HCL Total 3 Units
HCL Total 3 Units
HCL Total 3 Units
UNIT-I
INTRODUCTION
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
Human-computer interaction is the study, planning, and design of how people and computers
work together so that a person's needs are satisfied in the most effective way.
HCI designers must consider a variety of factors:
o What people want and expect, physical limitations and abilities people possess,
o How information processing systems work,
o What people find enjoyable and attractive.
o Technical characteristics and limitations of the computer hardware and software must
also be considered.
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.
Input is how a person communicates his / her needs to the computer.
o 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.
o 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.
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?
• But we never seem to have time to find out what makes good design, nor to properly apply it.
After all, many of us have other things to do in addition to designing interfaces and screens.
• So we take our best shot given the workload and time constraints imposed upon us. The
result, too often, is woefully inadequate.
• Interface and screen design were really a matter of common sense, we developers would have
been producing almost identical screens for representing the real world.
profitability.
A screen's layout and appearance affect a person in a variety of ways. If they are
confusing and inefficient, people will have greater difficulty in doing their jobs and will
make more mistakes.
Poor design may even chase some people away from a system permanently. It can also
lead to aggravation, frustration, and increased stress.
The Benefits of Good Design
Poor clarity forced screen users to spend one extra second per screen.
• Almost one additional year would be required to process all screens.
• Twenty extra seconds in screen usage time adds an additional 14 person years.
The benefits of a well-designed screen have also been under experimental scrutiny for
many years.
• One researcher, for example, attempted to improve screen clarity and readability
by making screens less crowded.
• Separate items, which had been combined on the same display line to conserve
space, were placed on separate line sin stead.
• The result screen users were about 20 percent more productive with the less
crowded version.
Proper formatting of information on screens does have a significant positive effect on
performance.
• In recent years, the productivity benefits of well-designed Web pages have also
been scrutinized.
Training costs are lowered because training time is reduced.
Support line costs are lowered because fewer assist calls are necessary.
Employee satisfaction is increased because aggravation and frustration are reduced.
Ultimately, that an organization's customers benefit because of the improved service
they receive.
Identifying and resolving problems during the design and development process also has
significant economic benefits
How many screens are used each day in our technological world?
How many screens are used each day in your organization? Thousands? Millions
Imagine the possible savings. Proper screen design might also, of course, lower the
costs of replacing "broken" PCs.
• The Xerox systems, Altus and STAR, introduced the mouse and pointing and selecting
as the primary human-computer communication method.
• The user simply pointed at the screen, using the mouse as an intermediary.
• These systems also introduced the graphical user interface as we know it a new concept
was born, revolutionizing the human-computer interface.
• While 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.
• A 1970s screen often resembled the one pictured in Figure.
It usually consisted of many fields (more than are illustrated here) with very cryptic and
often unintelligible captions.
• It was visually cluttered, and often possessed a command field that challenged the user to
remember what had to be keyed into it.
• Ambiguous messages often required referral to a manual to interpret.
• Effectively using this kind of screen required a great deal of practice and patience.
• Most early screens were monochromatic, typically presenting green text on black
backgrounds.
• At the turn of the decade guidelines for text-based screen design were finally made
widely available and many screens began to take on a much less cluttered look through
concepts such as grouping and alignment of elements, as illustrated in Figure 1.2.
• User memory was supported by providing clear and meaningful field captions and by
listing commands on the screen, and enabling them to be applied, through function keys.
Messages also became clearer.
• These screens were not entirely clutter-free, however. Instructions and reminders to the
user had to be inscribed on the screen in the form of prompts or completion aids such as
the codes PR and Sc.
• Not all 1980s screens looked like this, however. In the 1980s, 1970s-type screens were
still being designed, and many still reside in systems today.
• The advent of graphics yielded another milestone in the evolution of screen design, as
illustrated in Figure above.
• While some basic "design principles did not change, groupings and alignment, for
example ,Borders were made available to visually enhance groupings and buttons and
menus for implementing commands replaced function keys.
• Multiple properties of elements were also provided, including many different font sizes
and styles, line thicknesses, and colors.
• The entry field was supplemented by a multitude of other kinds of controls, including list
boxes, drop-down combination boxes, spin boxes, and so forth.
• These new controls were much more effective in supporting a person's memory, now
simply allowing for selection from a list instead of requiring a remembered key entry.
• Completion aids disappeared from screens, replaced by one of the new listing controls.
