HCI Self Notes (Mids)
HCI Self Notes (Mids)
Slide 1-Introduction
What is HCI?
HCI (Human-Computer Interaction) focuses on how people interact with computers and digital
devices. It revolves around designing systems that are easy to use, efficient, and enjoyable. The
main goal of HCI is to ensure technology fits seamlessly into people's lives.
Example: When you unlock your smartphone by touching the screen, the fluid response and
intuitive layout are a result of good HCI design. A well-designed HCI ensures that you do not
need a manual to operate a phone.
Key Areas:
• A group of users collaborating on a project using shared tools like Google Docs.
Example: In a hospital, different staff (nurses, doctors, and administrators) use different parts of
a hospital management system to manage patient data, schedule appointments, and track
medication.
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• General-purpose devices like laptops or desktops.
Example: Using Amazon's Alexa for voice-activated commands is an example of HCI. You
interact with the device by giving voice commands, and it processes your requests, from playing
music to controlling smart home devices.
Interaction in HCI refers to the communication between users and computers. There are two
main types:
1. Direct Interaction: Immediate feedback from the system, such as typing on a keyboard
or tapping an app on your phone.
Example: When you tap a button on an ATM to withdraw money, and the machine dispenses
cash instantly.
2. Indirect Interaction: The user interacts with the system, but feedback isn't immediate.
For example, batch processing, where data is processed later, or intelligent systems like
smart thermostats that adjust based on the environment.
Example: A Nest thermostat senses the room temperature and adjusts the settings without you
having to intervene.
A User Interface (UI) is the medium through which interaction happens between users and the
computer. The main principle in HCI is "people come first," meaning:
• Design interfaces that cater to various users’ needs and are accessible.
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Example: The Apple iPhone's user interface is designed for both tech-savvy users and
beginners, making the experience smooth for all, with features like a simple home screen layout
and easy access to commonly used apps.
Goal of HCI
• Improve usability by ensuring the product is easy to learn and use, and free of errors.
Example: In online shopping, Amazon’s one-click purchasing system simplifies the buying
process, making it more enjoyable and efficient.
What is Usability?
Usability refers to how easy and efficient a system is to use. Good usability ensures:
Example: When you first use Google Docs, the layout is intuitive, allowing even new users to
quickly find basic functions like editing or sharing documents.
2. Recall: Users can remember how to use the system after returning to it.
Example: After using Netflix once, you can easily remember how to search for shows during
subsequent sessions.
3. Productivity: The system allows users to perform tasks quickly and efficiently.
Example: Google Search’s quick response times and easy navigation to related searches
improve productivity.
4. Minimal error rates: Systems offer feedback to recover from errors easily.
Example: Gmail’s undo button for sent emails reduces the chance of accidental sending.
5. High satisfaction: Users feel confident and satisfied while using the system.
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Example: iPhone’s Face ID makes unlocking the phone secure and fast, giving users a sense of
satisfaction.
• Being limited to desktop computers; HCI applies to all types of computing systems.
HCI is about:
Example: During the development of Microsoft Teams, understanding how remote teams
collaborate was key. Features like video conferencing, screen sharing, and integration with other
apps make it easy for teams to work efficiently.
Example: Apple’s focus on user-friendly interfaces with its iPhone made it a market leader.
Example: People trust Google Maps for accurate directions because of its simple and effective
design.
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Example: Spotify’s user interface allows easy navigation of playlists, improving user
satisfaction.
Good Design: The Google homepage is minimalist, focusing on a single search bar that
immediately addresses the user's need.
Bad Design: A poorly designed website, full of clutter and hard-to-read fonts, can frustrate users
and make them leave the page without finding what they need.
Example 1: In 1989, a pilot shut down the wrong engine, causing a plane crash in Leicestershire,
UK. A better-designed interface might have prevented the mistake.
• Bad interfaces cost money (product failure) and lives (system failures).
• Understanding human behavior and design principles will help create better systems.
Example: Tesla's in-car interface balances simplicity with functionality, providing real-time
information and minimizing distraction for the driver.
• Graphic designers.
• Interaction designers.
• Software engineers.
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• Test engineers.
Example: Before building Instagram, developers tested how users would interact with image
filters using paper prototypes and mockups.
Design Cycle
1. Design
2. Evaluate
3. Implement
The Design Cycle is a fundamental process in HCI for developing interactive systems. It helps
ensure that the design is user-centered, efficient, and functional by going through a repeated
sequence of steps: Design, Implementation, and Evaluation. Each step feeds back into the
process, making it iterative and cyclical.
1. Design
In this stage, the goal is to create solutions for the user’s needs. This involves understanding
users, their tasks, and the context in which they use the system. It’s important to involve users
early in the design process to gather insights and requirements.
Key Activities:
• User Research: Gathering insights about the users through interviews, surveys, or
observations.
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• Sketching and Prototyping: Creating initial designs (mockups, wireframes, low-fidelity
prototypes) to visualize ideas.
• Task Analysis: Understanding what tasks users need to accomplish and how the system
can support them.
Example:
Imagine designing a mobile app for booking movie tickets. The design phase would start by
understanding how users currently book tickets, their pain points, and preferences. You would
sketch the app’s layout, showing how users can search for movies, select seats, and make
payments.
2. Implementation
After designing, the next step is to build and develop the system. In HCI, this is where the
design ideas turn into a working product. The implementation should align closely with the
original design and be focused on functionality and usability.
Key Activities:
• Feature Integration: Ensuring that all parts of the system work together smoothly.
Example:
In the movie ticket app, the implementation would involve developing the app’s features such as
movie search, seating selection, and payment gateways. The navigation structure and layout
would be coded so that users can easily move from one screen to another.
3. Evaluation
This step involves testing and validating the design by getting user feedback and measuring
performance. The purpose is to identify problems, gather data, and make improvements.
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Evaluation can be done through user testing, usability testing, or gathering feedback from
stakeholders.
Key Activities:
• User Testing: Letting real users interact with the system to identify problems.
• Usability Testing: Observing users while they complete tasks to measure how easy the
system is to use.
• Analysis: Looking at both quantitative data (e.g., task completion times, error rates) and
qualitative data (e.g., user satisfaction).
Example:
For the movie ticket app, users would be invited to test the app’s features. They might be asked
to book a ticket for a movie, and during the process, their interactions would be observed.
Feedback could be collected about any difficulties they faced (e.g., navigating between pages,
selecting seats). This would be used to refine the app.
Iteration:
After evaluating, the process cycles back to Design. Based on the feedback from the evaluation
phase, adjustments are made to improve the design. This process continues until the system
meets the required usability and user satisfaction standards.
Design Phase:
• User Research: Survey bank customers to understand their mobile banking needs, such
as transferring money, viewing transactions, or paying bills.
• Prototyping: Create wireframes showing the app’s main features: login page, account
overview, transaction history, and payment options.
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• Task Analysis: Define user tasks like "transferring money to a friend" and "viewing
recent transactions."
Implementation Phase:
• Development: Code the app’s basic functionalities like login, transaction display, and
money transfer.
• UI Elements: Ensure buttons, forms, and navigation bars are easy to interact with on
small mobile screens.
Evaluation Phase:
• User Testing: Invite users to complete tasks, such as sending money or viewing
balances, and observe their experience.
• Feedback: Some users find it hard to locate the "Transfer" button. They suggest a more
prominent placement.
