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HUMAN COMPUTER
INTERACTION
Subject Code : DCM 214




                    CHAPTER 1
     PRINCIPLE AND GUIDLINES

                         Prepared by : NURAINI MOHD GHANI   1
Related Fields
"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.
                                                       Prepared by : NURAINI MOHD GHANI     2
HCI in the design process
Waterfall Model




                  Prepared by : NURAINI MOHD GHANI   3
HCI in the design process
 The spiral lifecycle model (Boehm, 1988) ;
 Importance of interaction in good design.




                        Prepared by : NURAINI MOHD GHANI   4
HCI in the design process
 Agile development e.g. eXtreme Programming
 (agilemanifesto.org): emphasises tight iteration in short
 timescales, close collaboration with customer




                                  Prepared by : NURAINI MOHD GHANI   5
General Framework
                         Task
       Articulation                  Performance
                        Input

      Human                               Computer
                       Output
       Observation                    Presentation

                      Interface

 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.

                                  Prepared by : NURAINI MOHD GHANI   6
Why is interaction difficult?
Examples of errors




                     Prepared by : NURAINI MOHD GHANI   7
Why is interaction difficult?
The problem from the human perspective




                       Prepared by : NURAINI MOHD GHANI   8
Why is interaction difficult?
 The problem from the human perspective




 This is called the ‘Action Cycle’ following Norman
 (1988)
                                Prepared by : NURAINI MOHD GHANI   9
Norman’s Action Cycle
Norman proposed that
actions are performed in
cycles:

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




                           Prepared by : NURAINI MOHD GHANI   10
Norman’s Action Cycle
2.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.


                                            Prepared by : NURAINI MOHD GHANI   11
Norman’s Action Cycle
3.Stages of evaluation
D. Observe the system
response as e.g., visual,
auditory tokens
generated by output
devices .

E. Interpret the output in
terms of changes in the
system state, e.g.,
entity properties.

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

                             Prepared by : NURAINI MOHD GHANI   12
Errors




         Prepared by : NURAINI MOHD GHANI   13
Errors




         Prepared by : NURAINI MOHD GHANI   14
Errors




         Prepared by : NURAINI MOHD GHANI   15
Design Rules for HCI
#Many sets of rules have been proposed
to encapsulate understanding and best
practice
–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”
                                             Prepared by : NURAINI MOHD GHANI   16
Design Rules for HCI
  ISO 9241, Ergonomic of Human System Interaction,
  adopt traditional usability categories with specific
  measure. E.g.:
     Usability          Effectiveness            Efficiency             Satisfaction
     Objective           measures                measures                measures
 Suitability for the   Percentage of goal    Time to complete a       Rating scale for
 task                  achieved              task                     satisfaction

 Appropriate for       Number of power       Efficiency relative to   Rating scale for ease
 trained users         features used         expert user              of learning

 Lean ability          Percentage of         Time to learn            Rating scale for ease
                       functions learned     criterion                of learning

 Error tolerance       Percentage of error   Time spent on            Rating scale for error
                       corrected             correcting errors        handling
                       successfully



                                                     Prepared by : NURAINI MOHD GHANI          17
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


                              Prepared by : NURAINI MOHD GHANI   18
Design Rules for HCI
 Norman’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
                              Prepared by : NURAINI MOHD GHANI   19
Design Rules for HCI
 Nielsen’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
                              Prepared by : NURAINI MOHD GHANI   20
Consolidate the three lists here. Mark
any you don’t understand with *

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




                         Prepared by : NURAINI MOHD GHANI   21
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
                                 Prepared by : NURAINI MOHD GHANI   22
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 action
 Some are collection of experience
 In this course we will study the background and
 justification of these rules and elaborate on how the can
 be applied in specific contexts.
                                 Prepared by : NURAINI MOHD GHANI   23
THANK YOU
   SEE YOU NEXT CLASS


         AND

DON’T FORGET FINISH
  YOUR HOMEWORK

              Prepared by : NURAINI MOHD GHANI   24

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Chapter 1 principle and guidlines