Screens could also be simplified, the much more powerful computers being able to
quickly present a new screen.
• In the 1990s, our knowledge concerning what makes effective screen design continued to
expand. Coupled with ever-improving technology, the result was even greater
improvements in the user-computer screen interface as the new century dawned.
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.
Objects are always visible to the user and are used to perform tasks.
People perform operations, called actions, on objects. The operations include accessing and
modifying objects by pointing, selecting, and manipulating. All objects have standard resulting
behaviors.
ADVANTAGES
DISADVANTAGES
The system is portrayed as an extension of the real 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, 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.
Continuous visibility of objects and actions: Like one's desktop, objects are continuously visible.
Reminders of actions to be performed are also obvious, labeled buttons replacing complex syntax and
command names.
Cursor action and motion occurs in physically obvious and natural ways. One problem in direct
manipulation, however, is that there is no direct analogy on the desk for all necessary windowing
operations.
A piece of paper on one's desk maintains a constant size, never shrinking or growing. Windows can
do both. Solving this problem required embedding a control panel, a familiar concept to most people,
in a window's border.
This control panel is manipulated, not the window itself. Actions are rapid and incremental with
visible display of results; the results of actions are immediately displayed visually on the screen in
their new and current form.
Auditory feedback may also be provided. The impact of a previous action is quickly seen, and the
evolution of tasks is continuous and effortless. Incremental actions are easily reversible.
• 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 displaying of a variety of character fonts, including different sizes and
styles.
• The display of 16 million or more colors is possible on some screens. Graphics also permit
animation and the presentation of photograph and motion video.
The meaningful interface elements visually presented to the user in a graphical 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 bar and buttons), and a mouse pointer and cursor.
-- The objective is to reflect visually on screen the real world of the user as realistically,
meaningfully, simply, and clearly possible.
A graphical system possesses a set of defining concepts. Included are sophisticated visual
presentation, pick-and click interaction, a restricted set of interface options, visualization, object
orientation, extensive use of a person's recognition memory, and concurrent performance of
functions.
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, and nothing
more. This concept fostered the acronym WYSIWYG.
o The motor activity required of a person to identify this element for a proposed action is
commonly referred to as pick, the signal to perform an action as cue.
o The primary mechanism for performing this pick-and-click is most often the mouse and its
buttons.
o The user moves the mouse pointer to the relevant element (pick) and the action is signaled
(click).
o Pointing allows rapid selection and feedback. The hand and mind seem to work smoothly and
efficiently together.
o The secondary mechanism for performing these selection actions is the keyboard most systems
permit pick-and-click to be performed using the keyboard as well.
Visualization: Visualization is a cognitive process that allows people to understand Information that
is difficult to perceive, because it is either too voluminous or too abstract.
• The best visualization method for an activity depends on what People are trying to learn from
the data.
• The goal is not necessarily to reproduce a really graphical image, but to produce one that
conveys the most relevant information.
• Effective visualizations can facilitate mental insights, increase productivity, and for faster and
more accurate use of data.
Object Orientation: A graphical system consists of objects and actions. Objects are what people see
on screen. They are manipulated as a single unit.
• Objects can be composed of sub objects. For example, an object may be a document. The
document's sub objects may be a paragraph, sentence, word, and letter.
• A collection is the simplest relationship-the objects sharing a common aspect.
• A collection might be the result of a query or a multiple selection of objects. Operations can
be applied to a collection of objects.
• A constraint is a stronger object relationship. Changing an object in a set affects some other
object in the set.
• A document being organized into pages is an example of a constraint. A composite exists
when the relationship between objects becomes so significant that the aggregation itself can
be identified as an object.
• Examples include a range of cells organized into a spreadsheet, or a collection of words
organized into a paragraph.
• A container is an object in which other objects exist. Examples include text in a document or
documents in a folder.
A container often influences the behavior of its content. It may add or suppress certain properties or
operations of objects placed within it, control access to its content, or control access to kinds of
objects it will accept. These relationships help define an object's type. Similar traits and behaviors
exist in objects of the same object type.
Another important object characteristic is persistence. Persistence is the maintenance of a state once
it is established. An object's state (for example, window size, cursor location, scroll position, and so
on) should always be automatically preserved when the user changes it.
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
The expansion of the World Wide Web since the early 1990s has been truly amazing. Once simply a
communication medium for scientists and researchers, its many and pervasive tentacles have spread
deeply into businesses, organizations, and homes around the world.