Iteration:
• Return to the Design phase, adjust the layout based on feedback, and make the transfer
button more visible. Then re-implement and test again until the design is optimized
o Individual Users
o Group Users
o Organizational Users
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o General-Purpose Devices
o Specialized Systems
4. Interaction in HCI
o Direct Interaction
o Indirect Interaction
6. Usability in HCI
o Design Phase
o Implementation Phase
o Evaluation Phase
o Iteration Process
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10. Examples of HCI in Real-Life Applications
Human-Computer Interaction (HCI) is the study of how people interact with computers and other
technology. It involves designing interfaces that are not only functional but also easy to use and
efficient. It focuses on creating systems that provide a smooth, intuitive, and engaging
experience for users.
Scope of HCI
1. Design: Involves the process of creating interactive systems and interfaces that are user-
friendly, efficient, and intuitive. This means thinking about how users will interact with
technology and ensuring it meets their needs.
o Example: Designing a mobile app with a clean and simple layout that users can
navigate easily.
o Example: Testing a new smartphone app with real users to find out if they
encounter any issues or confusion.
Goals of HCI
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1. Useful: The system should accomplish the task for which it is designed.
o Example: A music app must allow users to easily search and play songs.
2. Usable: Users should be able to complete tasks easily and naturally, without making
errors.
3. Used: The system should be attractive and engaging so that people want to use it.
o Example: A fitness app with an appealing interface that motivates users to track
their workouts.
An alarm clock is a simple, everyday object, but its design can greatly impact usability:
• A well-designed alarm clock will have intuitive controls, a clear display, and easily
accessible buttons for snoozing or stopping the alarm. Users can quickly understand how
to use it without reading a manual.
• A poorly designed alarm clock, on the other hand, might have confusing buttons or a
complicated interface, causing frustration when users try to set or stop the alarm.
The shift from command-line interfaces like DOS (Disk Operating System) to modern graphical
user interfaces (GUIs) illustrates the evolution of HCI.
• DOS: Users needed to type commands manually, which required learning specific syntax
and commands.
• Modern GUIs: With icons, menus, and buttons, users can interact visually, making the
experience more intuitive and accessible, improving the overall user experience.
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Don Norman, a prominent figure in HCI, introduced key concepts like affordances and
signifiers:
1. Affordances: These are the inherent qualities of an object that suggest how it can be
used.
2. Signifiers: These are visual or auditory cues that signal the available actions or functions.
o Example: A button labeled “Click Me” indicates that pressing it will trigger an
action.
In his book "The Design of Everyday Things," Norman highlights how poor design can cause
confusion. His famous example involves a door:
• Good Design: A door with a handle on one side for pulling and a plate on the other side
for pushing. This follows the natural affordance of the objects (handles for pulling, plates
for pushing).
• Bad Design: A door with a handle on both sides, leading to confusion about whether to
push or pull.
Vision in HCI
1. Physical Reception: The eyes receive light and convert it into electrical signals for the
brain to interpret. Objects reflect light that enters the eye, allowing us to see.
2. Processing: The brain processes these signals to form a coherent visual perception.
o Example: Images appear upside-down on the retina, but the brain corrects this,
allowing us to perceive the world correctly.
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• Visual Angle: Refers to how much of the view an object occupies, depending on its size
and distance from the eye.
o Example: A car appears smaller when far away but maintains its perceived size
due to familiarity.
• Cues like Overlapping: Help the brain perceive size and depth. If one object overlaps
another, the brain perceives it as being closer.
1. Brightness: How we perceive brightness depends on the light levels and the luminance
of the object. The brighter the object, the easier it is to see.
2. Color Perception: Cones in the retina help us see color. Our perception of colors is
influenced by hue, intensity, and saturation.
o Example: Blue acuity is lowest, which is why some people have difficulty
distinguishing certain shades of blue.
Optical Illusions
Optical illusions can trick our perception due to the brain's tendency to overcompensate for
movement and light changes.
• Example: The Muller-Lyer illusion, where two lines of the same length appear different
because of the direction of the arrows at the ends.
Hearing in HCI
1. Pitch, Loudness, and Timbre: These qualities of sound help us distinguish different
noises.
o Example: The sound of a notification on your phone alerts you to check for new
messages.
2. Auditory Filtering: The brain can filter out background noise, allowing us to focus on
specific sounds, like a conversation in a noisy room.
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Touch/Haptic Feedback
• Haptic Feedback: Provides tactile responses, such as vibrations, that let users know they
have performed an action.
o Example: The vibration when you tap a key on your smartphone's virtual
keyboard.
Response Time
1. Reaction time: The time between the appearance of the stimulus and the
beginning of the response.
2. Movement time: The time taken to physically respond after initiating the
movement.
• Age and fitness: Movement time tends to be faster in younger, fitter individuals, and
slower in older individuals or those with less physical conditioning.
• Increasing reaction time often decreases accuracy in unskilled operators, meaning that
hasty actions may lead to mistakes. However, skilled operators may maintain accuracy
even with reduced reaction time.
• Fitts' Law models the time required to move to a target area. It states that movement time
(Mt) is a function of the distance (D) to the target and the size (S) of the target:
• Larger targets are easier and quicker to hit, as the user can target them more accurately.
• Shorter distances between the current pointer position and the target reduce movement
time.
• Windows Start Button Example: The increase in size of the Windows Start button over
time exemplifies how making a target larger increases usability, making it easier and
quicker for users to interact with the interface.
Topics Covered
1. Introduction to HCI
2. Scope of HCI
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o Design: Creating interactive, intuitive systems
3. Goals of HCI
4. Examples in HCI
o Norman's Door Example: Good vs. bad design with everyday objects
6. Vision in HCI
o Optical Illusions
7. Hearing in HCI
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o Importance of tactile responses in user interactions
9. Movement in HCI
Definition:
Usability is defined as "the extent to which a system, product, or service can be used by specified
users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified
context of use." (ISO 9241-11)
2.1 Effectiveness
• Example: A credit card input field that only accepts valid credit card numbers reduces
entry errors, ensuring users can complete their purchases correctly.
2.2 Efficiency
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• Definition: The speed at which users can accomplish their tasks.
2.3 Satisfaction
• Key Factors:
o Error Tolerance: Users should receive clear feedback when errors occur.
• Example: An e-commerce website that is visually appealing and easy to navigate, with
quick checkout options, leads to a satisfying user experience.
• Definition: The system should always inform users about what is happening through
appropriate feedback.
• Importance: Knowing the system's status builds trust and gives users a sense of control.
• Example: A download progress bar in a web browser shows how much of the file has
downloaded and the remaining time.
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• Definition: The system should use language and concepts familiar to users rather than
technical jargon.
• Example: A navigation app like Google Maps uses real-world road layouts and
recognizable symbols for directions.
• Definition: Users should have the ability to undo and redo actions and have clear exit
strategies.
• Example: In photo editing software, users can easily revert changes to an image.
• Definition: Similar elements should behave in similar ways throughout the interface.
• Example: A word processor where formatting options are consistently placed in the
toolbar across different documents.
• Definition: The design should minimize the occurrence of errors and help users recover
from mistakes.
• Example: A form that does not allow submission until all required fields are correctly
filled out.
• Definition: The interface should allow users to customize their experience and use
shortcuts.
• Example: A text editor that supports keyboard shortcuts and customizable toolbars for
frequent tasks.
• Definition: Help information should be easy to search, focused on tasks, and concise.
• Example: A clean login page that only asks for necessary information (username and
password) without additional clutter.
• Definition: Error messages should be clear, provide information about the problem, and
suggest solutions.
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• Example: A web form that displays a clear error message when a user enters an invalid
email format, with instructions on how to correct it.