  • 1. HUMAN COMPUTER INTERACTION Subject Code : DCM 214 CHAPTER 1 PRINCIPLE AND GUIDLINES Prepared by : NURAINI MOHD GHANI 1
  • 2. Related Fields "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. Prepared by : NURAINI MOHD GHANI 2
  • 3. HCI in the design process Waterfall Model Prepared by : NURAINI MOHD GHANI 3
  • 4. HCI in the design process The spiral lifecycle model (Boehm, 1988) ; Importance of interaction in good design. Prepared by : NURAINI MOHD GHANI 4
  • 5. HCI in the design process Agile development e.g. eXtreme Programming (agilemanifesto.org): emphasises tight iteration in short timescales, close collaboration with customer Prepared by : NURAINI MOHD GHANI 5
  • 6. General Framework Task Articulation Performance Input Human Computer Output Observation Presentation Interface 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. Prepared by : NURAINI MOHD GHANI 6
  • 7. Why is interaction difficult? Examples of errors Prepared by : NURAINI MOHD GHANI 7
  • 8. Why is interaction difficult? The problem from the human perspective Prepared by : NURAINI MOHD GHANI 8
  • 9. Why is interaction difficult? The problem from the human perspective This is called the ‘Action Cycle’ following Norman (1988) Prepared by : NURAINI MOHD GHANI 9
  • 10. Norman’s Action Cycle Norman proposed that actions are performed in cycles: 1.Establish a goal 2.Execute the action 3.Evaluate the action Prepared by : NURAINI MOHD GHANI 10
  • 11. Norman’s Action Cycle 2.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. Prepared by : NURAINI MOHD GHANI 11
  • 12. Norman’s Action Cycle 3.Stages of evaluation D. Observe the system response as e.g., visual, auditory tokens generated by output devices . E. Interpret the output in terms of changes in the system state, e.g., entity properties. F. Determine whether the new system state is consistent with what was intended Prepared by : NURAINI MOHD GHANI 12
  • 13. Errors Prepared by : NURAINI MOHD GHANI 13
  • 14. Errors Prepared by : NURAINI MOHD GHANI 14
  • 15. Errors Prepared by : NURAINI MOHD GHANI 15
  • 16. Design Rules for HCI #Many sets of rules have been proposed to encapsulate understanding and best practice –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” Prepared by : NURAINI MOHD GHANI 16
  • 17. Design Rules for HCI ISO 9241, Ergonomic of Human System Interaction, adopt traditional usability categories with specific measure. E.g.: Usability Effectiveness Efficiency Satisfaction Objective measures measures measures Suitability for the Percentage of goal Time to complete a Rating scale for task achieved task satisfaction Appropriate for Number of power Efficiency relative to Rating scale for ease trained users features used expert user of learning Lean ability Percentage of Time to learn Rating scale for ease functions learned criterion of learning Error tolerance Percentage of error Time spent on Rating scale for error corrected correcting errors handling successfully Prepared by : NURAINI MOHD GHANI 17
  • 18. 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 Prepared by : NURAINI MOHD GHANI 18
  • 19. Design Rules for HCI Norman’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 Prepared by : NURAINI MOHD GHANI 19
  • 20. Design Rules for HCI Nielsen’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 Prepared by : NURAINI MOHD GHANI 20
  • 21. Consolidate the three lists here. Mark any you don’t understand with * Eg : Consistency (Nor 7, Shn1, Nie 4) Prepared by : NURAINI MOHD GHANI 21
  • 22. 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 Prepared by : NURAINI MOHD GHANI 22
  • 23. 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 action Some are collection of experience In this course we will study the background and justification of these rules and elaborate on how the can be applied in specific contexts. Prepared by : NURAINI MOHD GHANI 23
  • 24. THANK YOU SEE YOU NEXT CLASS AND DON’T FORGET FINISH YOUR HOMEWORK Prepared by : NURAINI MOHD GHANI 24