Hmi(Worst Subject)Answers
Hmi(Worst Subject)Answers
• The advent of graphics yielded another milestone in the evolution of screen design, as
illustrated in Figure above.
1990s
• While some basic "design principles did not change, groupings and alignment, for example,
Borders were made available to visually enhance groupings and buttons and menus for
implementing commands replaced function keys.
• In the 1990s, our knowledge concerning what makes effective screen design continued to
expand. Coupled with ever-improving technology, the result was even greater improvements in
the user-computer screen interface as the new century dawned.
• Completion aids disappeared from screens, replaced by one of the new listing controls.
Screens could also be simplified, the much more powerful computers being able to quickly
present a new screen.
Direct manipulation in HMI (Human Machine Interaction) is a type of interaction where the user
can directly manipulate the objects of interest on the screen, such as dragging and dropping
icons, resizing windows, or rotating images1. Direct manipulation features a natural
representation of task objects and actions, and promotes the notion of people performing a task
themselves, not through an intermediary like a computer1. Direct manipulation also provides
continuous visibility of objects and actions, rapid and incremental feedback, and reversible
operations2.
An example of direct manipulation in HMI is using a touch screen to control a drone, such as
tilting the screen to change the direction or speed of the drone. The user can directly
manipulate the drone by moving the screen, and see the immediate effect on the drone’s
movement. The user can also easily undo or adjust the action by tilting the screen back or
differently.
Indirect manipulation in HMI (Human Machine Interaction) is a type of interaction where the
user has to use words, text, or commands to perform an action on the machine, rather than
directly manipulating the objects of interest12. Indirect manipulation may be used when the
operation is difficult to conceptualize in a graphical system, or when the graphics capability of
the system is limited23.
An example of indirect manipulation in HMI is using a keyboard to enter a command that
controls a robot arm, such as “move 10 cm left”. The user has to type the command and press
enter, and then wait for the feedback from the robot arm. The user cannot directly manipulate
the robot arm by dragging or rotating it on the screen.
The user interface (UI) designer should design the navigation in a user-centered way. In other
words, it should not be the user's duty to figure out where the interface's features are, as the
navigation should walk the user through the system itself.
The UI designer must consider the interface's structure to organize the navigation. The structure
is of two main types:
Local structure
Global structure
Local structure
Local structure refers to a single screen or page in an interface. A single screen's navigation should tell
the user about the following things:
Where they are: The screen should give enough information to the users about their current
location in the interface, and the current state of their goal. For example, a page title shows the
users where they currently are in the interface.
What they can do: All the possible navigation options from the current screen should be clearly
visible to the user. Any links or buttons to other pages should be highlighted to communicate
their purpose to the user, so they know where they can go further in the interface.
What will happen: Navigation options should clearly indicate to the user what will happen once
they click on them. For example, when icons are used for navigation, they should be
accompanied by some explanation or labels. This way, the user does not have to test where it
goes by clicking on it, and later be frustrated when the result is not as expected.
Where they have been: Users must be given enough feedback about the screens they have
visited, and the tasks they have completed, so they don't feel lost. One way designers do this is
by displaying breadcrumbs, which show the path of arriving at the current page.
Global structure
Global structure refers to how all the screens in an interface link together. There are two ways to
organize the global structure:
Hierarchical organization: The whole system is functionally decomposed into logical groups.
This hierarchy helps define the menu options of an interface. An example of such a hierarchy is
shown below:
Network diagram: A network diagram is essential to show links between pages that might not
be grouped together in a hierarchical organization. This technique is more task-oriented than a
hierarchy. An example of a network of screens is shown below:
1. Principles of Learnability:
Predictability: It determines the effects of future action based on past interaction
history.
Synthesizability: It determines the effects of past operations on current states. e.g.-
move file
Familiarity: New users can get familiar with the functionality and interaction style of
the application.
Consistency: It means through the resultant behavior of the system. Every time system
gives the same result on the same set of inputs.
Generalizability: It requires specific knowledge of the same domain knowledge. e.g.-
Cut, Copy, etc.
2. Principles of Flexibility:
Dialog initiative: All the dialogs are done by a simple request and response system.
Multithreading: Single set of code on input can be used by several processes at
different stages of execution.
Task Migratability: Transfer the execution of the task from the system to the user and
decide who is better. e.g.- Spell Checker
Substitutivity: It allows equivalent values of input and output to be substituted with
each other. e.g.- Percentages and Grades
Customizability: It supports the modifiability of the user interface by a user
(adaptability) or system (adaptivity).
3. Principles of Robustness:
Observability: The user should be able to evaluate the internal features of a system and
give proper feedback.
Responsiveness: Real system feedbacks on the user’s action.
Recoverability: To fix and solve errors and get the correct actions.
Task Conformance: The system supports all the requirements of the user and how the
user interacts with them.
2. Cater for universal usability: recognize the requirements of diverse users and technology. For
instance, add features for novices e.g., explanations, support expert users e.g. shortcuts.
3. Offer informative feedback: for every user action, offer relevant feedback and information,
keep the user appropriately informed, human-computer interaction.
4. Design dialogs to yield closure: help the user know when they have completed a task.
5. Offer error prevention and simple error handling: prevention and (clear and informative
guidance to) recovery; error management.
6. Permit easy reversal of actions: to relieve anxiety and encourage exploration, because the user
knows s/he can always go back to previous states.
7. Support internal locus of control: make the user feel that s/he is in control of the system,
which responds to his/her instructions/commands.
8. Reduce short-term memory load: make menus and UI elements/items visible, easily
available/retrievable
9. What is screen design? Explain ordering of screen data and content.
Screen design is the process of creating the visual appearance and layout of a screen that users
interact with on a device or system. Screen design involves choosing the appropriate elements,
such as text, images, icons, buttons, menus, etc., and arranging them in a way that is clear,
consistent, and user-friendly. Screen design also considers the aesthetic aspects, such as colors,
fonts, styles, and animations, that make the screen appealing and engaging.
Ordering of screen data and content is an important aspect of screen design that affects the
usability and effectiveness of a user interface. It refers to the way information is organized and
presented on a screen, such as in a web page, an application, or a dashboard.
Ordering of screen data & content
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
o Conventional
o Sequence of use
o Frequency of use
o Function
o Importance
o 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
10. What are the qualities of a visually pleasing composition?
• Provide visually pleasing composition with the following qualities–
1. Balance: Create screen balance by providing an equal weight of screen elements, left
and right, top and bottom.
2. Symmetry: Create symmetry by replicating elements left and right of the screen
centerline.
3. Regularity: Create regularity by using consistently spaced column and row starting points
for widgets.
5. Sequentially: Provide sequentiality by arranging elements to guide the eye through the
screen in an obvious, logical, rhythmic, and efficient manner.
6. Economy: Provide economy by using as few styles, display techniques, and colors as
possible.
7. Unity: Create unity by using similar sizes, shapes, or colors for related information. Also
by leaving less space between elements of a screen than the space left in the margins.
8. Proportion: Create windows and groupings of data or text with aesthetically pleasing
proportions.
9. Simplicity: Optimize the number of elements on a screen, within the limits of clarity.
Minimize the alignment points, especially horizontal and vertical.