Steps to Evaluate:
2. Test it against Nielsen and Molich's 10 design rules to identify areas for improvement.
Example:
To evaluate the COMSATS University website based on Nielsen and Molich's 10 design
guidelines, we can break down each guideline and assess how the site performs in terms of
usability and user experience. Below is the evaluation:
• Assessment: The COMSATS University website provides feedback about its status
effectively. For instance, when users fill out forms (like application forms), they receive
confirmation messages once their submissions are processed. Loading indicators and
progress bars are also used when accessing different sections.
• Assessment: The website uses familiar language and terminology relevant to students
and academic institutions, such as "Programs," "Admissions," and "News." This aligns
well with users' expectations and makes navigation intuitive.
• Assessment: Users can easily undo or redo actions, particularly in form submissions
where they can edit their inputs before final submission. There is also a clear "Cancel"
option in application forms, allowing users to return to previous pages without submitting
information.
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• Assessment: The design is consistent throughout the website. Navigation menus, buttons,
and typography follow a uniform style, ensuring that users can predict how elements will
behave, regardless of the page they are on.
5. Error Prevention
• Assessment: The site includes features to prevent errors, such as form validation for
email addresses and required fields. When users attempt to submit incomplete forms, they
receive prompts to fill out necessary fields before proceeding.
• Assessment: The design minimizes memory load by providing clear navigation and
visible options. Key information, such as course details and faculty contacts, is easily
accessible from various pages, helping users to find what they need without extensive
searching.
• Assessment: The website offers features like quick links to popular sections (e.g.,
admission criteria, course catalog), enhancing efficiency for frequent users. However, a
more robust search feature could improve flexibility for finding specific information.
• Assessment: The design is relatively minimalist, with a clean layout and sufficient white
space, allowing users to focus on content. However, certain sections could benefit from
less clutter and more focus on essential information.
• Assessment: Error messages are mostly clear and helpful. For example, when users enter
incorrect login details, the system informs them what went wrong and provides steps to
recover or reset their passwords.
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• Assessment: The website includes a "Contact Us" section where users can find
assistance. However, there is limited in-depth documentation or help available online,
which could be improved to better support users seeking guidance.
Topic Covered
• Definition of Usability
• Characteristics of Usable Products
i. Effectiveness
ii. Efficiency
iii. Satisfaction
• Nielsen and Molich's 10 User Interface Design Guidelines
i. Visibility of System Status
ii. Match Between System and Real World
iii. User Control and Freedom
iv. Consistency and Standards
v. Error Prevention
vi. Recognition Rather Than Recall
vii. Flexibility and Efficiency of Use
viii. Help and Documentation
ix. Aesthetic and Minimalist Design
x. Help Users Recognize, Diagnose, and Recover from Errors
• Evaluating User Interfaces Using Nielsen and Molich's Guidelines
HCI focuses on how people interact with computers and technology. It has evolved to include a
wide range of devices and activities, not just traditional desktop computers.
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1. Make Work Effective, Efficient, and Safer:
o Example: Video games that offer immersive experiences and engaging storylines.
o Example: Digital art applications like Procreate that allow artists to create and
share their work easily.
o Example: If the app provides meaningful insights, it can help users improve their
fitness.
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o Example: Current fitness apps may not provide accurate data or may be too
complex to use.
• How would you see people using it with their current way of doing things?
o Example: The app can help users track their progress and set goals more
effectively.
Assumptions Made:
3. Users are happy using a very small display with a restricted interface:
o Not Reasonable: Many users find small screens frustrating for extended use.
4. Users will be happy doing things on a cell phone that they normally do on their PCs:
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o Partially Reasonable: Some tasks can be done on phones, but not all users prefer
it.
• Understanding the Problem Space helps in determining the interface design, behaviors,
and functionalities of the product.
• Conceptual Model Development: Create a clear idea of how the product will function
and how users will understand it.
Conceptual Models
Importance:
• The design should focus on how users will perceive and interact with the system, not how
designers think it should work.
1. Activity-Based Models
Examples:
• Giving Instructions:
o Example: A voice assistant like Siri or Google Assistant where you say, “Set a
timer for 10 minutes.”
• Conversing:
2. Object-Based Models
Use analogies from the physical world to help users understand the system.
Examples:
• Star Interface:
• Spreadsheet:
1. Giving Instructions
• Example: A user might use a command line to execute a batch file for processing data.
2. Conversing
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• Cons: Misinterpretation of user commands can lead to confusion.
• Example: A travel booking site where users can ask questions like, “Find me flights to
Paris.”
• Characteristics:
o Direct Manipulation (DM): Users can see and directly interact with objects.
o WYSIWYG (What You See Is What You Get): The interface reflects the final
output.
• Example: Graphic design software where users can drag images, resize them, and edit
directly on the canvas.
• Example: Online shopping sites like Amazon, where users can browse through
categories and filter products.
• Hybrid Models: Combining approaches can enhance user experience but may require
additional learning.
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Topics Covered in this Chapter
1. Human-Computer Interaction (HCI) Overview
5. Conceptual Models
7. Conclusion
o Different models fit different user needs; hybrid models can enhance experiences.
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Interface metaphors are design elements that draw parallels between a computer interface and a
familiar physical entity, helping users understand and navigate the digital space.
o Example: The desktop metaphor in operating systems like Windows, where the
screen resembles a physical desk with files, folders, and a recycling bin.
o Example: A calendar app that visually represents days and months similar to a
physical calendar.
o Metaphors help users form mental models of how the system works.
o Example: Using a trash can icon for deleting files, which helps users understand
the concept of discarding items.
3. Increased Accessibility:
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1. Breaking Conventional and Cultural Rules:
o Some metaphors might not align with users' cultural norms or expectations.
o Example: Placing a recycle bin on the desktop may confuse users unfamiliar
with the digital metaphor of recycling.
o Example: Relying too heavily on a folder metaphor may prevent the exploration
of more efficient ways to organize digital files.
o Example: A complex web interface that mimics a physical store but lacks clear
navigation may lead to user frustration.
o Users may struggle if they need to adapt to the metaphor rather than intuitively
understanding the system.
o Example: Users might struggle with a metaphor that requires them to think of
digital actions in terms of physical processes, like dragging files instead of simply
selecting and deleting.
Conceptual Models
1. Interaction Mode: Refers to what the user is doing while interacting with the system.
o Examples:
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▪ Browsing: Navigating through information.
2. Interaction Style: The type of interface used to support the interaction mode.
o Examples:
▪ Graphical: Using visual elements like icons and buttons (e.g., mobile app
interfaces).
Interaction Styles
Different interaction styles can be used depending on user needs and the nature of the task:
• Data Entry: Users input information through forms (e.g., online surveys).
• Form Fill-in: Users fill out structured forms (e.g., registration forms).
• Graphical User Interface (GUI): Users interact with visual elements (e.g., Windows
operating system).
• Pen Interfaces: Using a stylus for input (e.g., tablets like iPad).
• Augmented Reality: Overlaying digital information on the real world (e.g., Pokémon
Go).
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When selecting an interaction style, consider:
• User Requirements and Needs: Understand the audience and their preferences.
• Technology Suitability: Ensure the chosen technology is appropriate for the task.
Interaction Paradigms
Interaction paradigms are overarching frameworks that inform how users interact with
technology. They evolve over time and often include innovative approaches.
o Example: Smart home devices that allow users to control lighting and appliances
from their smartphones.
o Example: Wearable health devices that monitor fitness and health metrics
continuously.
3. Tangible Bits: Physical representations of digital information that users can manipulate.
4. Augmented Reality (AR): Blending digital content with the real world.
5. Attentive Environments: Smart environments that respond to user presence and actions.
o Example: Classrooms that adjust lighting and temperature based on the number
of occupants.
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6. Transparent Computing: Systems that work in the background without requiring user
intervention.
