HCI Module 1-2 Reviewer PDF
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This document reviews human-computer interaction (HCI). It discusses the interaction between humans and computers, the goals of HCI, and usability and user experience in computer systems.
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HCI MODULE 1-2 REVIEWER Computer ▪ The technology that provides the MODULE 1: Introduction to human computer interface that enables communication interaction...
HCI MODULE 1-2 REVIEWER Computer ▪ The technology that provides the MODULE 1: Introduction to human computer interface that enables communication interaction between any user and a computer. Human Computer Interaction: Interaction ▪ it refers to the communication and ▪ It is the study of the interaction exchange of information between between humans and computers, humans and computers through the particularly as it pertains to the design use of interfaces. of technology. ▪ It is a multidisciplinary area that focuses on how computers are designed and used, especially on how people interact with them. ▪ The field of study that focuses on optimizing how users and computers interact by designing interactive computer interfaces that satisfy users’ Goals of Human-Computer needs. Interaction (HCI) People who specialize in HCI think The principal objective of HCI is to about how to design and implement develop functional systems that are computer systems that satisfy usable, safe, and efficient for end-users. human users. ▪ Have sound knowledge of how users use computing systems. Components of HCI: Human ▪ Design methods, techniques, and tools that allow users to access ▪ An individual user, a group of users systems based on their needs. working together. ▪ Interact with the inferences of ▪ Adjust, test, refine, validate, and computers to perform various tasks ensure that users achieve effective ▪ uses senses and effectors to interact communication or interaction with the systems. with computer ▪ Always give priority to end-users and lay the robust foundation of HCI. Goals of Human-Computer Summary Interaction (HCI) ▪ Human-computer interaction (HCI) is a multidisciplinary field of study Two Relevant Areas: Usability & User focusing on the design of computer Experience technology, and particularly the interaction between humans (the Usability: is key to HCI as it ensures that users) and computers. users of all types can quickly learn and use computing systems. ▪ The components of HCI are Human, Characteristics: Computer and Interaction, How to use it which are all dependent on the Goal- Safe Oriented Tasks. Efficient Effective ▪ The principal objective of HCI is to Utility Enjoyable develop functional systems that are usable, safe, and efficient for User Experience: User experience is a end-users, which then leads to the subjective trait that focuses on how users feel user’s satisfaction. about the computing system when interacting with it. ▪ The Key Aspects of HCI are User- Centered Design (UCD) Interaction Here, user feelings are studied individually so that developers and support teams can target Design, Usability, User Experience particular users to evoke positive feelings (UX), Accessibility, Cognitive while using the system. Psychology, Information Architecture, Prototyping and Iterative ▪ User-Interaction Patterns Design, Multi-modal Interaction, ▪ Desirable Traits Ethics and Privacy ▪ Undesirable Traits MODULE 2: Human Computer Key Aspects of HCI Interaction Standards ▪ User-Centered Design (UCD) ▪ Interaction Design ▪ Usability ▪ User Experience (UX) ▪ Accessibility ▪ Cognitive Psychology ▪ Information Architecture ▪ Prototyping and Iterative Design ▪ Multi-modal Interaction ▪ Ethics and Privacy HCI Standards are inexperienced in user ▪ Refer to guidelines, principles, and centered design specifications that aim to ensure a ▪ can give credibility to the value of consistent and effective interaction introducing user centered between humans and computer systems methods Types of Standards for HCI and ▪ Developed to enhance user Usability experience, usability, accessibility, and overall satisfaction when ▪ Standards related to usability can be interacting with software, hardware, categorized as primarily concerned with: or any computing device ▪ the use of the product (effectiveness, efficiency and satisfaction in a ▪ Cover various aspects of design, functionality, and user interface to particular context of use) create a cohesive and user- friendly ▪ the user interface and interaction computing environment ▪ the process used to develop the product Organizations and Bodies that ▪ the capability of an organization to Contributed to HCI Standards apply user centered design ▪ ISO (International Organization for Standardization) ▪ IEEE (Institute of Electrical and Electronics Engineers) ▪ W3C (World Wide Web Consortium) ▪ ANSI/HFES (American National Standards Institute/Human Factors and Ergonomics Society) ▪ Usability.gov Why implement HCI standards? ▪ leads to good practice ▪ useful source of reference for more experienced practitioners ▪ provide guidance to organizations that Types of Standards for HCI and Usability USABILITY AS QUALITY OBJECTIVE Summary MODULE 3: The Human Part I ▪ Human Computer Interaction Standards refer to guidelines, principles, and Human: specifications that aim to ensure a consistent ▪ the central character in any discussion of and effective interaction between humans interactive systems and computer systems. ▪ is influenced by external factors such ▪ HCI Standards are implemented to lead to as the social and organizational good practice, to have useful source of environment. reference