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HUMAN COMPUTER INTERACTION Subject Code : DCM 214 CHAPTER 1 PRINCIPLE AND GUIDLINES 1 Prepared by : NURAINI MOHD GHANI

Chapter 1 principle and guidlines

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Page 1: Chapter 1   principle and guidlines

HUMAN COMPUTER INTERACTIONSubject Code : DCM 214

CHAPTER 1PRINCIPLE AND GUIDLINES

1Prepared by : NURAINI MOHD GHANI

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Related Fields

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"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 phenomena surrounding them." Association for Computing Machinery –Equivalent terms are CHI and MMI–Usability Engineering focuses on design and implementation process

Earlier fields of Human Factors & Ergonomics –More stress on physical issues; and on optimising (work) processes; concerns interaction with all kinds of human artifacts

User Interface Design –Focus on interface, i.e. tends to assume deeper function is fixed

User/Human Centred Design –Approach to software engineering with user focus at all stages –Participatory Design explicitly includes users in design process

Interaction Design –Wider scope than computer, and more emphasis on cognitive/experiential factors than traditional HF.

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HCI in the design process

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Waterfall Model

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HCI in the design process

The spiral lifecycle model (Boehm, 1988) ; Importance of interaction in good design.

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HCI in the design processAgile development e.g. eXtreme Programming (agilemanifesto.org): emphasises tight iteration in short timescales, close collaboration with customer

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General Framework

Complex problem : we don’t have a full of the part, or their interaction.Note that a particular desired outcome may be achieved by changing any one of these factors or interaction.

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Input

OutputComputerHuman

TaskPerformance

Interface

Observation

Articulation

Presentation

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Why is interaction difficult?

Examples of errors

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Why is interaction difficult?The problem from the human perspective

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Why is interaction difficult?The problem from the human perspective

This is called the ‘Action Cycle’ following Norman (1988)

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Norman’s Action Cycle

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Norman proposed that actions are performed incycles:

1.Establish a goal 2.Execute the action 3.Evaluate the action

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Norman’s Action Cycle2.Stages of execution

A. Form a plan for the task, a sequence

of system operations to be performed on

system entities .

B. Translate the plan into an action

specification consistent with the

interface ‘input’ language.

C. Output the action specification

as a sequence of lexical tokens using the

system input devices.

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Norman’s Action Cycle3.Stages of evaluation D. Observe the systemresponse as e.g., visual,auditory tokens generated by outputdevices .

E. Interpret the output interms of changes in thesystem state, e.g., entity properties.

F. Determine whether the new system state isconsistent with what was intended

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Errors

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Errors

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Errors

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Design Rules for HCI

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#Many sets of rules have been proposedto encapsulate understanding and bestpractice –Operate at various levels

#principles –abstract design rules–“an interface should be easy to navigate”

#guidelines –advice on how to achieve principle–may conflict; understanding theory helps resolve –“use colour to highlight links”

#standards –specific rules, measurable–“MondoDesktop links are RGB #1010D0”

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Design Rules for HCIISO 9241, Ergonomic of Human System Interaction, adopt traditional usability categories with specific measure. E.g.:

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UsabilityObjective

Effectiveness measures

Efficiencymeasures

Satisfaction measures

Suitability for the task

Appropriate for trained users

Lean ability

Error tolerance

Percentage of goal achieved

Number of power features used

Percentage of functions learned

Percentage of error corrected successfully

Time to complete a task

Efficiency relative to expert user

Time to learn criterion

Time spent on correcting errors

Rating scale for satisfaction

Rating scale for ease of learning

Rating scale for ease of learning

Rating scale for error handling

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Design Rules for HCI

Shneiderman’s 8 Golden Rules (1987) :*Strive for consistency

*Enable frequent users to use shortcuts*Offer informative feedback*Design dialogs to yield closure*Offer error prevention and simple error*Permit easy reversal of actions*Support internal locus of control*Reduce short-term memory load

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Design Rules for HCINorman’s 7 principles (1988):

*Use both knowledge in the world and knowledge in the head

*Simplify the structure of tasks*Make things visible*Get the mappings right*Exploit the power of constraints, both natural

and artificial*Design for error*When all else fails, standardize

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Design Rules for HCINielsen’s 10 usability Heuristics (1994):

*Visibility of system status*Match between systems and the real world*User control and freedom*Consistency and standard*Help users recognize, diagnose and recover from

error*Error prevention*Recognition rather than recall*Flexibility and efficiency of use*Aesthetic and minimalist design*Help and documentation

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Consolidate the three lists here. Mark any you don’t understand with *

Eg : Consistency (Nor 7, Shn1, Nie 4)

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Usability Principle form Dix Chapter7

Learn ability*the ease with which new users can begin effective

interaction and achieve maximal performance

Flexibility*the multiplicity of way the user and system

exchange information

Robustness*the level of support provided to the user in

determining successful achievement of goal-directed behavior

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Where do these rules come from?

Many seem like common sense - but often violated*Home exercise :pick one everyday object and one piece of

software and assess with respect to these rules.Some are grounded in our understanding of how humans perceive, think and learn.Some are the result of empirical study.Some are derived from particular characterisations of the nature of human actionSome are collection of experienceIn this course we will study the background and justification of these rules and elaborate on how the can be applied in specific contexts.

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THANK YOUSEE YOU NEXT CLASS

AND

DON’T FORGET FINISH YOUR HOMEWORK

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