Notable Examples:
• BlueEyes (IBM): Affective computing that recognizes human emotions and adapts
accordingly.
• Cooltown (HP): Ubiquitous computing project that explores integrating technology into
everyday environments.
Summary Points
• Interaction styles are specific types of interfaces that support various modes.
1. Design Model: The designer’s understanding of how the system should function.
2. User’s Model: The user’s mental model of how the system works based on interaction
experience.
3. System Model: The actual functioning of the system, including its capabilities and
limitations.
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o Example: Knowing that a gear lever must be in a specific position to start a car.
2. Cultural Constraints: Cultural norms can influence user behavior and expectations.
3. Memory Types:
o Declarative Knowledge: Facts and information (e.g., "New York is a big city").
Memory Techniques:
o Example: A stovetop where the controls correspond directly to the burners they
operate.
4. Conceptual Models
6. Interaction Styles
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8. Interaction Paradigms
Slide 6-Interaction
Why Study Paradigms?
Concerns:
Importance:
• The history of interactive system design reveals insights and frameworks for creating
usable designs.
• Examples:
• HCI History: Understanding the evolution of paradigms helps trace shifts in how
humans interact with computers.
Paradigms of Interaction
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• Shifts in Human-Computer Relationship: New computing technologies lead to
changing perceptions of how users interact with computers.
Initial Paradigm:
• Batch Processing: Early computing where tasks were processed in batches without user
interaction during execution.
1. Batch Processing:
2. Time-Sharing:
o Example: In the 1960s, systems allowed multiple users to interact with a single
computer simultaneously (e.g., J.C.R. Licklider's work).
3. Networking:
4. Graphical Displays:
5. Direct Manipulation:
6. Personal Computing:
o Example: The rise of personal computers in the 1970s, allowing individual users
to interact with machines directly.
Time-sharing:
• Historical Context:
o Rapid technological growth in the 1940s-50s led to the need for sharing
computing resources.
Programming Toolkits:
o Douglas Engelbart's work led to the development of tools enabling users to build
complex systems easily.
Personal Computing:
• Task Management:
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o Example: The Xerox Star introduced a commercial windowing system with
icons, menus, and pointers.
Metaphors
• Teaching Technique:
o Examples:
• Problems:
o Some tasks may not fit into existing metaphors, leading to cultural biases or
misunderstandings.
Direct Manipulation:
• Characteristics:
• Differences:
Hypertext:
• Origins:
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o Vannevar Bush's "memex" concept envisioned a system to manage vast
information.
Multimodality:
• Definition:
• Evolution:
• Transformation:
Agent-based Interfaces:
• Evolution:
o Move from traditional command interfaces to intelligent systems that act on user
behalf.
o Example: Virtual assistants like Siri or Alexa utilize natural language processing
to interact with users.
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Ubiquitous Computing:
• Philosophy:
o Example: Smart home devices that seamlessly integrate into daily routines.
Summary Points
Viewpoints
• User's Model: How users perceive and interact with the system.
• Declarative Knowledge: Facts that can be stated (e.g., “New York is a big city”).
Constraints
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• Natural Constraints: Designed to guide user behavior (e.g., how to use a lever).
• Cultural Constraints: Norms that shape user expectations (e.g., turning screws
clockwise).
Memory
• Long-term Memory: Vast capacity, organized for retrieval but takes time to access.
• Memory Techniques: Using cues and reminders (e.g., putting keys in visible places).
3. Paradigms of Interaction
o Time-sharing
o Programming Toolkits
o Personal Computing
o Metaphors
o Direct Manipulation
o Hypertext
o Multimodality
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o Computer Supported Cooperative Work (CSCW)
o Agent-based Interfaces
o Ubiquitous Computing
7. Summary Points
8. Viewpoints
10. Constraints
11. Memory
Human-Computer Interaction (HCI) is the study and design of how people interact with
computers and other technological systems. A crucial aspect of HCI is the interaction style,
which defines how users communicate with a system and how the system responds. Different
interaction styles influence the user's experience and effectiveness when using software or
hardware.
o Description: Users interact with the system by typing text commands into a
console. The interface displays the text in a line format, hence the name
"command line."
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o Example: The Terminal or Command Prompt where users can enter commands
like cd (change directory) or ls (list files).
o Pros:
o Cons:
▪ High error rates due to syntax sensitivity and lack of visual cues.
2. Menu Selection
o Description: Users select options from a visual list of items, often using a mouse
or keyboard. This style includes hierarchical menus, pop-up menus, and even
voice menus.
o Pros:
▪ Users are provided with cues, making it easier to recognize options rather
than recall commands.
o Cons:
▪ Can be too rigid for experienced users who prefer faster access to
functions.
▪ Poorly designed menus can confuse users if options are not distinct.
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o Organize menus based on task flow.
3. Form-Fill Interfaces
o Description: Interfaces that require users to input data through fields, often in a
structured format.
o Pros:
o Cons:
4. Direct Manipulation
o Description: Users interact with visible objects on the screen through direct
actions such as dragging and dropping.
o Example: Moving files in a graphical user interface (GUI) by dragging them from
one folder to another.
o Pros:
▪ Intuitive and easy to learn, as users can see the results of their actions
immediately.
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▪ Reduces anxiety since actions are easily reversible.
o Cons:
5. Gestural Interaction
o Description: Users interact with the system using gestures, which can include
touch gestures (on touch screens) and air gestures (without touching the screen).
o Types:
o Pros:
o Voice Interaction: Users give commands through speech (e.g., virtual assistants
like Siri or Google Assistant).
Conclusion
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The choice of interaction style significantly affects the user experience. Understanding these
styles enables designers to create systems that cater to user needs, ensuring ease of use and
accessibility while considering the context in which the system will be used.
o Menu Selection
o Form-Fill Interfaces
o Direct Manipulation
o Gestural Interaction
3. Conclusion
Slide 8-PACT
PACT Framework Overview
1. People
• Understanding Users: Designers must have a deep understanding of the people who will
use the system. This includes their physical, psychological, and social characteristics.
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• Psychological Differences: Memory, attention spans, and cognitive abilities vary among
users. Designers need to accommodate users with poor memory by providing intuitive
navigation and clear signage.
• Social Differences: Cultural factors can influence how users interpret technology. For
instance, icons that are positive in one culture may be negative in another.
2. Activities
• User Tasks: Designers should analyze the activities that users wish to undertake. This
can include everything from sending text messages on a mobile phone to typing legal
documents in a law office.
3. Context
• Situational Factors: Understanding the context in which activities occur is crucial. For
example, a teenager may use a mobile phone to send texts while commuting, whereas a
secretary will use Microsoft Word in a professional office setting.
• Environmental Influences: The physical environment, such as lighting and noise, can
affect how users interact with technology. Designing for specific contexts enhances
usability and user experience.
4. Technology
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• Ergonomics: The design of a keyboard that supports wrist positioning reflects an
understanding of physical differences among users. An ergonomic keyboard
accommodates natural hand posture to reduce strain and fatigue.
• Inclusivity in Design: Designing ATMs or ticket machines with larger buttons and
screen contrast can help users with visual impairments or reduced dexterity.
• Memory and Attention: Users with strong memory skills may navigate websites easily,
while those with weaker memory require explicit instructions and cues. For instance, a
complex spreadsheet application like Microsoft Excel must provide clear labeling (e.g.,
ticks and crosses) to cater to diverse user interpretations.
• Film Technology: The evolution from silent films with live narration to advanced digital
formats has transformed the movie-watching experience, illustrating how technology
shapes user activities.
