Human Computer Interaction Unit-4 - Copy
Human Computer Interaction Unit-4 - Copy
The goal is to make interaction more natural, flexible, and efficient by mimicking the way
humans interact with each other in the real world.
Key Features:
o Users can choose their preferred method of input or combine them (e.g., saying
“delete this” while pointing at a file).
3. Natural Communication:
o It bridges the gap between human behavior and machine understanding for a
smoother, more intuitive experience.
4. Increased Accessibility:
o Especially useful for people with disabilities or in environments where one input
mode (e.g., touch) may not be practical.
Applications:
• AR/VR systems,
• Healthcare, and
Advantages:
HUMAN COMPUTER INTERACTION UNIT-4
• Greater accessibility
• Context-aware interactions
Disadvantages
There are several techniques of evaluation, but two important ones are:
1. Heuristic Evaluation
Heuristic Evaluation is an expert-based inspection method where usability specialists
evaluate a system based on a set of established usability principles, known as heuristics.
Process:
3. Experts identify usability problems, rate their severity, and suggest improvements.
Advantages:
• Cost-effective
HUMAN COMPUTER INTERACTION UNIT-4
• Quick feedback
Limitations:
Step Meaning
Purpose:
• Helps select the right evaluation technique (e.g., surveys, usability testing, interviews)
HUMAN COMPUTER INTERACTION UNIT-4
Advantages:
Limitations:
When integrated into the Waterfall Model, HCI ensures the final product meets both
technical and human expectations.
1. Requirement Analysis
HCI focuses on understanding user needs, goals, tasks, and the environment.
Techniques like user interviews, surveys, and task analysis are used.
Both functional and usability requirements are gathered at this stage.
2. System Design
Focus on designing the user interface, navigation, and interaction flow.
UI mockups, wireframes, and user journey maps are created.
HCI principles like consistency, visibility, and error prevention are applied.
3. Implementation
The interface design is converted into working screens by developers.
Front-end code is written with accessibility and usability in mind.
HCI ensures interactive elements behave as expected by users.
4. Testing
Usability testing is conducted with real users or experts.
Techniques include heuristic evaluation, task-based testing, and A/B testing.
The goal is to identify and fix usability problems before deployment.
5. Deployment
The system is released to users along with help tools, guides, or onboarding support.
HCI ensures the deployment phase is smooth and not overwhelming for users.
User feedback begins to shape future improvements.
6. Maintenance
Post-deployment, user behavior and feedback are continuously monitored.
Updates are made to improve usability or adapt to new user needs.
HCI supports long-term system success through iterative enhancements.
HUMAN COMPUTER INTERACTION UNIT-4
Design rules (or usability rules) are guidelines that help designers improve the usability of
systems and products. Usability means how effectively, efficiently, and satisfactorily a user can
interact with a system. These rules include principles, standards, guidelines, and design patterns
which aim to make the interface user-friendly and efficient.
1. Principles
Principles are high-level, conceptual guidelines that help designers understand how to create
usable systems. They are not strict instructions but general ideas to support good interaction
design.
2. Standards
Standards are formal design rules developed by recognized organizations. They are often
mandatory, especially in safety-critical systems like medical or aviation software.
3. Guidelines
Guidelines are more flexible than standards. They offer recommendations based on research
and experience. Designers can choose to apply them depending on the context.
4. Design Patterns
Design patterns are reusable solutions for recurring design problems. They help designers avoid
reinventing the wheel and ensure consistency across different parts of the interface.
Usability Principles:
1. Learnability
Refers to how easily new users can begin effective interaction and reach expert performance. A
system should be easy to understand and use without prior experience.
2. Flexibility
Refers to the different ways a user can interact with the system. This includes supporting both
novice and expert users, allowing shortcuts, and enabling personalization.
HUMAN COMPUTER INTERACTION UNIT-4
3. Robustness
Describes how well the system supports users in achieving goals and recovering from errors. It
includes helpful feedback, undo options, and guidance.
4. Predictability
Means the system should behave in ways the user expects. Actions should lead to expected
results, which helps reduce confusion.
5. Consistency
Ensures similar operations have similar results. Users can learn faster if the system behaves
consistently in all areas.
6. Generalizability
Refers to the user’s ability to apply knowledge learned in one part of the system to other areas.
It improves overall usability and reduces training time.
Ben Shneiderman proposed eight golden rules that help improve user interface design by
making systems more usable, efficient, and user-friendly. These rules provide foundational
guidance for designing interactive systems.
can be used by the widest range of users without requiring any adaptation or specialized
setup.
The goal is to ensure that systems can be used:
a) To the greatest extent possible
b) In the most independent and natural way
c) In a variety of situations
d) Without needing modifications
Universal design involves two approaches:
1. User-aware design: Extends standard designs to accommodate as many users as
possible.
2. Customisable design: Allows users to personalize the interface to reduce challenges.
Universal Design Principles:
a. Equitable Use
The design is useful and marketable to people with diverse abilities.
b. Flexibility in Use
The design accommodates a wide range of individual preferences and abilities.
c. Simple and Intuitive Use
The design is easy to understand, regardless of the user’s experience, knowledge, or
focus level.
d. Perceptible Information
The design communicates necessary information effectively, regardless of user sensory
limitations or environmental conditions.
e. Tolerance for Error
The design minimizes risks and unintended consequences of accidental actions.
f. Low Physical Effort
The design can be used efficiently and comfortably with minimum fatigue.
g. Size and Space for Approach and Use
Appropriate space is provided for users to approach and use the design, regardless of
body size, posture, or mobility.
HUMAN COMPUTER INTERACTION UNIT-4