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User Interfaces 4. BTECH : IT WIKI PAGE: https://userinterfaces4.wikispace.com. What is HCI. Human Computer Interaction Usability Useful vs Usable Usability in existing systems. Examples of interactive systems. ATM’s Cell phones Video Recorders Websites Computer Applications. - PowerPoint PPT Presentation
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User Interfaces 4
BTECH: ITWIKI PAGE:
https://userinterfaces4.wikispace.com
What is HCI• Human Computer Interaction• Usability• Useful vs Usable• Usability in existing systems
Examples of interactive systems
• ATM’s• Cell phones• Video Recorders• Websites• Computer Applications
Usability• Useful: the system supports user objectives• Usable: it supports user objectives in easy-
to-use ways• Accessible: it can be used by the full range
of intended users
“Every designer wants to build a high-quality interactive system that is admired by colleagues, celebrated by users, circulated widely, and imitated frequently. “ (Shneiderman, 1998)
ExeciseEvaluate each of the following in terms of usefulness, usability and accessibility, motivating your answer with an example:• Finding your lectures and venues• Finding out online whether a
particular movie is showing and the show times
• Ordering pizza by phone
Natural Computing• Humans are capable of processing
information
• Three linked aspects:o User: user as focus, user modellingo Designer: understand human information
processing, understand intended userso Sustainability: support activities to
achieve objectives
User-centred Design (UCD)
• Target users (preferences and requirements)
• Simple models of users, tasks and technological systems
• Interactive process• Prototyping and evaluation of alternatives
by users
The old computing is what computers can do, the new computing is what users can do (Shneiderman, 2002)
Examples
Designer I nterface
User 1
User 2
Design from 1st Principles
Designing by copying
What is beautiful?
Principles of natural computing
• Natural computing• What users can do• Modelling users• Understanding the domain• Understanding human learning• Meaning as a basis for practical learning
Natural computing• People and technologies work with symbols• Sciences involved: cognitive science,
cognitive psychology, human-computer interaction, interaction design, sociology and anthropology
What users can do• Target users• Frequency of use: novices, casual users,
regular• Application knowledge: experts, operators• Tasks to be performed: use part of a
system, decisions based on data from transactions, maintenance of system
• Assumed skills: skills acquired independently of particular application
• Attitudes: regard software as a challenge, conservative, preferred modes of interaction
Modelling users• A working model of human,
natural computation• Simplex Theory:
oTheory to guide good practice design
oFramework to capture current research findings
(Simple enough to guide best practice and complex enough to encompass current research issues)
Understanding the domain
• “Domain”of the system, e.g. accounting, medical, POS, etc.
• Wide range of disciplines• Use experts in domain to id understanding
Understanding human learning
• Psychology: how information is processed• Cognitive psychology: Theories of human
perception
Meaning as a basis for practical learning
• Not just a set of rules to be applied • Context important• People important• Link between theory and practice to
encourage better understanding
EXERCISE• Research and write a short paragraph
on one of the following, referencing appropriately, and paste it to the wiki page using your student number:oVon Neumann machinesoFuzzy logicoAdaptive and adaptable systemsoFault tolerant and self-repairing
systems
Core concepts• User Model• Universal access• Design for all• Inclusive design• Task Models• Technological platform
Exercise• Find definitions/descriptions for all
the “core concepts
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