HCL Unit 2
HCL Unit 2
• Development
• Human factors
• Visual Design
• Usability assesment
• Documentation
• Training
PSYCHOLOGICAL
• 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slow computer reaction times, difficulties in quickly finding information, outdated
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information, and visual screen distractions are a few of the many things that may
annoy users.
• 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.
• 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 go unused.
• 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.
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• 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.
• 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 are perception, memory, visual acuity, foveal 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
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• Mental Models: As a result of our experiences and culture, we develop mental
models of things and people we interact with.
• Mental models also enable a person to predict the actions necessary to do things if
the action has been forgotten or has not yet been encountered.
• Movement Control : Once data has been perceived and an appropriate action
decided upon, a response must be made.
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• 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
abilities, intellectual abilities, learning abilities and speed, and so on.
• In a keyboard data entry task, for example, the best typists will probably be twice as
fast as the poorest and make 10 times fewer errors.
• Individual differences complicate design because the design must permit people
with widely varying characteristics to satisfactorily and comfortably learn the task
or job, or use the Web site.
• In the past this has usually resulted in bringing designs down to the level of lowest
abilities or selecting people with the minimum skills necessary to perform a job.
• But technology now offers the possibility of tailoring jobs to the specific needs of
people with varying and changing learning or skill levels. Multiple versions of a
system can easily be created.
• Design must provide for the needs of all potential users
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HUMAN CONSIDERATIONS IN DESIGN
JOB/TASK/NEED
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PSYCHOLOCICAL CHARCTERISTICS
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
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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.
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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:
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UNDERSTANDING THE USER'S MENTAL MODEL
• The next phase in interface design is to thoroughly describe the expected system
user or users and their current tasks.
• The former will be derived from the kinds of information collected in Step 1
"Understand the User or Client," and the requirements analysis techniques
described above.
• A goal of task analysis, and a goal of understanding the user, is to gain a picture of
the user's mental model.
• A mental model is an internal representation of a person's current conceptualization
and understanding of something.
• Mental models are gradually developed in order to understand, explain, and do
something.
• Mental models enable a person to predict the actions necessary to do things if the
actions have been forgotten or have not yet been encountered.
PERFORMING A TASK ANALYSIS
• The output of the task analysis is the creation, by the designer, of a conceptual
model for the user interface.
• A conceptual model is the general conceptual framework through which the
system's functions are presented.
• Such a model describes how the interface will present objects, the relationships
between objects, the properties of objects, and the actions that will be performed.
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• A conceptual model is based on the user's mental model. Since the term mental
model refers to a person's current level of knowledge about something, people will
always have them
• Since mental models are influenced by a person’s experiences, and people have
different experiences, no two user mental models are likely to be exactly the same.
• Each person looks at the interface from a slightly different perspective. The goal of
the designer is to facilitate for the user the development of useful mental model of
the system.
• When the user then encounters the system, his or her existing mental model will,
hopefully, mesh well with the system's conceptual model.
• As a person works with a system, he or she then develops a mental model of the
system.
• The system mental model the user derives is based upon system's behavior,
including factors such as the system inputs, actions, outputs (including screens and
messages), and its feedback and guidance characteristics, all of which are
components of the conceptual model.
• Documentation and training also playa formative role. Mental models will be
developed regardless of the particular design of a system, and then they will be
Modified with experience.
• What must be avoided in design is creating for the user a conceptual model that
leads to the creation of a false mental model of the system, or that inhibits the user
from creating a meaningful or efficient mental model.
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• Provide design consistency.
• Provide documentation and a help system that will reinforce the conceptual model.
• Promote the development of both novice and expert mental models.
Defining Objects
Describe:
- The objects used in tasks.
- Object behavior and characteristics that differentiate each kind of object.
- The relationship of objects to each other and the people using them.
- The actions performed.
- The objects to which actions apply.
- State information or attributes that each object in the task must preserve,
display,or allow to be edited.
• Identify the objects and actions that appear most often in the workflow.
• Make the several most important objects very obvious and easy to manipulate
Developing Metaphors
• Choose the analogy that works best for each object and its actions.
• Use real-world metaphors.
• Use simple metaphors.
• Use common metaphors.
• Multiple metaphors may coexist.
• Use major metaphors, even if you can't exactly replicate them visually.
• Test the selected metaphors.
SCREEN DESIGNING
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• Lack of design features
• Over use of 3D presentations
• Overuse of too many bright colors
• Bad typography
Variety of distractions
• Numerous audio and visual interruptions
• Extensive visual clutter
• Poor information readability
• In comprehensible screen components
• Confusing and inefficient navigation
• Inefficient operations
• Excessive or inefficient page scrolling
• Information overload
• Design in consistency
• Outdated information
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
• Operational and navigational procedures
• Visual identity or theme
• Component
• Organization
• Presentation
• Usage
• Locations
• Follow the same conventions
• Deviate only when there is clear benefit to user
• 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.
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is rhythmic guiding a person’s eye through display
encourages natural movement sequences.
minimizes pointer and eye movement distances.
• 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.
• Maintain top to bottom, left to right through the screen. This top to bottom orientation is
Recommended for information entry for the following reasons –
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• Top to bottom orientation is also recommended for presenting displays of read only
information that must be scanned.
balance
Symmetry
Regularity
Predictability
Sequentiality
Economy
Unity
Proportion
Simplicity
Groupings.
Balance
Symmetry
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Regularity
Predictability
Sequentially
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GROUPING USING BORDERS
SCANNING GUIDELINES
• Organization
• Minimize eye movement
• Provide groupings of information
• Organize content in a logical and obvious way.
• Writing
• Provide meaningful headings and subheadings.
• Provide meaningful titles
• Concisely write the text.
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• Use bullets/ numbers
• Array information in tables
• Presentation
– Key information in words or phrases
– Important concepts
BROWSING GUIDELINES
• Facilitate scanning
• Provide multiple layers of structure
• Make navigation easy
• Respect users desire to leave
• Upon returning help users reorient themselves.
• Users can browse deeply or simply move on.
• Provide guidance to help reorientation
• Understand terms to minimize to need for users to switch context.
STATISTICAL GRAPHICS
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• 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
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Data category ordering
Large segments
Coding schemes
labeling
Flow charts
Order of stps
Orientation
Coding conventions
Arrows
Highlighting
One decission at each step
Consistently order and word all choices
Pie chart
Graphical systems
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