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Chapter 1 - The Human

This document discusses human-computer interaction and user interfaces. It defines key terms like user interface, usability, and human-computer interaction. It describes the five dimensions of usability: learnability, memorability, efficiency, errors, and satisfaction. It also discusses input and output between humans and computers, and how humans process information through senses, short-term and long-term memory.

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MD HOSSAIN
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0% found this document useful (0 votes)
174 views

Chapter 1 - The Human

This document discusses human-computer interaction and user interfaces. It defines key terms like user interface, usability, and human-computer interaction. It describes the five dimensions of usability: learnability, memorability, efficiency, errors, and satisfaction. It also discusses input and output between humans and computers, and how humans process information through senses, short-term and long-term memory.

Uploaded by

MD HOSSAIN
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPT, PDF, TXT or read online on Scribd
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Chapter 1

the human
WHAT IS A USER INTERFACE (UI) ?
“That part of a computer system with which a user
interacts in order to undertake her tasks and achieve
her goals.”
(Stone, Jarrett et. al., 2001)

•The user interface is the boundary between the user and


the functioning part of the system.
•What we interact with when we use any kind of digital
hardware or software.
• It consist of all the hardware, software, screens, menu,
functions, outputs and features that affect two-way
communications between the user and the computer
Jan 2016, Faculty of Information Technology

WHAT IS USABILITY ?
• The extend to which product or application can be
used by specified user to achieve the goals

• Five Dimensions of usability

1. Learnability - Time to learn


How long does it take for typical user to learn relevant task?
2. Memorability - Retention over time
For frequent use and ease of learning help make for better user
retention
3. Efficiency - Speed of performance
How long does it take to perform relevant task?
4. Error Handling - Rate of errors by users
How many errors and what kinds of errors are made during tasks?
5. Satisfaction
Allow for user feedback via interviews, free-form comments and
3
satisfaction scales
HUMAN-COMPUTER INTERACTION (HCI)
Human
the end-user of a program
the others in the organization

• Computer
 the machine the program runs on
 clients & servers, PDAs, cars, microwaves

• Interaction
 the user tells the computer what they want (input)
 the computer communicates results (output)
HUMAN-COMPUTER INTERACTION
(HCI)
– Human-computer interaction is the discipline
concerned with the design, evaluation and
implementation of interactive computing systems for
human use and with the study of the major
phenomena surrounding them.

• A study of the interaction between humans and machines.


• Include fields of Computer science, art & design,
psychology, linguistics, sociology.
• UI design can be thought of as the practical
implementation of HCI research, methods and practices.
Why HCI is Important
The study of our interface with information.
It is not just ‘how big should I make buttons’ or
‘how to layout menu choices’

It can affect


Effectiveness
Computer systems affect every person
Productivity
Product success depends on ease of
use
Safety
Safety, satisfaction, utility is critical
Interfaces in the Real World
Not just computers!
Wristwatch
Phone
Copier
Car
Plane Cockpit
Airline Reservation
Air Traffic Control

7
The Costs of Bad User Interface Design
• Imagine being on a highway with so many signs competing
for your attention that you cant possibly pick out the one
you need to follow
• Imagine being incredibly hungry, but unable to figure out
how to open the refrigerator
• Imagine being stuck in a room with no visible way to get
out
• Imagine being lost in a foreign country and being unable to
communicate with anyone. When you finally find someone
who speaks your language, he forces you to listen to his
life story before giving you the directions you need
• Imagine being forced to make a decision with serious
consequences when you don’t understand the choices
Designing for Users
• Need to take into account:

– Who the users are

– What activities are being carried out

– Where the interaction is taking place


Example 1

What is the handle for?


• To move the whole cabinet !!
Example 2
 What is wrong with the design?
Example 3
 What is wrong with the design?
Example 4
 Can I use the toilet?
Example 5
 Can I go right?
Chapter Outline - The Human

1. Information through input-output


– visual, auditory, haptic, movement
2. Information stored in memory
– sensory, short-term, long-term
3. Information processed and applied
– reasoning, problem solving, skill, error
4. Emotion influences human capabilities
1. Input-Output Channel

• A person’s interaction are through


information being received and sent:
input and output.
• In an interaction with a computer the
user receives information that is output
by the computer, and
• responds by providing input to the
computer – the user’s output becomes
the computer’s input and vice versa.
• Input in the human occurs mainly
through the senses and output through
the motor control of the effectors.

• There are five major senses: sight,


hearing, touch, taste and smell.

• Taste and smell do not currently play a


significant role in HCI However, vision,
hearing and touch are central.
1.1 Vision

Two stages in vision

• physical reception of stimulus

• processing and interpretation of


stimulus
The Eye - physical reception

• mechanism for receiving light and


transforming it into electrical energy light
reflects from objects

• images are focused upside-down on


retina

• The brain detect pattern and movement


Color
• Color can be a powerful tool to improve user
interfaces but its inappropriate use can severely
reduce user performance and even make user
interaction impossible
Colour: Yellow
• Yellow causes a lot of emotions, so this bright
colour should be used carefully. Yellow is used to
help people to make a tough decision or
concentrate on something. It can also prevent
panic and depression.
• Yellow is the colour of the world’s top brands
such as McDonald’s, Ikea, Best Buy, Lipton Tea,
Subway, Nikon, Shell, Burger King, and others.
Color Blindness
• Inability to perceive differences in certain colours
• Color blindness or partial inability to differentiate
colors makes it harder to define the hues of a
similar color
• Types of color blindness:
– Protanopia: No ability to perceive red
– Deuteranopia: No ability to perceive green
– Tritanopia: No ability to perceive blue
• Color Oracle – Guide Design for the Color
Impaired
http://colororacle.org/index.html
Color Blindness
Normal Color Vision