Unlike earlier text-based and GUI systems that were developed and nurtured in an organization's
Data Processing and Information Systems groups, the Web's roots were sown in a market-driven
society thirsting for convenience and information.
Web interface design is essentially the design of navigation and the presentation of information. It is
about content, not data.
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.
Web interface design is difficult for a number of reasons. First, its underlying design language,
HTML, was never intended for creating screens to be used by the general population.
Its scope of users was expected to be technical. HTML was limited in objects and interaction styles
and did not provide a means for presenting information in the most effective way for people.
Next, browser navigation retreated to the pre-GUI era. This era was characterized by a "command"
field whose contents had to be learned, and a navigational organization and structure that lay hidden
beneath a mostly dark and blank screen.
GUIs eliminated the absolute necessity for a command field, providing menus related to the task and
the current contextual situation.
Browser navigation is mostly confined to a "Back" and "Forward" concept, but "back-to where" and
"forward-to where" is often unremembered or unknown.
Web interface design is also more difficult because the main issues concern information Architecture
and task flow, neither of which is easy to standardize.
It is more difficult because of the availability of the various types of multimedia, and the desire of
many designers to use something simply because it is available.
It is more difficult because users are ill defined, and the user's tools so variable in nature.
The ultimate goal of a Web that feels natural, is well structured, and is easy to use will reach fruition.
It allows millions of people scattered across the globe to communicate, access information, publish,
and be heard.
• It allows people to control much of the display and the rendering of Web pages.
• Aspects such as typography and colors can be changed, graphics turned off, and decisions made
whether or not to transmit certain data over non secure channels or whether to accept or refuse
cookies.
• Web usage has reflected this popularity. The number of Internet hosts has risen dramatically:
• In 1987, 10,000;
• In 1989,100,000,
• In 1990, 300,000;
• Commercialization of the Internet saw even greater expansion of the growth rate. In 1993,
Internet traffic was expanding at a 341,634 percent annual growth rate. In 1996, there were
nearly 10 million hosts online and 40 million connected people (PBS Timeline).
• User control has had some decided disadvantages for some Web site owners as well.
• Slow download times, confusing navigation, confusing page organization, disturbing animation,
or other undesirable site features often results in user abandonment of the site for others with a
more agreeable interface.
• People are quick to vote with their mouse, and these warnings should not go unheeded.
• Constrained by design.
• Generally standardized by toolkits and
• Style guides. User Focus • Data and applications • Information and navigation
• Enables maintenance of a better sense of context. Restricted navigation paths.
• Multiple viewable windows Interactions such as clicking menu choices, pressing buttons,
selecting list choices, and cut/copy/paste occur within context of active program.
• Nearly instantaneous.
• Typically prescribed and constrained by toolkit.
• Visual creativity allowed but difficult.
• Little significant personalization.
• Unlimited capability proportional to sophistication of hardware and software. Targeted to a
specific audience with specific tasks. Only limited by the amount of programming
undertaken to support it
• Major objective exists within and across applications. Aided by platform toolkit and design
guidelines. Universal consistency in GUI products generally created through toolkits and
design guidelines.
• Integral part of most systems and applications. Accessed through standard
mechanisms. Documentation, both online and offline,
• Usually provided.
• Personal support desk also usually provided
• Seamless integration of all applications into the platform environment a major objective.
• Toolkits and components are key elements in accomplishing this objective
• Tightly controlled in business systems, proportional to degree of willingness to invest
resources and effort
WEB
• Link to a site, browse or read pages, fill out forms, register for services, participate in
transactions, download and save things.
• Movement between pages and sites very rapid. Familiarity with many sites not
established.
• Infinite and generally unorganized.
• Two components, browser and page.
• Within page, any combination of text, images, audio, video, and animation.
• May not be presented as specified by the designer dependent on browser, monitor, and
user specifications.
• Little standardization
• Through links: bookmarks, and typed URLs. Significant and highly visible concept.
• Few constraints, frequently causing a lost “sense of place “Few standards.
• Typically, part of page design, fostering an lack of consistency
• Poorer maintenance of a sense of context. Single-page entities.
• Unlimited navigation paths.
• Contextual clues become limited or are difficult to find.
• Basic interaction is a single click. This can cause extreme changes in context, which may
not be noticed.