• Telephony: The way telephony has changed, from traditional landlines to smartphones,
exemplifies the impact of technology on communication activities.
Memory
Overview
Memory Insights
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• Goldfish Analogy: If humans had a memory span of three seconds, life would be chaotic.
Memory enables learning, language, art, and culture.
Components of Memory
1. Sensory Stores:
2. Working Memory:
3. Long-Term Memory:
o Essentially unlimited capacity and can hold information for long periods.
• Digit Recall:
o Chunking can help increase recall ability (e.g., remembering "0092 51 2289920"
by grouping numbers).
Chunking
• ATM Design Issue: Old ATM designs led users to leave without their cards after
receiving cash, indicating that task completion can lead to premature disengagement.
Long-Term Memory
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• Knowledge Repository: Long-term memory is a repository for all knowledge with slow
access and slow decay, if any.
• Recall Cues: Humans struggle to remember unrelated facts; cues and context can aid
memory recall.
Mental Models
• Importance of Mental Models: Poor mental models can hinder recovery from errors;
effective design should foster correct mental models.
Social Differences
• Diverse User Goals: Users have different motivations and goals when interacting with
systems.
• Novice vs. Expert: Design considerations should account for varying levels of
knowledge between novice and expert users.
Activities/Tasks
• Activity Complexity: Activities can range from simple tasks to complex activities;
designers must consider these characteristics.
Task Analysis
o Their objectives.
• Considerations:
Context
• Importance of Context: Activities occur in a context that includes physical, social, and
organizational aspects.
Physical Environment
• Factors:
Social Context
• Considerations:
Organizational Context
Technologies
• Input Devices: Secure and safe data entry methods; designers must consider
functionality and space constraints on devices.
Examples:
• Mouse Variants:
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o Microsoft Two-Button Mouse: Includes a scroll wheel.
Output Technologies
• Perceptual Abilities: Rely on vision, hearing, and touch for content display, with screens
being fundamental.
Communication
Content Focus
• Functional vs. Content Systems: Some systems prioritize functional performance, while
others focus on delivering detailed content.
o People
o Activities
o Context
o Technology
5. Memory
o Overview
o Memory Insights
o Components of Memory
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o Transition from Sensory Memory to Short-Term Memory
o Chunking
o Long-Term Memory
o Mental Models
6. Social Differences
7. Activities/Tasks
o Task Analysis
8. Context
o Physical Environment
o Social Context
o Organizational Context
9. Technologies
o Input Devices
o Output Technologies
o Communication
• Perception refers to the process of acquiring and interpreting information from the
environment through our sensory organs—mainly our eyes, ears, and fingers.
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• The eye serves as the primary input channel for those with normal eyesight, guiding
attention and focus.
• Visual perception is crucial for extracting meaning from light, enabling recognition and
understanding of various visual stimuli, such as objects, environments, and interfaces.
• Allows recognition of environments (e.g., a room or a user interface element like the
Windows XP 'start' button).
Gestalt Laws
Definition
• The Gestalt Laws of Perception help explain how the human eye perceives objects and
visual elements, particularly their relationships and arrangements.
Core Principle
• When presented with complex visual information, our minds recognize whole forms
rather than individual parts, leading to an understanding that is more than the sum of its
parts.
1. Figure-Ground
o Definition: Objects are perceived as either the figure (main focus) or the ground
(background).
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o Importance: Helps determine what elements require immediate attention and
what can be ignored.
2. Similarity
o Definition: Elements that share similar characteristics (color, shape, size) are
perceived as related.
o Importance: Creates visual cues that help users understand relationships and
structure within an interface.
3. Proximity
o Definition: Objects that are closer together are perceived as related, regardless of
their differences.
o Importance: Closeness can override color and shape distinctions, creating groups
in users’ perceptions.
4. Uniform Connectedness
5. Continuation
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o Definition: Elements arranged on a line or curve are perceived as related.
o Importance: Our eyes tend to follow lines or curves, linking visual elements
along that path.
o Example: Navigation menus arranged in a curve or line help users follow and
comprehend their options.
6. Common Fate
o Definition: Elements that move together are perceived as belonging to the same
group.
o Example: When scrolling through a list, items that move together signal their
association.
7. Closure
o Example: A broken circle still appears complete, helping users quickly identify
the shape.
o Definition: Objects are perceived as symmetrical and balanced, even if parts are
missing.
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9. Focal Point
o Definition: Elements that stand out due to contrast or emphasis draw the viewer’s
attention.
• Uniform Connectedness: Connect related form fields with borders or background colors
to show they belong together.
• Continuation: Design a sidebar that visually connects items in a linear fashion to imply a
process or order.
• Common Fate: In interactive maps, ensure elements that move together are grouped to
enhance user understanding.
• Closure: Use logos or icons that imply completeness, even if they are abstract or
incomplete.
• Symmetry & Order: Design interfaces with balanced layouts to instill confidence and
comfort in users.
• Focal Point: Utilize contrasting colors for call-to-action buttons to drive user
engagement.
By applying these Gestalt principles, designers can create intuitive and visually pleasing
interfaces that enhance user experience and interaction.
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Topics Covered in this Chapter
1. Visual Perception
2. Gestalt Laws
o Definition
o Core Principle
o Figure-Ground
o Similarity
o Proximity
o Uniform Connectedness
o Continuation
o Common Fate
o Closure
o Focal Point
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1. Ask:
2. Think:
3. Design:
• Grouping of Items: Group related items together to make the interface intuitive.
• Order of Items: Present items in a logical sequence that matches user expectations.
o Example: Display personal details first, followed by payment details, and then
review order summary.
• Decoration (Fonts, Boxes, etc.): Use boxes or lines to highlight groups of related items
but avoid excessive decoration that distracts from the content.
o Example: Align text to the left for easy reading in English. This helps users scan
quickly through lists.
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• White Space: Use white space effectively to prevent clutter and help users focus on
content.
o Example: Leave sufficient space between form fields to make them less
overwhelming.
• Logical Grouping: Items that are logically related should be grouped together
physically.
o Example: Group billing details like name, address, and credit card information
together.
o Example: Place a "Submit" button at the end of a form so that users naturally click
it after entering their information.
• Use Boxes and Space: Utilize visual boxes or whitespace to delineate different sections.
o Example: Use a box around the order summary in an e-commerce app to separate
it visually from the payment options.
Decoration
o Example: Use a bordered box for "Shipping Details" to make it stand out.
• Fonts for Emphasis: Use different fonts or sizes to emphasize headings, but don’t go
overboard.
o Example: Use a larger, bold font for "Order Summary" compared to regular text
for the items listed below it.
Alignment
1. Text Alignment:
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o Align text to the left for languages that read left to right.
o Example: Align book titles or author names on a library catalog page to the left
for easy scanning.
o Example: List names in the format "Last Name, First Name" to facilitate surname
scanning.
3. Numbers:
o Align numerical data for easier comparison, either by decimal points or right
alignment for integers.
o Example:
532.56
256.32
15
73.95
Multiple Columns
• Scanning Across Gaps: Ensure that users can easily scan through columns by
minimizing gaps.
o Example: Use leaders (dots) to connect items and their corresponding values in a
list.
• Greying: Use subtle greying of alternate rows to help users track their position.
Physical Controls
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• Grouping of Items: Use logical groupings for physical controls.
• Order of Items: Arrange controls in a logical sequence that matches the workflow.
o Example: On a washing machine, place the cycle selector before the start button.
1. Entering Information:
o Use a logical layout for forms, ensuring labels and input fields are aligned.
o Ensure it’s clear what is active and passive within the interface.
3. Affordances:
o Example: A button should look "clickable" (3D effect, shadow) to indicate it can
be pressed.
