Hci Module 1
Hci Module 1
[10 PERIODS]
Introduction: Importance of user Interface – definition, importance of good design. Benefits of good
design. A brief history of Screen
design.
The graphical user interface – popularity of graphics, the concept of direct manipulation, graphical
system, Characteristics,
Web user – Interface popularity, characteristics- Principles of user interface
----------------------------------------------------------------------------------- ----------------------------------------
INTRODUCTION:
Human–computer interaction (HCI), alternatively man–
machine interaction (MMI) or computer–human
interaction (CHI) is the study of interaction between
people (users) and computers.
why do we continue to produce systems that are inefficient and confusing or, at worst, just
plain unusable?
Is it because:
1. We don't care?
2. We don't possess common sense?
3. We don't have the time?
4. We still don't know what really makes good design?
DEFINITION
"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."
Goals of HCI
A long-termgoalofHCI:
– to design systems that minimize the barrier between the human's cognitive
model of what they want.
– To accomplish and the computer's understanding of the user's task.
Theuserinterfaceisto
– The part of a computer and its software that people can see, hear,touch,talk to,or
other wise understand or direct.
The user interface has essentially 2 components:input and output.
Input: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:how the computer conveys the results of its computations and requirements
to the user.
– Today, the most common computer output mechanism is the display screen,
followed by mechanisms that take advantage of a person's auditory
capabilities:voice and sound.
The use of the human senses of smell and touch output in interface design still
remain largely unexplored.
Proper interface design will provide a mix of well-designed input and output
mechanisms that satisfy the user's needs, capabilities, and limitations in the most
effective way possible.
The best interface is one that it not noticed, one that permits the user to focus on the
information and task at hand, not the mechanisms used to present the information
and perform the task.
THE IMPORTANCE OF THE USER INTERFACE
A well-designed interface and screen is terribly important to our users. It is their
window to view the capabilities of the system.
It is also the vehicle through which many critical tasks are presented. These tasks
often have a direct impact on an organization's relations with its customers, and its
profitability.
Poor design may even follow some people away from a system permanently.
It can also lead to aggravation, frustration,and increased stress.
IMPORTANCE OF GOOD DESIGN
With today's technology and tools, and our motivation to create really effective and usable
interfaces and screens,
why do we continue to produce systems that are inefficient and confusing or, at worst, just
plain unusable? Is it because:
We don't care?
We don't possess common sense?
We don't have the time?
We still don't know what really makes good design
A design is said to be good if it consists of a combination of well designed input and output
procedures which fulfils the user's requirements in a successful manner.
A good design is one which possesses the following features.
• It allows its users to focus on the data and activity.
• It provides data to its users for performing their activities without using any specific
procedures.
The interaction design means designing interactive products to support people in their
everyday and working lives.
A good-designed interface is very useful to its users for analyzing the performance of a system.
It is a component that displays several complex activities given to the system.
A window's layout and looks does leave an impact on the users.
If the design is very complex, confusing and not sufficient enough then the persons will face
problems at their work and commit more mistakes.
Improper designing may develop frustration in people towards the system and they may stop
using it.
Several health problems may also arise like the people become aggressive, successful when
they do not get what they expect from the system, quickly and accurately
BENEFITS OF GOOD DESIGN
Good design:
– Screen clarity
– Readability
– Screen less crowded (separate lines)
– 20% more productive
Poor clarity forced screen users to spend one extra second per screen.
o Almost one additional year would be required to process all screens.
o Twentyextrasecondsinscreenusagetimeaddsanadditional14personyears.
Thebenefitsofawelldesignedscreenhavealsobeenunderexperimentalscrutinyformany
years.
o Oneresearcher,forexample,attemptedtoimprovescreenclarityandreadabilityby
makingscreensless crowded.
o Separateitems,whichhadbeencombinedonthesamedisplaylinetoconserve
space,were placedonseparate linesinstead.
o Theresultscreen userswereabout20percentmoreproductivewith
thelesscrowdedversion.
Properformattingofinformationonscreensdoeshaveasignificantpositiveeffectonperfo
rmance.
o Inrecentyears,theproductivitybenefitsofwell-
designedWebpageshavealsobeenscrutinized.
Trainingcostsareloweredbecausetrainingtimeisreduced.
supportlinecostsareloweredbecausefewerassistcallsarenecessary.
Employeesatisfactionisincreasedbecauseaggravationandfrustrationarereduced.
Ultimately,thatanorganization'scustomersbenefitbecauseoftheimprovedservice
theyreceive.
