Unit1 3
Unit1 3
What is HCI
- The interaction between human/users and
computer interfaces.
- Interfaces provides a means for users to
communicate with the computers/machine.
- Not limited to a single user and desktop,
but consider multiple users.
History of HCI
• New field of study.
• Idea of Human and machine interaction started
during the second world war as we strove to
develop more effective weapon systems.
• Became prominent in the 1980s as a
subcomponent of Computer Science.
• Developers and designer were concerned about
issues such as usability and maintainability.
History of HCI
• Draws from a number of different fields of
study: We focus on
– Psychology (study of human mental function
& behavior),
– Computer Science,
– Cognitive science (the process of thought).
• Introduction of Graphic Design and
Information Science drew more attention
toward HCI development.
Goal of HCI
• Focus of HCI is on the concept of usability.
• Usability means “easy to learn, easy to use“.
• Usability includes considering the psychology &
Physiology of the user:
– Who are the users, what do they know, and what can
they learn?
– What do users want or need to do?
– What is the general background of the users?
– What is the context in which the user is working?
Usability
• Usability is also used to describe the
quality of user experience.
• Accessibility and Usability.
• Intuitive Interface
• Design becomes familiar based on what
user is/was exposed to.
• User can become familiar to deisgn by
using it and seeing.
• Research: Bruce Tognazzini & Jef Raskin
Reason for Application Failure
• Users-: Inability to Use, Insufficient
training, unfamiliar with product
• Error detection and safe-fail non-existant.
• Difficult to navigate.
• Doesn’t perform as expected.
• Cannot be used in the way it was
intended.
• Down Time.
Characteristic of a successful
Application
• In class activity:
• What make a successful application?
• EZ 2 use
• EZ 2 navigate
• Atrractive
• Predictable
• No down time
• EZ 2 learn
• Does the job (functional)
Useability Framework
• Usability consultant Jakob Nielsen and computer science professor
Ben Shneiderman have written (separately) about a framework of
system acceptability, where usability is a part of "usefulness" and is
composed of:
• Learnability: How easy is it for users to accomplish basic tasks the
first time they encounter the design?
• Efficiency: Once users have learned the design, how quickly can
they perform tasks?
• Memorability: When users return to the design after a period of not
using it, how easily can they re establish proficiency?
• Errors: How many errors do users make, how severe are these
errors, and how easily can they recover from the errors?
• Satisfaction: How pleasant is it to use the design?
Benefits of Designing for Usability
• Higher revenues through increased sales
• Increased user efficiency and satisfaction
• Reduced development costs
• Reduced support costs
• Increased productivity
• Increased customer satisfaction
Standards
• Are rules or guidelines.
• Usually complied by a committee or independent
organization that comprise of experts or
individuals that are knowledgeable in particular
areas.
• ISO- 9241-11 – Guideline on usability.
• Part 13: User guidance
• Part 14: Menu dialogues
• Part 15: Command dialogues
• Part 16: Direct manipulation dialogues
• Part 17: Form filling dialogues
Guidelines by Expert
• Jakob Neilson on usability for web
application.
• Assignment investigate the
recommendation and guideline made by
• 1. Jakob Neilson for web based interfaces.
• 2. ISO-9241- 11 – Guidelines for interface
• 3. ISO -9241-14 – Menu dialogue
• 4. ISO -9241-15 – Command dialogue
Design Methodologies
• Focus on Cognitive Aspect:
– How users' process information
– cognitive science: areas such as memory and
attention
• Modern models tend to focus on a
Constant feedback and conversation between
users, Focus on the types of experiences
users want to have..
Design Methods
• There are design procedure that developer
can adopt in an effort to create interface
that achieves the major objectives.
• Some design model:
– Contextual Design
– Participatory Design
– Cooperative Design
– User-Centered Design
– Wizard of Oz