Presenting Information
o Strive for visually pleasing designs that also serve a functional purpose.
o Example: A clean layout with consistent colors and fonts can enhance user
satisfaction.
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o Example: Use a muted color palette for a professional look.
1. Globalisation:
o Ensure that your interface can adapt to different cultures and languages.
o Example: Use a resource database to swap out text rather than hardcoding it.
2. Cultural Sensitivity:
o Be aware that symbols and colors may have different meanings in different
cultures.
o Grouping of Items
o Order of Items
o Alignment of Items
o White Space
o Logical Grouping
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o Order of Groups and Items
4. Decoration
o Use of Boxes
5. Alignment
o Text Alignment
o Numbers
o Multiple Columns
6. Physical Controls
o Grouping of Items
o Order of Items
o Entering Information
o Knowing What to Do
o Affordances
8. Presenting Information
o Color and 3D
o Globalisation
o Cultural Sensitivity
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Slide 11-Universal Design
Universal Design
Universal Design refers to the process of creating products and environments that are usable by
everyone, regardless of their abilities, disabilities, age, or cultural background. It seeks to
accommodate human diversity by making products and services accessible in all circumstances.
1. Equitable Use
o Definition: The design should be useful and marketable to people with diverse
abilities.
o Example: An elevator with both push buttons and voice command options allows
individuals with mobility impairments as well as those with visual impairments to
use it effectively.
2. Flexibility in Use
o Example: A web application with clear icons and minimal text instructions
allows users to navigate without extensive guidance.
4. Perceptible Information
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o Definition: The design should communicate necessary information effectively to
the user, regardless of ambient conditions or the user's sensory abilities.
o Example: A traffic light that provides both visual (red/green lights) and auditory
signals (beeping sound for pedestrians) to indicate when it’s safe to cross.
o Definition: The design should minimize hazards and the adverse consequences of
accidental or unintended actions.
o Example: A software program that prompts users to confirm before deleting a file
prevents accidental loss of important information.
o Example: Automatic doors that open with a motion sensor allow users to enter
without needing to push or pull the door.
o Definition: Appropriate size and space should be provided for approach, reach,
manipulation, and use, regardless of the user's body size, posture, or mobility.
Multi-modal Interaction
Multi-modal interaction allows users to interact with a system through various means, enhancing
accessibility and usability.
• Example Inputs:
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o Voice: Voice commands for hands-free operation (e.g., virtual assistants).
• Visual Impairment: Use of screen readers to convert text to speech or Braille displays.
• Dyslexia: Use of fonts and text layouts that are easier to read for individuals with
dyslexia.
• Autism: Designing interfaces that reduce sensory overload and promote clear
communication.
• Older Adults: Simple interfaces with larger text and high contrast for better readability.
• Children: Interactive learning applications that use graphics and sound for engagement.
3. Cultural Differences
• Designing for Diversity: Recognizing that factors like age, gender, race, and culture can
influence user interaction.
• Example: Using culturally relevant symbols and colors in design to make systems more
relatable.
User Support
User support is crucial for enhancing user experience and helping individuals navigate systems
effectively.
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Types of User Assistance
1. Help
2. Advice
3. Support
o Example: Access to a community forum for users to ask questions and share
experiences.
1. Quick Reference
2. Task-specific Help
3. Full Explanation
4. Tutorial
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o Step-by-step guidance for new users.
o Example: Help menus that can be opened without closing the main application.
2. Accuracy and Completeness: Help content must match actual system behavior.
o Example: Context-sensitive help that appears when users hover over an element
rather than blocking the main interface.
1. Command Assistance
o Example: UNIX man pages that describe command syntax and options.
2. Command Prompts
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o Example: Error messages in command-line interfaces that suggest corrections.
3. Context-Sensitive Help
o Example: Tooltips in Microsoft Office that explain features when hovering over
icons.
4. Online Tutorials
5. Online Documentation
o Example: An online wiki that provides detailed user guides for software.
6. Wizards
7. Assistants
o Example: Eager, a software agent that suggests the next steps in a repetitive task.
1. Integration: User support should be built into the system from the beginning.
2. Focus on Content and Context: Ensure help content meets user needs.
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o Example: Using pop-up windows for help versus displaying it within the main
interface.
o Example: Deciding between structured help files or a database system for storing
help content.
o Equitable Use
o Flexibility in Use
o Perceptible Information
3. Multi-modal Interaction
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o Different Age Groups
o Cultural Differences
5. User Support
o Availability
o Consistency
o Robustness
o Flexibility
o Unobtrusiveness
o Context-Sensitive Help
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o Focus on Content and Context
o Implementation Issues
What is it?
The primary goal of identifying needs and establishing requirements is to understand users' needs
and how these needs translate into system requirements. This is crucial in the development of
any new system.
o Example: In developing a new email client, it's essential to understand that users
need a simple way to organize their emails. Therefore, users may require features
such as folders, labels, and filters to manage their email efficiently.
o Example: After identifying that users want to be able to categorize emails, a stable
requirement may be: "The system shall allow users to create, edit, and delete
email folders."
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• Example: A project that fails to define that a user must log in before accessing personal
information could lead to serious security issues.
2. Establishing Requirements
Definition of a Requirement:
A requirement is a statement about an intended product that specifies what the product should
do.
Characteristics of Requirements:
o Example: Users need the app to provide real-time tracking of their workouts and
progress.
• Clarification of Requirements:
o Example: “The app should load quickly.” Here, clarification is needed: What is
considered "quick"? This could be defined as "less than 3 seconds".
3. Types of Requirements
Examples:
• User authentication (e.g., "The system shall allow users to create an account and log in
using a username and password.")
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• Online ordering (e.g., "The system shall enable users to add items to a shopping cart and
proceed to checkout.")
• Data entry (e.g., "The system shall allow users to input their personal information to
create a profile.")
These specify how the system performs a function, including constraints on the system and its
development.
Examples:
• Usability: "The system should be intuitive, allowing users to complete tasks without
extensive training."
These specify the type, size, and accuracy of the required data.
Example:
• In a financial application, "The system must maintain accurate stock prices updated at
least every minute."
Examples:
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• Social: "The application should support collaborative features for teams working
remotely."
Example:
Example:
• "The system must allow new users to complete registration within 2 minutes."
5.1 Questionnaires
• Example: “On a scale of 1-10, how satisfied are you with our current accounting
software?”
5.2 Interviews
• Example: A structured interview might include questions like, "What features do you use
the most in your current system?"
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• Example: Bringing together a group of users to discuss what they like and dislike about
an existing system.
• Example: Observing employees as they use a legacy accounting software to identify pain
points.
• Example: Reviewing current user manuals and regulatory requirements for financial
reporting.
1. Initial Interpretation:
o Example: While interviewing users, jot down observations about their frustrations
with the current system.
2. Deeper Analysis:
Describing user tasks can clarify existing work practices and guide the design of new systems.
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Common Types:
1. Scenarios: Informal narratives that describe how a user might interact with the system.
o Example: "Sarah logs into her account and searches for her favorite products."
2. Use Cases: Detailed descriptions of interactions between the user and the system.
o Example: "The user adds an item to the cart and proceeds to checkout."
Analyzing user tasks involves understanding what users do, why, and how.
Example:
• In a bakery, analyzing how a user places an order might involve documenting the steps
they take: browsing the menu, selecting items, customizing orders, and making payment.
Hierarchical Task Analysis (HTA) is a systematic method for breaking down complex tasks into
smaller, more manageable subtasks. This approach is particularly valuable in Human-Computer
Interaction (HCI) as it allows designers to understand user goals and the necessary steps to
achieve them.
