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Human-Computer Interaction

Human-Computer Interaction (HCI) focuses on designing, evaluating, and implementing interactive computing systems through iterative user feedback to refine designs. Key concepts include achieving a good fit between users, computers, and tasks to enhance performance and well-being, as well as understanding user attitudes through the Technology Acceptance Model. Effective user interface design emphasizes effectiveness, efficiency, user consideration, and feedback to improve user experience.

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0% found this document useful (0 votes)
13 views21 pages

Human-Computer Interaction

Human-Computer Interaction (HCI) focuses on designing, evaluating, and implementing interactive computing systems through iterative user feedback to refine designs. Key concepts include achieving a good fit between users, computers, and tasks to enhance performance and well-being, as well as understanding user attitudes through the Technology Acceptance Model. Effective user interface design emphasizes effectiveness, efficiency, user consideration, and feedback to improve user experience.

Uploaded by

ekhon247
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Human-Computer

Interaction
Introduction
The main tactic of HCI in systems analysis and design is to repeatedly elicit feedback from users about their
experiences with prototyped designs (which could be screens, forms, interfaces, and the like), refining the design
based on the suggested changes, and trying them with users again until the design is acceptable.
It is a multidisciplinary field that focuses on the design, evaluation, and implementation of interactive computing
systems for human use.

HCI is constructed on a succession of goal-related communicational events, here termed Interactive


Processes. It encompasses both the analysis and the development of conceptualization with a focus on
interactive processes using top-down model with the following hierarchical levels:
(1) HCI incorporates Interactive Processes;
(2) Interactive Processes are developed through the use of Modalities;
(3) Modalities support themselves in Information Dimensions.
Exploration of HCI

Let’s begin our exploration of HCI with some useful definitions that are commonly shared among those working in
the field.
FIT

A good fit between the HCI elements of the human, the Computer and the task that needs to be performed
leads to performance and well-being, as shown in the figure .

Just as it is important that new shoes comfortably fit the shape of your foot, hold up during the activity you
will be doing (such as running), and are made of a material (such as leather) that is durable and cost-
effective, so too is it important that the fit among the user, computer, and task all correspond.

Analysts want the best fit in their design. You want to make the best possible use of people in designing a
computerized task that is intended to meet an organizational objective. Better fit is meant to result in better
performance and greater overall well-being for the human involved in the system.
TASK

In the foregoing chapters you have learned many methods to help you understand, document, and
graphically depict the tasks that people currently perform in the organization. You have also learned
methods to help you design new tasks that will help people reach their objectives with the new
systems you are creating.

As you recall, tasks can be structured and routine, or they can be ill defined and without apparent
structure. Complex tasks that require human, system, and task interaction are supported by
ecommerce and Web systems, ERP systems, and wireless systems inside and outside the
organization.
PERFORMANCE

The definition of the word performance in the HCI context is also key. In this case, the term performance
refers to a combination of the efficiency involved in performing a task and the quality of the work that is
produced by the task. For example, if analysts are using high level software or a CASE tool to create data
flow diagrams in which they are proficient, we would predict that the quality of the data flow diagrams
produced would be high.

The performance is also efficient, because the analysts are using an automated tool with which they are
familiar. They can work rapidly, with good results. The task fits the objective, which is to create high-quality
data flow diagrams to document a system.
Well-being
Does using a CASE tool for producing UML diagrams or DFDs on a computer serve the analyst’s well-being? Yes,
because the task fits well with the analyst, the software, the objective, and the computer.

the analysts are working in an environment where they are physically comfortable, are psychologically stimulated to
be creative, and can be productive; also, each analyst’s work is valued by peers and clients, as well as valued
monetarily by the employing organization.

