HCI Unit1
HCI Unit1
HCI Unit1
INTRODUCTION
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.
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:
Primary Goal:
o To improve the interactions between users and computers.
o By making computers more usable and receptive to the user's
needs.
Long-term Goal:
o To design systems that minimize the barrier between the human's
cognitive model of what they want.
o To accomplish and the computer's understanding of the user's task.
USER INTERFACE:
User interface is the part of a computer and its software that people can
see, hear, touch, talk to, or otherwise understand or direct.
User interface, design is a subset of a field of study called human-
computer interaction (HCI).
Human-computer interaction is the study, planning, and design of how
people and computers work together so that a user's needs are satisfied
in the most effective way.
The user interface has essentially two components:
1) Input: Input is how a user communicates their needs to the
computer.
Ex, Mouse, Keyboard, Trackball etc.
2) Output: Output is how the computer conveys the results of its
computations and requirements to the user.
Ex, Monitor, Printer etc.
2
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
3
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
4
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
Redesigns eventually improved the success rate and reduce the average
completion time.
The more successful and more usable site task completion rate is about
65% higher than that of the less successful sites.
Training cost are lowered because fewer assist calls are necessary.
Employee satisfaction is increased because irritation and frustration are
reduced.
5
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
6
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
7
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
8
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
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.
9
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
10
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
GRAPHICAL SYSTEM:
Graphical system design is an approach to designing an entire system, using
more intuitive graphical software and off the shelf hardware device to refine the
design, create initial prototypes and even use for the few runs of deployments.
2. Faster learning:
Research has also found that a graphical, pictorial representation aids
learning, and symbols can also be easily learned.
4. Easier remembering:
Because of greater simplicity, it is easier for casual users to retain
operational concepts.
5. Provide context:
Displayed objects are visible, providing a picture of the current context.
6. Fewer errors
More concrete thinking affords fewer opportunities for errors.
Reversibility of actions reduces error rates because it is always possible to
undo the last step. Error messages are less frequently needed.
11
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
8. Immediate feedback:
The results of actions furthering user goals can be seen immediately.
Learning is quickened. If the response is not in the desired direction, the
direction can be changed quickly.
b) Pick-and-Click Interaction:
Elements of a graphical screen upon which some action is to be performed
must first identified.
12
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
d) 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.
Presenting specialized graphic portrayals facilitates visualization.
o The best visualization method for an activity depends on what
People are trying to learn from the data.
o The goal is not necessarily to reproduce a really graphical image,
but to produce one that conveys the most relevant information.
o Effective visualizations can facilitate mental insights, increase
productivity, and for faster and more accurate use of data.
e) Object Orientation:
A graphical system consists of objects and actions. Objects are what
people see on screen. They are manipulated as a single unit.
o 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.
13
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
14
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
15
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
a) Both are software designs, they are used by people, they are
interactive, they are heavily visual experiences presented through
screens and they are composed of many similar components.
b) The below points highlight the other most significant differences:
i) Devices:
In GUI design, the characteristics of interface devise such as
monitors and modems are well defined, and design variations
tend to be restricted.
Monitor display capabilities, such as installed fonts and screen
size, are established and easily considered in the design process.
In web design, no assumptions about the user’s interface
devices can be made.
User devices may range from handheld mechanisms to high-end
workstations.
iii) Data/Information:
GUI data is typical created and used by known and trusted.
Sources, people in the user’s organization or reputable and
reliable companies and organizations.
The properties of the system’s data are generally known, and
the information is typically organized in an understandable and
meaningful trend.
16
HUMAN COMPUTER INTERFACE UNIT-1 DANISH AHMAD KHAN
17