• Quite variable, depending on transmission speeds, page content, and so on. Long times
can upset the user
• Fosters a more artistic, individual, and unrestricted presentation style.
• Complicated by differing browser and display capabilities, and bandwidth limitations.
• Limited personalization available.
• Limited by constraints imposed by the hardware, browser, software, client support, and
user willingness to allow features because of response time, security, and privacy
concerns
• No similar help systems.
• The little available help is built into the page. Customer service support, if provided,
oriented to product or service offered.
• Apparent for some basic functions within most Web sites (navigation, printing, and so
on.)
• Sites tend to achieve individual distinction rather than integration.
• Susceptible to disruptions caused by user, telephone line and cable providers, Internet
service providers, hosting servers, and remotely accessed sites.
• An interface must really be just an extension of a person. This means that the system and
its software must reflect a person's capabilities and respond to his or her specific needs.
• It should be useful, accomplishing some business objectives faster and more efficiently
than the previously used method or tool did.
• It must also be easy to learn, for people want to do, not learn to do.
• Finally, the system must be easy and fun to use, evoking a sense of pleasure and
accomplishment not tedium and frustration.
• The interface itself should serve as both a connector and a separator
• A connector in that it ties the user to the power of the computer, and a separator in that it
minimizes the possibility of the participants damaging one another.
• While the damage the user inflicts on the computer tends to be physical (a frustrated
pounding of the keyboard), the damage caused by the computer is more psychological.
• Throughout the history of the human-computer interface, various researchers and writers
have attempted to define a set of general principles of interface design.
• What follows is a compilation of these principles. They reflect not only what we know
today, but also what we think we know today.
• Many are based on research, others on the collective thinking of behaviorists working
with user interfaces.
• These principles will continue to evolve, expand, and be refined as our experience with
Gills and the Web increases.
• The design of the Xerox STAR was guided by a set of principles that evolved over its
lengthy development process. These principles established the foundation for graphical
interfaces.
• Displaying objects that are selectable and Mani pulable must be created.
• A design challenge is to invent a set of displayable objects that are represented
meaningfully and appropriately for the intended application.
• It must be clear that these objects can be selected, and how to select them must be Self-
evident.
• When they are selected should also be obvious, because it should be clear that the
selected object will be the focus of the next action. Standalone icons easily fulfilled this
requirement.
• The handles for windows were placed in the borders.
• Visual order and viewer focus: Attention must be drawn, at the proper time, to the
important and relevant elements of the display. Effective visual contrast between various
components of the screen is used to achieve this goal. Animation is also used to draw
attention, as is sound.
Feedback must also be provided to the user. Since the pointer is usually the focus of viewer
attention, it is a useful mechanism for providing this feedback (by changing shapes).
• Revealed structure: The distance between one's intention and the effect must be minimized.
Most often, the distance between intention and effect is lengthened as system power increases.
The relationship between intention and effect must be, tightened and made as apparent as
possible to the user. The underlying structure is often revealed during the selection process.
• Consistency: Consistency aids learning. Consistency is provided in such areas as
element location, grammar, font shapes, styles, and sizes, selection indicators, and
contrast and emphasis techniques.
• Appropriate effect or emotional impact: The interface must provide the appropriate
emotional effect for the product and its market. Is it a corporate, professional, and
secure business system? Should it reflect the fantasy, wizardry, and bad puns of
computer games?
• A match with the medium: The interface must also reflect the capabilities of the device
on which it will be displayed. Quality of screen images will be greatly affected by a
device's resolution and color-generation capabilities.
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 We bones.
• These principles are general characteristics of the interface, and they apply to all
aspects.
• The compilation is presented alphabetically, and the ordering is not intended to imply
degree of importance.
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 color and graphics effectively and simply.
Clarity
• Metaphors
• Words and Text
Compatibility
Provide compatibility with the following:
- The user
- The task and job
- The Product
- Adopt the User’s Perspective
Configurability
Permit easy personalization, configuration, and reconfiguration of settings.
- Enhances a sense of control
- Encourages an active role in understanding
Comprehensibility
A system should be easily learned and understood: A user should know the following:
- What to look at
- What to do
- When to do it
- Where to do it
- Why 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.
Consistency
A system should look, act, and operate the same throughout. Similar components should:
- Have a similar look.
- Have similar uses.
- Operate similarly.
• The same action should always yield the same result
• The function of elements should not change.
• The position of standard elements should not change.