In the 1980sa wide variety of design guidelines were launched in the market for
designing screens.
The appearances of screens were made very clear by arranging and ordering the elements.
An assistance to the user was provided by giving clear and useful headingsfor the areas
on the screen. Also the commands were listed nicely and were applied by function keys.
Messages could be easily interpreted but the screen elements were not completely
ordered.
The screens contained instructions and remindersas prompts for the users.
Certain codes like PR, ST, FU, MD were presented on the screen to help the users in
selection.
In the 1990s the introduction of graphics contributed a lot in screen designing.
Along with arranging and ordering the elements, borders were also included to usually
enhance groupings.
The commands were now handled by buttons and menus rather than function keys.
Elements had numerous features such as a var-iety of font sizes, styles, line thickness and
colors.
List-boxes, drop-down combination boxes, spin-boxes were used for making entries.
The users did not need to memorize anything as everything was listed in the controls
provided on the screen.
The codes were removed from the screen and new listing control was inscribed.
THE GRAPHICAL USER INTERFACE
A user interfaceis a collection of techniques and mechanisms to interact with something.
In a graphical interface, the primary interaction mechanism is a pointing device of some
kind.
This device is the electronic equivalent to the human hand.
What the user interacts with is a collection of elements referred to as objects.
Properties of objects
They can be seen, heard, touched, or otherwise perceived.
Objects are always visibleto the user and are used to perform tasks.
They are interacted with as entities independent of all other objects.
People perform operations, called actions, on objects.
The operations include accessing and modifying objects by pointing,
selectingandmanipulating.Allobjectshavestandardresultingbehaviours
THEPOPULARITYOFGRAPHICS
The design and the user interface are changed fundamentally with the invasion of
graphics.
The older text-based screen possessed a one-dimensional, text-oriented, form- like
quality were replaced by a three-dimensional appearance graphical screen.
Information floated in windows, small rectangular boxes seemed to rise above the
background plane
The action of using your fingertips to zoom in and out of the image is an exampleof a direct-
manipulation interaction.
Another classicexample is dragging a file from a folder to another one in order tomove it.
Drawbacks:
– Some times the operations may be difficult to conceptualize.
– Capability of system may be limited
– Difficult for people to learn & remember all the necessary operations and actions
The system is portrayed as an extension of the real world (User Interacts with
artificial World):
It is assumed that a person is already familiar with the objects and actions in his or her
environment of interest.
The system simply replicates them and portrays them on a different medium or the screen.
A person has the power to access and modify these objects, among which are windows.
A person is allowed to work in a familiar environment and in a familiar way, focusing on
the data, not the application and tools.
The physical organization of the system, which most often is unfamiliar, is hidden from
view and is not a distraction.
Example for direct manipulation:
On a mobile phone you can pinch out to zoom into an image and pinch in to zoom out. The
action of using your fingertips to zoom in and out of the image is an example of a direct-
manipulation interaction.
Another classic example is dragging a file from a folder to another one in order to move it.
DIRECTMANIPULATIONSYSTEMS:EARLIER
o The concept of direct manipulation actually preceded the first
graphicalsystem.Theearliestfull-screentexteditorspossessedsimilarcharacteristics.
o Editingorrestructuringcouldbeeasilyaccomplished(throughrapidincrementalactions)andthe
resultsimmediatelyseen.
CHARACTERISTICSOFTHEGRAPHICALUSERINTERFACE
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.
It also permits the sizes and styles.displaying of a variety of character fonts, including
different
The meaningful interface elements visually presented to the user in agraphical system
include windows (primary, secondary, or dialog boxes),menus (menu bar, pull down,
pop-up, cascading), icons to represent objects such as programs or files, assorted screen-
based controls (text boxes, list boxes, combination boxes, settings, scroll bars, and
buttons), and a mouse pointer and cursor.
The objective is to reflect visually on the screen the real world of the user as
realistically, meaningfully, simply, and clearly as possible.
Pick-and-Click Interaction
To identify a proposed action is commonly referred to as pick, the signal to perform an
action as click.
The primary mechanism for performing this pick-and-click is most often the mouse and
its buttons and the secondary mechanism for performing these selection actions is the
keyboard.
THEWEBUSERINTERFACE
Accept input and provide output by generating web pages which are transmitted via the
Internet and viewed by the user using a web browser program
The expansion of the World Wide Web since the early 1990s has been truly amazing.
Oncesimply a communication medium for scientists and researchers, its many and
pervasivetentacleshavespreaddeeplyintobusinesses, organizations,andhomesaroundtheworld.
