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HUMAN COMPUTER INTERACTIONSubject Code : DCM 214
CHAPTER 1PRINCIPLE AND GUIDLINES
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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.
HCI in the design process
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Waterfall Model
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
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
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”
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
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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