• Task Breakdown: HTA involves decomposing a task into subtasks, which can further be
divided into sub-sub-tasks. This breakdown continues until the tasks become simple,
observable actions.
• User Goals: The process starts with a clear user goal. From this goal, the main tasks
needed to achieve it are identified.
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• Plans: These are structured sequences of tasks and subtasks that describe how a task
might be performed in practice. Plans can be represented in both textual and graphical
formats.
• Observable Actions: HTA focuses on physical actions rather than abstract or cognitive
processes, which can include non-software related activities.
Task-Subtask Hierarchy:
Plans:
• Plan 3: Choose any of the subtasks 3.1, 3.2, or 3.3 in any order, depending on which
rooms need cleaning.
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Example 2: Borrowing a Book from the Library
Task-Subtask Hierarchy:
1. Go to the library
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4. Take book to checkout counter
Plans:
• Plan 2: Execute tasks in the order of 2.1-2.4-2.5. If the book is not identified, do 2.2-2.3-
2.4-2.5.
This textual HTA outlines the necessary steps for the task.
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▪ Producing Stable Requirements
2. Establishing Requirements
o Definition of a Requirement
o Characteristics of Requirements
▪ Clarification of Requirements
3. Types of Requirements
o Functional Requirements
o Non-Functional Requirements
o Data Requirements
o Environmental Requirements
o User Requirements
o Usability Requirements
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▪ Questionnaires
▪ Interviews
▪ Direct Observation
▪ Studying Documentation
▪ Initial Interpretation
▪ Deeper Analysis
o Task Description
o Task Analysis
o Overview of HTA
▪ Task Breakdown
▪ User Goals
▪ Plans
▪ Observable Actions
o Examples of HTA
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▪ Example 2: Borrowing a Book from the Library
• Purpose: To obtain necessary information after defining the research issue and creating a
research design.
1. Resources Available:
o Assess the tools, budget, and time available for data collection.
o Example: A researcher might have a limited budget for travel but has access to
online survey tools.
o Example: Using established scales or measures that have been tested for
reliability.
3. Method Selection:
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o Example: Using statistical software to analyze survey results and create visual
reports.
5. Evaluator Skill:
1. Interviews:
o Types:
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▪ Example: An expert providing insights on industry trends.
o Types of Questions:
▪ Example: “How satisfied are you with our service? (1- Very
dissatisfied, 5- Very satisfied)”
3. Observation:
4. Focus Groups:
5. Experiments:
o Example: Testing two different sales strategies to see which one results in more
purchases.
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o Create a list of questions in advance.
Advantages of Interviews:
Disadvantages of Interviews:
5. Questionnaires
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1. Decide on Information Required:
o Example: Targeting young adults aged 18-25 for a survey on social media usage.
o Example: Instead of "What are your thoughts on our product?" use "What do you
think about our product?"
6. Organize Questions:
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8. Pre-test the Questionnaire:
Advantages of Questionnaires:
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o Example: A survey could cover customer demographics, preferences, and buying
behavior.
Disadvantages of Questionnaires:
o Example: Lacking insight into how a respondent truly feels about a product.
6. Survey Fatigue: Respondents may tire of too many surveys or long questionnaires.
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Aspect Questionnaire Interview
Observation Method
Definition:
Observation is a method of data collection that relies on watching subjects in their natural
environment without any manipulation. It focuses on gathering data through the researcher’s
visual senses, observing behaviors and interactions as they occur.
Example:
A researcher might observe employees in a workplace to see how they interact with each other
and their clients. For instance, they might note if employees collaborate well or if they struggle
with the available resources.
1. Directness:
Data is collected in real-time, capturing behaviors as they happen.
2. Natural Environment:
Data reflects true behavior in natural settings, providing authentic insights.
3. Longitudinal Analysis:
Observations can be made over extended periods to track changes.
Example: Studying employee behavior over several months to assess changes in morale.
4. Non-verbal Behavior:
Effective at capturing non-verbal cues that surveys might miss.
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Example: Noting body language or facial expressions during a client meeting.
1. Lack of Control:
Observers have limited control over external factors affecting behaviors.
Example: Unforeseen events, like a fire drill, can influence observed behavior.
2. Difficulties in Quantification:
Observations often rely on subjective perceptions, making it hard to quantify data.
Example: Rating a student's engagement based on observation rather than measurable tests.
Example: Observing a single class versus multiple classes across different schools.
Example: Observing a person’s behavior doesn’t reveal their motivations or past experiences.
Focus Groups
Definition:
A focus group consists of a small, diverse group of participants (6-12 individuals) discussing a
specific topic guided by a facilitator. It’s used to gather qualitative insights about perceptions and
experiences.
Example:
A company might organize a focus group to explore customer reactions to a new product line.
1. Quick Setup:
Focus groups can be organized and conducted relatively quickly.
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2. Group Dynamics:
The interaction among participants can generate richer discussions than one-on-one
interviews.
Example: Participants may build on each other’s ideas, leading to deeper insights.
1. Facilitator Bias:
The facilitator’s influence can skew discussions.
Example: A strong facilitator might unintentionally steer the conversation towards their biases.
2. Dominating Participants:
A few individuals may overshadow the conversation, limiting input from quieter
members.
3. Time-Consuming Analysis:
Analyzing focus group data can be labor-intensive and requires careful planning.
Example: The group’s consensus may differ from a person’s private views.
Experiments
Definition:
Experiments involve manipulating one or more independent variables to observe the effect on
dependent variables, allowing researchers to establish cause-and-effect relationships.
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Example:
In a clinical trial, researchers might change the dosage of a medication (independent variable) to
observe its impact on patient recovery (dependent variable).
2. Variation Utilization:
Different variations of an experiment can be tested.
3. Robust Results:
Experiments can lead to strong, reliable findings.
1. Artificial Situations:
Results may not generalize well to real-world settings.
Example: Lab conditions can create responses that differ from everyday life.
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Example: If participants are not randomly assigned, it could affect results.
4. Feasibility Issues:
Some experiments may be unethical or impractical.
Definition:
Secondary data is information that has already been collected for a purpose other than the current
research project. It is typically less costly and less time-consuming to obtain than primary data.
Example:
Using census data from a government report to analyze population trends rather than conducting
a new survey.
Internal Sources:
• Sales Records: Data from previous sales can inform future marketing strategies.
• Marketing Activity Reports: Historical data on past marketing campaigns can guide
current efforts.
External Sources:
• Journals: Academic or industry journals can provide insights on trends and research.
• Magazines/Newspapers: Articles and reports can provide context and current events.
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Advantages of Secondary Data:
• Cost-effective: Collecting secondary data typically requires fewer resources than primary
data collection.
• Incompleteness: Secondary data may not perfectly align with current research questions.
• Timeliness: Older data may not accurately reflect the current context.
Data Classification
Definition:
Classification is the process of organizing data into categories based on shared characteristics.
1. Bulk Management: Helps manage large sets of data by organizing it into meaningful
categories.
4. Statistical Analysis Preparation: Prepares data for statistical methods and analysis.
Types of Classification:
1. Geographical Classification:
Data organized based on geographical location.
Andhra 1093.90
Bihar 12899.89
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State Total Food Grains (thousands tons)
Karnataka 1834.78
2. Chronological Classification:
Data organized based on time intervals.
3. Qualitative Classification:
Data categorized based on qualities or characteristics.
4. Quantitative Classification:
Data classified based on measurable characteristics.
40-50 60
50-60 50
60-70 28
5. Alphabetical Classification:
Data arranged in alphabetical order.
