Introduction
Human–computer interaction (HCI) was
previously known as the man-machine studies
or man-machine interaction. It deals with the
design, execution and assessment of computer
systems and related phenomenon that are for
human use.
Interaction is a concept to be distinguished
from another similar term, interface.
Interaction- refers to an abstract model by
which humans interact with the computing
device for a given task, and an interface is a
choice of technical realization (hardware or
software) of such a given interaction model.
The letter I in HCI refers to both interaction and
interface, encompassing the abstract model and
the technological methodology
High usability - means that the resulting
interfaces are easy to use, efficient for the task,
ensure safety, and lead to a correct completion
of the task. Usable and efficient interaction with
the computing device in turn translates to
higher productivity.
1. Know Thy User
2. Understand the Task
3. Reduce Memory Load
4. Strive for Consistency
5. Remind Users and Refresh Their Memory
6. Prevent Errors/Reversal of Action
7. Naturalness
“Know thy user,” - This principle simply
states that the interaction and interface
should cater to the needs and
capabilities of the target user of the
system in design.
This overall concept was well captured
by the phrase, “Know thy user,” coined by
Hansen in 1971.
Another almost-commonsensical principle is to
base HCI design on the understanding of
the task.
The term task refers to the job to be
accomplished by the user through the use of
the interactive system.
Designing interaction with as little memory
load as possible is a principle that also has a
theoretical basis. Humans are certainly more
efficient in carrying out tasks that require less
memory burden, long or short term.
Keeping the user’s short-term memory load
light is of particular importance with regard to
the interface’s role as a quick and easy
guidance to the completion of the task.
The capacity of the human’s short-term
memory (STM) is about 5–9 chunks of
information (or items meaningful with
respect to the task), famously known as the
“magic number” .
In the longer term, one way to unburden the memory
load is to keep consistency. This applies to both within an
application and across different applications and both the
interaction model and interface implementation.
One way the Microsoft Windows®–based applications
maintain their competitiveness is by promoting consistent
and familiar interface.
Any significant task will involve the use of
memory, so another good strategy is to
employ interfaces that give continuous
reminders of important information and
thereby refresh the user’s memory. The
human memory dissipates information quite
quickly, and this is especially true when
switching tasks in multitasking situations
(which is a very prevalent form of interaction
these days).
While supporting a quick completion of the task
is important, error free operation is equally
important. As such, the interaction and
interface should be designed to avoid confusion
and mental overload. Naturally, all of the
aforementioned principles apply here. In
addition, one effective technique is to present or
solicit only the relevant information/action as
required at a given time. Inactive menu items
are good examples of such a technique. Also,
having the system require the user to choose
from possibilities (e.g., menu system) is generally
a safer approach than to rely on recall.
The final major HCI principle is to favor
“natural” interaction and interfaces.
Naturalness refers to a trait that is reflective
of various operations in our everyday life. For
instance, a perfect HCI may one day be
realized when a natural language–based
conversational interface is possible, because
this is the prevalent way that humans
communicate. However, it can be tricky to
directly translate real-life styles and modes of
interaction to and for interaction with a computer.
DEFINING THE USER
INTERFACE
User interface design is a subset of a field
of study called human-computer interaction
(HCI).
The user interface is to 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.
DEFINING THE USER
INTERFACE
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.
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.
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-learn capabilities: voice and
handwriting.
A BRIEF HISTORY OF
SCREEN DESIGN
Developers have been designing screens
since a cathode ray tube display was first
attached to a computer, more widespread
interest in the application of good design
principles to screens did not begin to
emerge until the early 1970s, when IBM
introduced its 3270 cathode ray tube
text-based terminal.
Figure 1.1. 3270 cathode ray tube text-based terminal
Figure 1.2. Text Based Screen Design
GRAPHICAL SYSTEMS ADVANTAGES
AND DISADVANTAGES
ADVANTAGES
Symbols recognized faster than text
Faster learning
Faster use and problem solving
Easier remembering
More natural
Exploits visual/spatial cues
Fosters more concrete thinking
Provides context
Fewer errors
Increased feeling of control
Immediate feedback
Predictable system responses
Easily reversible actions
Less anxiety concerning use
More attractive
May consume less space
Replaces national languages
Easily augmented with text displays
Smooth transition from command language system
DISADVANTAGES
Greater design complexity.
Learning still necessary
Replaces national languages
Easily augmented with text displays
Smooth transition from command language system
Lack of experimentally-derived design guidelines
use a pointing device may also have to be learned
Working domain is the present
Human comprehension limitations
Window manipulation requirements
Production limitations
Few tested icons exist
Inefficient for touch typists
Inefficient for expert users
Not always the preferred style of interaction
Not always fastest style of interaction
Increased chances of clutter and confusion
May consume more screen space
Hardware limitations
CHARACTERISTICS OF THE GRAPHICAL USER
INTERFACE
Sophisticated Visual Presentation:
Visual presentation is the visual aspect of
the interface. It is what people see on the
screen. The sophistication of a graphical
system permits displaying lines, including
drawings and icons.
Restricted Set of Interface Options:
The array of alternatives available to the
user is what is presented on the screen or
may be retrieved through what is presented
on the screen, nothing less, nothing more. This
concept fostered the acronym WYSIWYG.
CHARACTERISTICS OF THE GRAPHICAL USER
INTERFACE
Pick-and-Click Interaction:
The primary mechanism for performing this
pick-and-click is most often the mouse and its
buttons. The user moves the mouse pointer to the
relevant element (pick) and the action is signaled
(click).
Visualization:
Visualization is a cognitive process that allows
people to understand. Effective visualizations can
facilitate mental insights, increase productivity, and
for faster and more accurate use of data.
CHARACTERISTICS OF THE GRAPHICAL USER
INTERFACE
Object Orientation:
A graphical system consists of objects and actions.
Objects are what people see on screen. They are
manipulated as a single unit. A constraint is a stronger
object relationship. A container is an object in which
other objects exist. Persistence is the maintenance of
a state once it is established.
Use of Recognition Memory :
Continuous visibility of objects and actions
encourages use of a person's more powerful
recognition memory. The "out of sight, out of mind"
problem is eliminated