Control
The user must control the interaction.
- Actions should result from explicit user requests.
- Actions should be performed quickly.
- Actions should be capable of interruption or termination.
- The user should never be interrupted for errors
• The context maintained must be from the perspective of the user.
• The means to achieve goals should be flexible and compatible with the user's skills,
experiences, habits, and preferences.
• Avoid modes since they constrain the actions available to the user.
• Permit the user to customize aspects of the interface, while always providing a Proper
set of defaults
Directness
Provide direct ways to accomplish tasks.
- Available alternatives should be visible.
- The effect of actions on objects should be visible.
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 experience.
- Each user's personal preference.
- Each user's habits.
- The conditions at that moment.
Efficiency
Minimize eye and hand movements, and other control actions.
- Transitions between various system controls should flow easily and freely.
- Navigation paths should be as short as possible.
- Eye movement through a screen should be obvious and sequential.
- Anticipate the user's wants and needs whenever possible.
Familiarity
• Employ familiar concepts and use a language that is familiar to the user.
• Keep the interface natural, mimicking the user's behavior patterns.
• Use real-world metaphors.
Forgiveness
• Tolerate and forgive common and unavoidable human errors.
• Prevent errors from occurring whenever possible.
• Protect against possible catastrophic errors.
• When an error does occur, provide constructive messages.
Predictability
• The user should be able to anticipate the natural progression of each task.
o Provide distinct and recognizable screen elements.
o Provide dues to the result of an action to be performed.
• All expectations should be fulfilled uniformly and completely.
Recovery
A system should permit:
- Commands or actions to be abolished or reversed.
- Immediate return to a certain point if difficulties arise.
Ensure that users never lose their work as a result of:
- An error on their part.
- Hardware, software, or communication problems
Responsiveness
The system must rapidly respond to the user's requests provide immediate
Acknowledgment for all user actions:
- Visual.
- Textual
- Auditory.
Transparency
Permit the user to focus on the task or job, without concern for the mechanics of the interface.
- Workings and reminders of workings inside the computer should be invisible to the
user.
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.
UNIT-II
PSYCHOLOGICAL
• Confusion: Detail overwhelms the perceived structure. Meaningful patterns are difficult
to ascertain, and the conceptual model or underlying framework cannot be understood
or established.
• Annoyance: Roadblocks that prevent a task being completed, or a need from being
satisfied, promptly and efficiently lead to annoyance. Inconsistencies in design slow
computer reaction times, difficulties in quickly finding information, out dated
information, and visual screen distractions are a few of the many things that may annoy
users.
• Panic or stress: Unexpectedly long delays during times of severe or unusual pressure
may introduce panic or stress. Some typical causes are unavailable systems or long
response times when the user is operating under a deadline or dealing with an irate
customer.
• Boredom: Boredom results from improper computer pacing (slow response times or
long download times) or overly simplistic jobs.
• These psychological responses diminish user effectiveness because they are severe
blocks to concentration.
--Thoughts irrelevant to the task at hand are forced to the user’s attention, and
necessary concentration is impossible.
--The result, in addition to higher error rates, is poor performance, anxiety, and
dissatisfaction Physical.
• Psychological responses frequently lead to, or are accompanied by, the following
physical reactions.
• Abandonment of the system: The system is rejected and other information sources are
relied upon. These sources must, of course, be available and the user must have the
discretion to perform the rejection.
• Partial use of the system: Only a portion of the system's capabilities are used, usually
those operations that are easiest to perform or that provide the most benefits.
Historically, this has been the most common user reaction to most computer systems.
Many aspects of many systems often goon used.
• Indirect use of the system: An intermediary is placed between the would-be user and
the computer. Again, since this requires high status and discretion, it is another typical
response of managers or others with authority.
• Modification of the task: The task is changed to match the capabilities of the system.
This is a prevalent reaction when the tools are rigid and the problem is unstructured, as
in scientific problem solving.
• Misuse of the system: The rules are bent to shortcut operational difficulties. This
requires significant knowledge of the system and may affect system integrity.
• Direct programming: The system is reprogrammed by its user to meet specific needs.
This is a typical response of the sophisticated worker.
• These physical responses also greatly diminish user efficiency and effectiveness. They
force the user to rely upon other information sources, to fail to use a system's complete
capabilities, or to perform time-consuming "work-around" actions
• Importance in design is perception, memory, visual acuity, fovea and peripheral vision,
sensory storage, information processing, learning, skill, and individual differences.