Web interface design is essentially the design of navigation and the presentation of
informationItisaboutcontent,notdata..
Proper interface design is largely a matter of properly balancing the structure and
relationships of menus, content, and other linked documents or graphics.
The design goal is to build a hierarchy of menus and pages that feels natural, is well
structured, is easy to use, and is truthful.
The Web is a navigation environment where people move between pages of information, not
an application environment. It is also a graphically rich environment.
Itallowsmillionsofpeoplescatteredacrosstheglobetocommunicate,accessinformation,publish,an
dbeheard.
•Webusagehasreflectedthispopularity.ThenumberofInternethostshasrisendramatically:
•In1984,hostsonline exceeded1,000;
•in1987,10,000;
•in1989,100,000,
•in1990,300,000;
•in1992hostsexceeded onemillion.
•Commercialization of the Internet saw even greater expansion of the growth rate. In1993,
Internet traffic was expanding at a 341,634 percent annual growth rate. In
1996,therewerenearly 10millionhosts onlineand40million connectedpeople(PBSTimeline).
General Principles
The design goals in creating a user interface are described below. They are fundamental to the design
and implementation of all effective interfaces, including GUI and Web ones. These principles are
general characteristics of the interface, and they apply to all aspects.
Aesthetically Pleasing
Provide visual appeal by following these presentation and graphic design principles:
· Provide meaningful contrast between screen elements.
· Create groupings.
· Align screen elements and groups.
· Provide three-dimensional representation.
· Use colour and graphics effectively and simply.
Clarity
User interface must be clear in visual appearance,concept & wording.
Visual elements should be understandable & related to real world concepts &
functions.Analogies should be simple.
Interface words & text should be simple,unambiguous,& free of computer jargon.
Compatibility
Provide compatibility with the following:
· The user
· The task and job
· The product
Adopt the user’s perspective.
Comprehensibility
A system should be easily learned and understood. A user should know the following:
· What to look at · Where to do it
· What to do · Why to do it
· When to do it · How to do it
The flow of actions, responses, visual presentations, and information should be in a sensible order that
is easy to recollect and place in context.
Configurability
Permit easy personalization, configuration, and reconfiguration of settings.
· Enhances a sense of control.
· Encourages an active role in understanding.
Consistency
Consistency is important because it can reduce requirements for human learning by allowing
skills learned in one situation to be transferred to another like it.
Any new system must impose some learning requirements on its uses but avoid unnecessary
activity.
Control
The user must control the interaction & never be interrupted for errors.
Actions should result from explicit user requests & be performed quickly.
Directness
Provide direct ways to accomplish tasks.
· Available alternatives should be visible.
· The effect of actions on objects should be visible
Efficiency
Transition between various systems controls should flow easily & freely.
Navigation paths should be as short as possible.
Eye movement through a screen should be obvious & sequential.
Familiarity
Build into the interface concepts,terminology,workflows & spatial arrangements already
familiar to the user.
Familiar concepts enable people to get started & become productive quickly.
Flexibility
A system must be sensitive to the differing needs of its users, enabling a level and type of
performance based upon:
· Each user’s knowledge and skills. · Each user’s habits.
· Each user’s experience. · The conditions at that moment.
· Each user’s personal preference.
Forgiveness
Tolerate and forgive common and unavoidable human errors.
· Prevent errors from occurring whenever possible.
· Protect against possible catastrophic errors.
Predictability
All actions should lead to results the user expects.Current operations should provide clues as to
what will come next.
Design consistency enhances predictability.
Recovery
A person should be able to retract any action by issuing an undo command.
The goal is stability or returning easily to the right track when a wrong track has been taken.
Recovery should be obvious,automatic,easy & natural to perform.
Responsiveness
A user must be responded quickly.
Substantial or more informative feedback is most important for the casual or new system user.
All requests must be acknowledged in some way
Simplicity
Provide as simple an interface as possible.
Five ways to provide simplicity:
· Use progressive disclosure, hiding things until they are needed.
Present common and necessary functions first.
Prominently feature important functions.
Hide more sophisticated and less frequently used functions.
· Provide defaults.
· Minimize screen alignment points.
· Make common actions simple at the expense of uncommon actions being made harder.
· Provide uniformity and consistency.
Transparency
Permit the user to focus on the task or job without concerning the mechanics of the interface.
Working & reminders of workings inside the computer should be invisible to the user.
Trade-Offs
Final design will be based on a series of trade-offs balancing often-conflicting design
principles.
People’s requirements always take precedence over technical requirements.
Application:
Online Banking system
Aadhar application
Railway Reservation