs and outputs; interaction styles; issues Dialog genre The conceptual uses to which the technical means are put e.g. interaction and content metaphors, transition management, style and aesthetics Computer graphics basic concepts from computer graphics that are especially useful to HCI Dialogue architecture software architecture and standards for interfaces e.g., screen imaging; window managers; interface toolkits; multi-user architectures, look and feel, standardization and interoperability

The Development Process


The construction and evaluation of human interfaces Design approaches the process of design e.g. graphical design basics (typography, color, etc); software engineering; task analysis; industrial design... Implementation techniques and tools tactics and tools for implementation, and the relationship between design, evaluation and implementation e.g. prototyping techniques, dialog toolkits, object-oriented methods, data representation and algorithms Evaluation techniques philosophy and specific methods for evaluation e.g. productivity, usability testing, formative and summative evaluation Example systems and case studies classic designs to serve as example of interface design genres

Why study human use of computer systems?


Business view: to use humans more productively/effectively the human costs now far outweigh hardware and software costs Personal view: people view computers as appliances, and want it to perform as one Marketplace view: everyday people using computers now expect easy to use system not tolerant of poorly designed systems little vendor control of training heterogeneous group if product is hard to use, people will seek other products eg Mac vs IBM (Microsoft Windows)

Why study human use of computer systems?


The system view: complex human complex computer complex interface between the two

The human factors view: humans have necessary limitations errors are costly in terms of loss of time loss of money loss of lives in critical systems loss of morale design can cope with such limitations!

Why study human use of computer systems?


The social view: Computers contribute to critical parts of our society, and cannot be ignored educate our children take medical histories and provide expert advice keep track of our credit worthiness play(?) war games (and help form policies) control air and ground traffic flow book travel control chemical/oil/nuclear plants control space missions assist humans with their everyday tasks (office automation) control complex machines (aircraft, space shuttles, super tankers) help control consumer equipment (cars, washing machines) entertainment (games, intellectual stimulation).

In all these views, economics and human best interests are aligned

You know now


The HCI discipline includes the study of:
the use and context of computers human characteristics computer system and interface architecture the development process

HCI is worth studying because it aligns both human interests and economic interests

A Brief History of the Human-Computer Interface


The need for people to communicate with each other has existed since we first walked upon this planet. The lowest and most common level of communication modes we share are movements and gestures. Movements and gestures are language independent, that is, they permit people who do not speak the same language to deal with one another. The next higher level, in terms of universality and complexity, is spoken language. Most people can speak one language, some two or more. A spoken language is a very efficient mode of communication if both parties to the communication understand it.

At the third and highest level of complexity is written

language. While most people speak, not all can write.


But for those who can, writing is still nowhere near as efficient a means .of communication as speaking.

In modern times, we have the typewriter, another step


upward in communication complexity. Significantly fewer people type than write. (While a practiced typist can find typing faster and more efficient than handwriting, the unskilled may not find this the case.) Spoken language, however, is still more efficient than typing, regardless' of typing skill level.

Through its first few decades, a computer's ability to deal

with human communication was inversely related to what


was easy for people to do. The computer demanded rigid, typed input through a keyboard; people responded slowly using this device and with varying degrees of skill. The human-computer dialog reflected the computer's preferences, consisting of one style or a combination of styles using keyboards, commonly referred to as

Command

Language,

Question

and

Answer,

Menu

selection, Function Key Selection, and Form Fill-In.

Throughout the computer's history, designers have been

developing, with varying degrees of success, other


human-computer interaction methods that utilize more general, widespread, and easier-to-Iearn capabilities: voice and handwriting. Systems that recognize human speech and handwriting

now exist, although they still lack the universality and


richness of typed input.

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