• Perception
• Proximity
• Similarity
• Matching patterns
• Succinctness
• Closure
• Unity
• Continuity
• Balance
• Expectancies
• Context
• Signals versus noise
• Memory: Memory is not the most stable of human attributes, as anyone who has forgotten
why they walked into a room, or forgotten a very important birthday, can attest.
• -Short-term, or working, memory.
- Long-term memory
- Mighty memory
- Sensory Storage
• Mental Models: As a result of our experiences and culture, we develop mental models
of things and people we interact with.
• A mental model is simply an internal representation of a person's current understanding
of something. Usually a person cannot describe this mental mode and most often is
unaware it even exists.
• Mental models are gradually developed in order to understand something, explain
things, make decisions, do something, or interact with another person.
• Mental models also enable a person to predict the actions necessary to do things if the
action has been forgotten or has not yet beaten countered.
• Movement Control: Once data has been perceived and an appropriate action decided
upon, a response must be made.
• In many cases the response is a movement. In computer systems, movements include
such activities as pressing keyboard keys, moving the screen pointer by pushing a
mouse or rotating a trackball, or clicking a mouse button
• Learning: Learning, as has been said, is the process of encoding in long-term memory
information that is contained in short-term memory.
• It is a complex process requiring some effort on our part. Our ability to learn is
important-it clearly differentiates people from machines.
• Given enough time people can improve the performance in almost any task. Too often,
however, designers use our learning ability as an excuse to justify complex design.
• A design developed to minimize human learning time can greatly accelerate human
performance.
• People prefer to stick with what they know, and they prefer to jump in and get started.
Unproductive time spent learning is something frequently avoided.
• Skill: The goal of human performance is to perform skillfully. To do so requires linking
inputs and responses into a sequence of action. The essence of skill is performance of
actions or movements in the correct time sequence with adequate precision. It is
characterized by consistency and economy of effort.
• Economy of effort is achieved by establishing a work pace that represents optimum
efficiency.
• It is accomplished by increasing mastery of the system through such things as
progressive learning of shortcuts, increased speed, and easier access to information or
data.
• Skills are hierarchical in nature, and many basic skills may be integrated to form
increasingly complex ones. Lower-order skills tend to become routine and may drop
out of consciousness.
• System and screen design must permit development of increasingly skillful
performance.
• Individual Differences: In reality, there is no average user. A complicating but very
advantageous human characteristic is that we all differ-in looks, feelings, motor
JOB/TASK/NEED
PHYSICAL CHARACTRISTICS
• The speed at which people can perform using various communication methods has been
studied by a number of researchers.
• Reading: The average adult, reading English prose in the United States, has a reading
speed in the order of 250-300 words per minute. Proof reading text on paper has been
found to occur at about 200 words per minute, on a computer monitor, about 180 words
per minute.
• One technique that has dramatically increased reading speeds is called Rapid Serial
Visual Presentation, or RSVP. In this technique single words are presented one at a
time in the center of a screen. New words continually replace old words at a rate set by
the reader. For a sample of people whose paper document reading speed was 342 words
per minute? (With a speed range of 143 to 540 words per minute.) Single words were
presented on a screen in sets at a speed sequentially varying ranging from 600 to 1,600
words per minute. After each set a comprehension test was administered.
READING
LISTENING
KEYING
• Typewriter
Fast typist: 150 words per minute and higher Average typist: 60-70 words per
minute
• Computer
Transcription: 33 words per minute Composition: 19 words per minute
• Two finger typists
Memorized text: 37 words per minute Copying text: 27 words per minute
• Hand printing
Memorized text: 31 words per minute. Copying text: 22 words per minute.
UNDERSTAND THE BUSINESS JUNCTIONS
--Documentation
DIRECT METHODS
INDIRECT METHODS
• MIS Intermediary
• Paper Surveyor Questionnaire
• Electronic Surveyor Questionnaire
• Electronic Focus Group
• Marketing and Sales
• Support Line
• E-Mail or Bulletin Board
• User Group
• Competitor Analyses
• Trade Show
• Other Media Analysis
• System Testing
• Major system functions are listed and described, including critical system inputs and outputs.
A flowchart of major functions is developed. The process the developer will use is summarized
as follows: Gain a complete understanding of the user's mental model based upon:
• The user's needs and the user's profile.