Scale of Measurement
Definition:
Measurement scales categorize data based on specific characteristics and allow researchers to
analyze it effectively. The four scales are nominal, ordinal, interval, and ratio.
1. Nominal Scale:
▪ M (Male) = 1
▪ F (Female) = 2
2. Ordinal Scale:
o Definition: Ranks data in order but does not specify the degree of difference.
▪ 1 = Excellent
▪ 2 = Good
▪ 3 = Average
▪ 4 = Poor
3. Interval Scale:
o Definition: Measures the difference between values but lacks a true zero point.
4. Ratio Scale:
o Definition: Contains all the properties of an interval scale, but also has a true zero
point.
Definition:
Data preparation is the process of cleaning and organizing raw data to make it suitable for
analysis. It includes various steps to ensure data quality and relevance.
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1. Data Collection:
Gather raw data from various sources, ensuring it meets research objectives.
2. Data Cleaning:
Identify and rectify errors, inconsistencies, and missing values.
3. Data Transformation:
Standardize data formats and units to facilitate comparison.
4. Data Integration:
Combine data from different sources into a unified dataset.
Example: Merging survey data with sales records for comprehensive analysis.
5. Data Reduction:
Reduce data volume by selecting relevant features or aggregating data.
Example: Summarizing customer feedback into key themes rather than analyzing each comment.
Tables
Definition:
A table is a systematic arrangement of statistical data in rows and columns, designed to clarify
the problem under consideration.
Objectives of Tabulation:
• Conduct investigations.
• Facilitate comparisons.
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• Simplify data presentation.
Parts of a Table:
1. Table Number
4. Body
6. Footnotes
Types of Tables:
• By Purpose:
• By Originality:
o Original Table
o Derived Table
• By Construction:
Examples of Tables:
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• Manifold Table: Displays multiple interrelated characteristics.
Reliability:
• Cronbach’s Alpha:
o Values Interpretation:
• Example Analysis:
Validity:
Data Analysis
Analysis Procedures:
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2. Use of graphical representations (bar charts, line charts, pie charts) to enhance
understanding.
o Descriptive Analysis
o Univariate Analysis
o Bivariate Analysis
o Multivariate Analysis
Descriptive Statistics:
• Types:
1. Graphs
Variability Measures:
• Standard Deviation: Square root of variance, indicating average distance from the
mean.
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1. For Infinite Populations:
o Where:
▪ Z=1.96Z = 1.96Z=1.96
• Interviews
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• Observation
• Focus Groups
• Experiments
Questionnaires
Observation Method
Focus Groups
Experiments
Data Classification
Scale of Measurement
Tables
Task analysis is a systematic approach used to understand how users accomplish specific tasks
by breaking them down into their fundamental components. The analysis focuses on:
• What People Do: The sequence of actions taken by users to complete a task.
• What Things They Work With: The tools, systems, and objects involved in the task.
• What They Must Know: The knowledge, skills, and information required to perform the
task effectively.
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Example: Cleaning the House
• Steps Involved:
• Knowledge Required:
• Task Decomposition: Breaking down tasks into smaller, ordered subtasks. This helps to
clarify the workflow and the relationship between different actions.
• Knowledge-Based Techniques: Examining the user's knowledge about the task, how it
is organized, and how it influences their actions.
1. Observe: Watch users perform the task in a natural setting to gather real-world insights.
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2. Collect: Gather unstructured lists of words and actions that describe the task.
o Focus: Systems analysis emphasizes the overall system design, while task
analysis zeroes in on individual user tasks and how they fit within the system.
o Task analysis can provide insights into both specific, practiced tasks and the
broader job roles they fit into.
5. Task Decomposition
Aims:
Variants:
• Hierarchical Task Analysis (HTA): A structured method to represent tasks visually and
hierarchically.
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6. Plans in HTA
• Fixed Sequence: A strict order of tasks (e.g., 1.1, then 1.2, then 1.3).
• Optional Tasks: Tasks performed based on certain conditions (e.g., if the pot is full).
• Waiting for Events: Tasks initiated by external events (e.g., when the kettle boils).
• Cycles: Repeated tasks based on ongoing conditions (e.g., while there are empty cups).
Example of Plans:
• Plan 0: Execute tasks 1 - 2 - 3 - 5 in that order. When the dust bag gets full, perform task
4.
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• Plan 3: Perform any of tasks 3.1, 3.2, or 3.3 in any order, depending on which rooms
need cleaning.
• Task: Considered a task if the user is actively engaged (e.g., waiting while doing
something else).
• Plan: Considered part of a plan if the waiting period is defined by an external event (e.g.,
waiting for an alarm).
Example of Waiting:
• Waiting as a Task: "While waiting for the kettle to boil, check emails."
• Waiting as a Plan: "Wait until the alarm rings before starting the next task."
1. Conceptual Manual:
2. Procedural Manual:
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2. Empty pot.
4. Wait 4 or 5 minutes.
After creating an initial HTA, it's essential to check and improve it using certain heuristics:
• Restructure Tasks: Generate new tasks for clarity (e.g., "make pot" instead of listing
every individual action).
• Balance Task Complexity: Assess if simpler actions can be grouped (e.g., "pour tea" vs.
"making pot").
• Generalize Tasks: Broaden the description for flexibility (e.g., making one cup or
multiple).
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o What they must know (knowledge and skills).
o Practical example of cleaning the house to illustrate task steps and knowledge
required.
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o Conceptual vs. procedural manuals.
Overview: HCI is the study and design of how people interact with computers and software. A
user-centered approach is essential, which involves understanding users through tools like
personas and scenarios, and testing ideas with prototypes.
o Purpose: By using personas, designers ensure that their products meet actual user
needs and preferences.
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▪ Example: “Sarah is tech-savvy and enjoys exploring new software.”
o Preferences and Context: Users’ likes and the environment they use the product.
▪ Example: “Sarah prefers dark mode interfaces and works from a coffee
shop.”
o Distillation of Key Insights: Identify essential findings that inform the design.
4. Types of Personas:
o Secondary Personas: Users with different needs who are still important.
o Complementary Personas: Users who can benefit from your product but aren’t
the primary target.
o Definition: Scenarios are narrative descriptions that outline how personas interact
with a product in specific situations. They help anticipate user needs and
challenges.
2. Scenario Development:
o Identify Goals and Tasks: Understand what your persona wants to achieve.
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▪ Example: “Sarah wants to create a portfolio to showcase her work.”
o Create a Narrative: Describe the user's journey, including their motivations and
outcomes.
▪ Example: “Sarah logs in, selects a template, and customizes it to fit her
style.”
3. Types of Scenarios:
1. Identifying User Goals: Understand what drives users to engage with your product.
2. Extracting Design Requirements: Highlight user actions and pain points to inform
design.
3. Aligning with User Workflows: Visualize how users complete tasks to improve overall
design.
Persona-Scenario Alignment
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• User Empathy: Aligning personas and scenarios helps designers understand user
motivations and challenges.
• Ideation Catalyst: Insights from personas and scenarios inspire innovative designs.
• Design Validation: Regular testing against personas and scenarios ensures solutions
meet user needs.
3. Scenario Writing: Help the team create detailed narratives that uncover user needs.
4. Synthesis and Alignment: Discuss findings and prioritize focus areas for design.
1. Low-Fidelity Prototypes:
o Definition: Simple, inexpensive models (like sketches) used to test ideas quickly.
2. High-Fidelity Prototypes:
Advantages of Prototyping
1. Validate Design Decisions: Test assumptions with real users to identify pain points.
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4. Stakeholder Alignment: Communicate design ideas to gain support.
• Empathy-Driven Design: Understand users to create products that meet their needs.
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