Psychological attitudes (the affective component) are also important. How users feel about themselves, their
identities, their work life, and performance can all be gauged through assessing their attitudes.
Technology Acceptance Model and Attitude
Cont.
The technology acceptance model (TAM), as proposed by Davis in 1989 and later refined and
improved by Davis and others, basically is a way for analysts to organize their thinking about whether
users will accept and use information technology.
It can be used to shape training following system development, but it can also be used early on in the
development process to gather user reactions to prototypes.
This motivation is primarily impacted by two key factors: perceived ease of use and perceived
usefulness.
Perceived ease of use refers to how easy potential users believe the technology will be to operate,
while perceived usefulness assesses whether they think the technology will aid in accomplishing
desired tasks.
Together, these factors shape the users’ attitudes toward using the technology, ultimately predicting
whether they will accept and utilize the system.
HCI model

HCI is the product of a sequence of communicational events, termed Interactive Processes


(IP), occurring in opposite directions:

1. First, the Initiative Interactive Process (IIP), where the emitter presents a request
(resorting to one or more output channels) that is acquired by the receiver (resorting to one
or more input channels;

2. And next, the Resolutive Interactive Process (RIP), where the receiver of the previous
request takes the role of an emitter and presents an answer (resorting to one or more output
channels) that is acquired by the original emitter that, now, takes the role of a receiver
(resorting to one or more input channels).
Cont.
User Interface Design Objectives

▸ To design a better user interface, use the following objectives:

• Effectiveness as achieved through design of interfaces that allow the user to access the system in a way that
is congruent with their individual needs

• Efficiency as demonstrated through interfaces that increase speed of data entry, and reduce errors

• User consideration as demonstrated in designing suitable interfaces, and providing appropriate feedback to
users from the system

• Generating usable queries

• Productivity as shown through following sound principles of design for user interfaces and work spaces
TYPES OF USER INTERFACE

Command-Language Interfaces : A command-language interface allows the user to control the


application with a series of keystrokes, commands, phrases, or some sequence of these three methods. The
simple syntaxes of command languages are considered to be close to natural language.
Command languages manipulate the computer as a tool by allowing the user to control the dialog.
Command language affords the user more overall flexibility and control.
Command languages require memorization of syntax rules that may prove to be obstacles for
inexperienced users. Experienced users tend to prefer command languages, possibly because of their faster
completion time.
Cont.

The key to graphical user interfaces (GUIS) is the constant feedback on task
accomplishment that they provide to users. Continuous feedback on the manipulated
object means that changes or reversals in operations can be made quickly, without
incurring error messages.

● GUIs provide a strong metaphor of the application.


● Allow direct manipulation of the graphical representation on the screen.
● It Requires more system sophistication than other interfaces
Evaluating User Interfaces
The five useful standards in evaluating the interfaces are
1. The training period for users should be acceptably short
2. Users early in their training should be able to enter commands without thinking
about them, or referring to a help menu or manual
3. The interface should be "seamless" so that errors are few, and those that do occur
are not occurring because of poor design
4. Time necessary for users and the system to bounce back from errors should be
short
5. Infrequent users should be able to relearn the system quickly.
Difference Between UI Design and UX Design

User Interface (UI) and


User Experience (UX) are
closely related concepts in
the field of system
design.They differ in the
aspects of the overall user
interaction with a product.
GUIDELINES FOR DIALOG DESIGN
Dialog is the communication between the computer and a person. Well-designed dialog
makes it easier for people to use a computer and lessens their frustration with the computer
system.
There are several key points for designing good dialog. They include the following:
1. Meaningful communication
2. Minimal user action.
3. Standard operation and consistency.
Meaningful communication

Communication means that the user understands the information that is being presented

● Users with less skill require a greater amount of communication


● Provide easy to use help screens
● Often these contain hyperlinks to other related help topics
Minimal user action

Minimal user action is achieved by

• Entering codes instead of code meanings

• Enter only data that are not stored on files

• Not requiring users to enter editing characters Supplying default values on entry screens

• Providing inquiry programs with short entry fields


Standard operation

Standard operation is achieved by

● Keeping header and footer information in the same locations for all screens
● Using the same keystrokes to exit a program
● Using the same keystrokes to cancel a transaction Using a standard key for obtaining
help
● Standardized use of icons when using graphical user interface screens
● Providing a consistent way to navigate through the codes from a dialog
● Consistent use of terminology within a screen or Web site
● Consistent font alignment, size, and color on a Web page
Feedback
All systems require feedback in order to monitor and change behavior by
•Comparing current behavior with predetermined goals
• Giving back information describing the gap between actual and intended performance
Feedback to the user is necessary in sever
➔ The computer has accepted the input
➔ The input is in the correct form
➔ The input is not in the correct form
➔ There will be a delay in processing
➔ The request has been completed
➔ The computer cannot complete the request
➔ More detailed feedback is available

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