• A user task analysis.
• Develop a conceptual model of the system based upon the user's mental model. This
includes:
• Defining objects.
• Developing metaphors
Unit-III
SCREEN DESIGNING
Design goals
• Reduce visual work
• Reduce intellectual work
• Reduce memory work
• Reduce mentor work
• Eliminate burdens or instructions.
Must
• Have meaning to screen users
• Serve a purpose in performing task organizing screen elements
Consistency
• Provide real world consistency
• Provide internal consistency
• Divide information into units that are logical, meaningful and sensible.
• Organize by interrelationships between data or information.
• Provide an ordering of screen units of elements depending on priority.
• Possible ordering schemes include
• Conventional
• Sequence of use
• Frequency of use
• Function
• Importance
• General to specific.
• Form groups that cover all possibilities.
• Ensure that information is visible.
• Ensure that only information relative to task is presented on screen.
• Organizational scheme is to minimize number of information variables.
• Upper left starting point
• Provide an obvious starting point in the screen’s upper left Corner.
• Locate the most important and most frequently used elements or controls at top left.
• Maintain top to bottom, left to right flow.
• Assist in navigation through a screen by
Aligning elements
Grouping elements
Use of line borders
• Through focus and emphasis, sequentially, direct attention to items that are
Critical
Important
Secondary
Peripheral
• Tab through window in logical order of displayed information.
• locate command button at the end of the tabbing order sequence,
• When groups of related information must be broken and displayed on separate screens,
provide breaks at logical or natural points in the information flow.
• In establishing eye movement through a screen, also consider that the eye trends to
move sequentially, for example–
From dark areas to light areas
From big objects to little objects
From unusual shapes to common shapes.
From highly saturated colors to unsaturated colors.
• Maintain top to bottom, left to right through the screen. This top to bottom orientation is
Recommended for information entry for the following reasons–
Balance
Symmetry
Regularity
Predictability
Sequentiality
Economy
Unity
Proportion
Simplicity
Groupings
Balance: Create screen balance by providing an equal weight of screen elements, left
and right, top and bottom.
Balance Instability
Symmetry: Create symmetry by replicating elements left and right of the screen
centerline.
Symmetry Asymmetry
Regularity: Create regularity by using consistently spaced column and row starting points for
widgets. Also use elements similar in size shape, color and spacing.
Regularity Irregularity
Predictability Spontaneity
icon Title Bar icons
Control Control
Menu Bar
Button Button Button
Menu Bar
Control Control Control
Control icon Control
Sequentiality: Provide sequentiality by arranging elements to guide the eye through the screen in an
obvious, logical, rhythmic, and efficient manner.
Sequentiality Randomness
Economy: Provide economy by using as few styles, display techniques, and colors as possible.
Economy Intricacy
Unity: Create unity by using similar sizes, shapes, or colors for related information. Also by leaving
less space between elements of a screen than the space left in the margins.
Unity Fragmentation
Proportion: Create windows and groupings of data or text with aesthetically pleasing proportions.
Square
1:1
Square-root
of two Square-root
1:1.414 of three
1:1.732
Golden Double
rectangle square
1:1.618 1:2
Simplicity: Optimize the number of elements on a screen, within the limits of clarity. Minimize the
alignment points, especially horizontal and vertical.
Simplicity Complexity
Amount of Information
• Larger size
• Positioning
• Isolation
• Distinctiveness
• White space
• Provide legibility
• Provide readability
• Present information in usable form
• Utilize contrasting display features
• Create visual lines
• Be consistent
STATISTICAL GRAPHICS
• A statistical graphic is data presented in a graphical format.
• A well-designed statistical graphic also referred to as chart or graph.
• Use of statistical graphics
- Reserve for material that is rich, complex or difficult.
• Data Presentation
• emphasize the data
• Minimize non data elements
• Minimize redundant data
• Fill the graph’s available area with data.
• Show data variation
• Provide proper context for data interpretation.
• Scales and shading
- Place ticks to marks scales on the outside edge of each axis.
- Employ a linear scale.
- mark scales at standard or customary intervals
- Start a numeric scale at zero.
- Display only a single scale on axis.
- Provide aids for scale interpretation.
- Clearly label each axis.
- Provide scaling consistency
- Consider duplicate axis for large scale data.
- Proportion
- Lines
- Labeling
- Title
- Interpretation of numbers
Graphical systems