Unit 2 Final1111
Unit 2 Final1111
In the case of a physical design this is obvious. Look at a chair with a steel frame and one with
a wooden frame.
They are very different: often the steel frames are tubular or thin L or H section steel. In
contrast wooden chairs have thicker solid legs. If you made a wooden chair using the design
for a metal one it would break; if you made the metal one in the design for the wooden one it
would be too heavy to move.
For Human–Computer Interaction the obvious materials are the human and the computer.
That is we must: n understand computers – limitations, capacities, tools, platforms n
understand people – psychological, social aspects, human error
THE PROCESS OF DESIGN
Requirements – what is wanted
The first stage is establishing what exactly is needed. As a precursor to
this it is usually necessary to find out what is currently happening. For
example, how do people currently watch movies? What sort of
personal appliances do they currently use.
Design- Well, this is all about design, but there is a central stage when
you move from what you want, to how to do it. There are numerous
rules, guidelines and design principles that can be used to help with
this. We need to record our design choices in some way and there are
various notations and methods to do this, including those used to
record the existing situation
Iteration and prototyping
• Humans are complex and we cannot expect to get designs right first
time. We therefore need to evaluate a design to see how well it is
working and where there can be improvements.
• Some forms of evaluation can be done using the design on paper, but
it is hard to get real feedback without trying it out. Most user
interface design therefore involves some form of prototyping,
producing early versions of systems to try out with real users
Implementation and deployment
• Finally, when we are happy with our design, we need to create it and
deploy it. This will involve writing code, perhaps making hardware,
writing documentation and manuals – everything that goes into a real
System that can be given to others.
SCENARIOS
• Scenarios are stories for design: rich stories of interaction. They are
perhaps the simplest design representation, but one of the most
flexible and powerful. Some scenarios are quite short: ‘the user
intends to press the “save” button, but accidental presses the “quit”
button so loses his work’. Others are focussed more on describing the
situation or context.
NAVIGATION DESIGN
Widgets The appropriate choice of widgets and wording in menus and
buttons will help you know how to use them for a particular selection
or action.
Screens or windows You need to find things on the screen, understand
the logical grouping of buttons.
SCREEN DESIGN AND LAYOUT
• The basic principles at the screen level reflect those in other areas of
interaction design:
Ask What is the user doing?
Think What information is required?
What comparisons may the user need to make?
In what order are things likely to be needed?
Design Form follows function: let the required interactions drive the
layout
continue
Tools for Layout
a. Grouping and structure
b. Order of groups and items
c. Decoration
d. Alignment
Grouping and structure
• Structure of speech If we are fully to appreciate the problems involved with the
computer-based recognition and generation of speech, we need first to
understand the basic structure of speech. We will use English to illustrate but
most other languages have similar issues.
• Speech recognition There have been many attempts at developing speech
recognition systems, but, although commercial systems are now commonly and
cheaply available, their success is still limited to single-user systems that require
considerable training.
• Background noise can interfere with the input, masking or distorting the
information, while speakers can introduce redundant or meaningless noises into
the information stream by repeating themselves, pausing or using ‘continuation’
noises such as ‘ummm’ and ‘errr’ to fill in gaps in their usual speech
• Uninterpreted speech- Speech does not have to be recognized by a
computer to be useful in the interface. Fixed pre-recorded messages
can be used to supplement orr eplace visual information. Recordings
have natural human prosody and pronunciation, although quality is
sometimes low. Segments of speech can be used together to
construct messages, for example the announcements in many
airports and railway stations.
• When recordings are replayed, they can be digitally speeded up. If
you simply play an audio recording faster, the pitch rises
• Non-speech sound- Non -speech sound can be used in a number of
ways in interactive systems. It is often used to provide transitory
information, such as indications of network or system changes, or of
errors. It can also be used to provide status information on
background processes, since we are able to ignore continuous sounds
but still respond to changes in those sounds. Users of early home
computers with their noisy power supplies, and computer operators
listening to the chatter of the printer and the spinning of disks and
tape drives, both report that they are able to tell what stage a process
is at by the characteristic sounds that are made.
2 Touch in the interface
• The use of touch in the interface is known as haptic interaction. we
considered a number of examples of haptic devices, including some
based on vibration against the skin (cutaneous) and others on
resistance or force feedback (kinesthethic). They facilitate perception
of properties such as shape, texture, resistance and temperature as
well as comparative spatial properties such as size, height and
position.
3. Handwriting recognition
• Like speech, we consider handwriting to be a very natural form of
communication. The idea of being able to interpret handwritten input
is very appealing, and handwriting appears to offer both textual and
graphical input using the same tools. There are problems associated
with the use of handwriting as an input medium.
• Digitizing tablets have been refined by incorporating a thin screen on
top to display the information, producing electronic paper