Summary

This presentation details the key principles of Human-Computer Interaction (HCI), focusing on the user's role in designing effective computer systems. It explores the human senses, memory, and emotional responses as key factors influencing interaction. The presenter, Engr. Joan F. Ferranco, emphasizes the importance of user-centered design.

Full Transcript

IT9 LESSON 1: THE HUMAN ENGR. JOAN F. FERRANCO INTRODUCTION  The human, the user, is, after all, the one whom computer systems are designed to assist.  The requirements of the user should therefore be our first priority.  In order to design something for someone, we need to understand thei...

IT9 LESSON 1: THE HUMAN ENGR. JOAN F. FERRANCO INTRODUCTION  The human, the user, is, after all, the one whom computer systems are designed to assist.  The requirements of the user should therefore be our first priority.  In order to design something for someone, we need to understand their capabilities and limitations. Presented by: ENGR. JOAN F. FERRANCO What is HCI?  Human–Computer Interaction  Involves the design, implementation and evaluation of interactive systems in the context of the user’s task and work.  Human - user  individual user  group of users working together  sequence of users in an organization Presented by: ENGR. JOAN F. FERRANCO What is HCI?  Computer – any technology  general desktop computer  large-scale computer system  process control system  embedded system.  Interaction - any communication between a user and computer, be it direct or indirect.  Direct interaction – a dialog with feedback and control throughout performance of the task.  Indirect interaction - involve batch processing or intelligent sensors controlling the environment. Presented by: ENGR. JOAN F. FERRANCO Who is involve in HCI?  Multi-disciplinary Subject  Psychology  Sociology  Computer Science and Engineering  Business  Graphic design  Technical writing Presented by: ENGR. JOAN F. FERRANCO Theory and HCI  Three major issues of concern: the people, the computers and the tasks that are performed.  The system must support the user’s task, which gives us a fourth focus, usability: if the system forces the user to adopt an unacceptable mode of work then it is not usable. Presented by: ENGR. JOAN F. FERRANCO INPUT-OUTPUT CHANNELS  A person’s interaction with the outside world occurs 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. Presented by: ENGR. JOAN F. FERRANCO Input-Output Channels  There are five major senses:  sight  hearing  touch  taste  smell.  Imagine using a personal computer (PC) with a mouse and a keyboard. (The application you are using has a graphical interface, with menus, icons and windows).  You receive information primarily by sight, from what appears on the screen  You may also receive information by ear - the computer may ‘beep’ at you if you make a mistake or to draw attention to something, or there may be a voice commentary in a multimedia presentation. Presented by: ENGR. JOAN F. FERRANCO Input-Output Channels  Touch plays a part too in that you will feel the keys moving (also hearing the ‘click’) or the orientation of the mouse, which provides vital feedback about what you have done  Smells to give warning of malfunction Presented by: ENGR. JOAN F. FERRANCO Vision  Human vision is a highly complex activity with a range of physical and perceptual limitations, yet it is the primary source of information for the average person  Vision begins with light  Experimental evidence suggests that in practice negative contrast (dark characters on a light screen) displays are preferred and result in more accurate performance Presented by: ENGR. JOAN F. FERRANCO Hearing  The auditory system can convey a lot of information about our environment.  Hearing begins with vibrations in the air or sound Presented by: ENGR. JOAN F. FERRANCO Touch  Touch provides us with vital information about our environment.  It tells us when we touch something hot or cold, and can therefore act as a warning. Presented by: ENGR. JOAN F. FERRANCO Movement  Motor control and how the way we move affects our interaction with computers  Hitting a button in response to a question involves a number of processing stages. Presented by: ENGR. JOAN F. FERRANCO HUMAN MEMORY  Memory is the second part of our model of the human as an information-processing system.  Sensory memory  act as buffers for stimuli received through the sense  Short-term memory  acts as a ‘scratch-pad’ for temporary recall of information.  Long-term memory  main resource Presented by: ENGR. JOAN F. FERRANCO HUMAN MEMORY  Design Considerations:  Minimize cognitive load by simplifying the interface and presenting information clearly.  Support memory retention with consistent design and reinforcement of key information.  Favor recognition over recall by using familiar visual cues and clear labels.  Provide immediate feedback and interaction history to aid memory and navigation.  Design for error prevention and easy recovery to reduce cognitive strain. Presented by: ENGR. JOAN F. FERRANCO EMOTION  Our emotional response to situations affects how we perform  Positive emotions enable us to think more creatively, to solve complex problems, whereas negative emotion pushes us into narrow, focused thinking.  A problem that may be easy to solve when we are relaxed, will become difficult if we are frustrated or afraid. Presented by: ENGR. JOAN F. FERRANCO INDIVIDUAL DIFFERENCES  Although we share processes in common, humans, and therefore users, are not all the same  We should be aware of individual differences so that we can account for them as far as possible within our designs.  Long term, such as sex, physical capabilities and intellectual capabilities.  Shorter term and include the effect of stress or fatigue on the user.  Still others change through time, such as age. Presented by: ENGR. JOAN F. FERRANCO PSYCHOLOGY AND THE DESIGN OF INTERACTIVE SYSTEMS  Understanding how humans receive, process and store information, solve problems and acquire skill  Recognition is easier than recall and allow users to select commands from a set (such as a menu) rather than input them directly. Presented by: ENGR. JOAN F. FERRANCO

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