Deuteranopic Color
Vision

Dichromatic Color
Vision
Color Blind-friendly UI
• Do not use colors to convey important
information;
• Increase contrast between similar colors;
• Lighten light colors and darken the dark ones;
• Use patterns and symbols

http://blog.templatemonster.com/2012/03/21/designing-colorblind-friendly-website/
1.2 Hearing

• Close your eyes for a moment and


listen.
• What sounds can you hear? Where are
they coming from?
• What is making them?
• As we close our eyes we hear the
sounds of an Air-condition and the
sounds of the computer running.
Hearing
• Provides information about environment:
distances, directions, objects etc.

• Sound
– Pitch (sound frequency)
– loudness
1.3 Touch

• Provides important feedback about environment.


• May be key sense for someone who is visually
impaired.
• Stimulus received via receptors in the skin:
• Some areas more sensitive than others e.g. fingers.
1.4 Movement

• Time taken to respond to stimulus:


reaction time + movement time
• Movement time dependent on age, fitness etc.
2. Memory

There are three types of memory function:

Sensory memories

Short-term memory or working


memory

Long-term memory
Human Memory
1.Sensor Memory
• Sensory memory is the shortest-term element of
memory.
• Received through the five senses of sight,
hearing, smell, taste and touch
• For example, the ability to look at something
and remember what it looked like with just a
second of observation

2.Working Memory (Short Term Memory)


• Small: 7 ~ 10 seconds = known as memory
“chunks” elements
11

3.Long Term Memory


• Practically infinite in size and duration
Short Term Memory – “Chunking”
• “Chunk” is a unit of memory or perception
• It depends on presentation and on what you already
know
• Your memory can remember lists much more
efficiently when you link all the elements into a
meaningful story.
• The more ridiculous and absurd a story, the more
likely you are to remember it.
• Most memory experts perform amazing feats of
memory by making numbers and letters meaningful
in some way.

Hard: M W B B I M B F I
11
Easier: MWB BIM BFI
Easiest: BMW IBM FBI
Long Term Memory
• Main source – stores factual
information, experiential knowledge,
procedural rules of behavior – Stores
everything we know.
1.It has huge capacity
2.It has a relatively slow access time of
approximately a tenth of seconds.
3.Forgetting occurs more slow in long-
term memory
Long Term Memory (LTM)

• Intended for the long-term storage of


information.
• Information is placed from working
memory through rehearsal.
• Memory recalls after minutes is the
same as that after hours or days.
Long Term Memory - Retrieval

recall
– information reproduced from memory can be
assisted by cues, e.g. categories, imagery

recognition
– information gives knowledge that it has been seen
before
– less complex than recall
3.0 Thinking
(Information Processed & Applied)
• Reasoning
• Problem solving
• Decision Making
How human differ from
animals in thinking?
• Animals receive and store information but
there is little evidence that they can use
the same ways as human.
• Humans use information for a reason and
solve problems whether the information is
partial or unavailable.
Problem Solving

• Problem solving is typically defined as our


ability, to develop a solution to the
problem.

• Process of finding solution to unfamiliar


task using knowledge.

• HCI consequence:
– Recall that your user interface may be
supporting problem solving.
Decision Making

• Decision making, or choosing among


alternatives, has significant implications
for user interface design.
4.0 Emotion
• Various theories of how emotion works
– James-Lange: emotion is our interpretation of a
physiological response to a stimuli
– Cannon: emotion is a psychological response to a
stimuli
– Schacter-Singer: emotion is the result of our
evaluation of our physiological responses, in the
light of the whole situation we are in

• Emotion clearly involves both cognitive and


physical responses to stimuli
Emotion (cont.)
• The biological response to physical stimuli is
called affect

• Affect influences how we respond to


situations
– positive  creative problem solving
– negative  narrow thinking

“Negative affect can make it harder to do


even easy tasks; positive affect can make
it easier to do difficult tasks”
Emotion (cont.)

• Implications for interface design


– stress will increase the difficulty of
problem solving
– relaxed users will be more forgiving of
shortcomings in design
– aesthetically pleasing and rewarding
interfaces will increase positive affect
Human Motor System

transmit process Valid the brain signal


Muscle
brain response
response
generated

Reaction time Movement time

Actions generated by muscle movements. Two important considerations:


1. Speed
2. Accuracy

Physical response = reaction time + movement time

Practice can improve speed and accuracy


However, fatigue can reduce speed and accuracy

(c) Powered by City University College


Fitts’ Law
Fitts's law (often cited as Fitts' law) is a model of human
movement in human–computer interaction and
ergonomics that predicts that:
•the time required to rapidly move to a target area is a
function of the distance to and the size of the target. “

•Fitts’ law can be used to determine the size and location of a


screen object.
•The bigger an object and the closer it is to us, the easier
it is to move to.

•The quicker you can reach a target object, the more


convenient and easy it is to use.

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