for more experienced practitioners, to provide guidance to organizations that are ▪ the one whom computer systems are inexperienced in user centered design and to designed to assist. give credibility to the value of introducing ▪ The User. user centered methods. ▪ Standards related to usability can be INPUT – OUTPUT CHANNELS categorized as primarily concerned with (1) Input: Occurs mainly through the senses and the use of the product (effectiveness, efficiency and satisfaction in a particular output through the motor control of the context of use), (2) the user interface effectors and interaction, (3) the process used to ▪ Five major senses: Sight, Hearing, develop the product and (4) the capability of an organization to apply user centered design. Touch, Taste and Smell. ▪ Effectors: Limbs, Fingers, Eyes, Head, ▪ Usability, relates to HCI, is used as a quality and Vocal system. object, which are defined in the ISO 9241-11: Guidance on Usability (1998), ISO/IEC Vision: a highly complex activity with a range 9126: Software product evaluation - Quality of physical and perceptual limitations, yet it characteristics and guidelines for their use is the primary source of information for the (1991), and ISO/IEC FDIS 9126-1: Software Engineering - Product quality - Part 1: Quality average person Model (2000) The cornea and lens at the front of the eye focus the light into a sharp image on the back of the eye, the retina. The retina is light sensitive and contains two types of photoreceptors: rods and cones. Rods: active in dim light and have no color PERCEIVING BRIGHTNESS sensitivity. (Only detects shades of Gray). Brightness: subjective reaction to levels of Cones: active in bright light and provide us light. It is affected by luminance which is the with our ability to discriminate color. (Red, amount of light emitted by an object Green, Blue) ▪ Luminance: a physical characteristic and can be measured using a VISION: photometer. PERCEIVING SIZE DEPTH ▪ Contrast: it is a function of the Size: The visual angle of the image. Visual luminance of an object and the Angle is affected by both the size of the object luminance of its background. and its distance from the eye. PERCEIVING COLOR Objects of the same size at different Color: is regarded as being made up of three distances have different visual angles components: hue, intensity and saturation. ▪ Hue: is determined by the spectral Objects of the different size at different wavelength of the light. Blues have distances have the same visual angles. short wavelengths, greens medium and reds long. Approximately ▪ Visual Activity: The ability of a person 150 different hues can be to perceive fine detail. discriminated by the average person. ▪ Law of Size Constancy: indicates ▪ Intensity: Intensity is the brightness that our perception of size relies on of the color, and saturation is the factors other than the visual angle. amount of whiteness in the color. ▪ Depth: cues (1) size, (2) height of the ▪ Saturation: Saturation is the object in our field of view provides a perception of a hue’s purity cue to its distance and (3) familiarity – when we expect an object to be of a 8% of males and 1% of females suffer from certain size then we can judge its color blindness, most commonly being distance accordingly unable to discriminate between red and green. The Capabilities and Limitations of need to be aware that we will not always Visual Processing perceive things exactly as they are. Visual Processing: involves the transformation and interpretation of a Optical illusions also affect page symmetry. complete image, from the light that is thrown We tend to see the center of a page as being a onto the retina. Our expectations affect the little above the actual center – so if way an image is perceived. a page is arranged symmetrically around the actual center, we will see it as too low Muller-Lyer Illusion: a well-known optical down. In graphic design this is known as the illusion where two lines of equal length optical center – and bottom page appear to be of different lengths due to the margins tend to be increased by 50% to addition of arrow-like figures at the ends. compensate. HEARING Processing Sound Sound: is changes or vibrations in air pressure. ▪ Hearing begins with vibrations in the Ponzo Illusion: optical illusion that makes air or sound waves. The ear receives two horizontal lines appear to be different these vibrations and transmits them, through various lengths, even though they are the same. stages, to the auditory nerves. The ear comprises three sections, commonly known as the outer ear, middle ear and inner ear. ▪ Sound waves pass along the auditory canal and vibrate the ear drum which in turn vibrates the ossicles, which transmit the vibrations to the cochlea, and so into the inner ear. Characteristics of Sound: ▪ Pitch: is the frequency of the sound. A These illusions demonstrate that our low frequency produces a low pitch, a perception of size is not completely reliable. high frequency, a high pitch. Optical Illusions: highlight the differences between the way things are and the way we perceive them – and in interface design we ▪ Loudness: is proportional to the Two Kinds of Mechanoreceptor: amplitude of the sound; the frequency ▪ Rapidly adapting mechanoreceptors: respond remains constant. to immediate pressure as the skin is indented. ▪ Timbre: relates to the type of the These receptors also react more quickly with sound: sounds may have the same increased pressure. However, they stop pitch and loudness but be responding if continuous pressure is applied. made by different instruments and so ▪ Slowly adapting mechanoreceptors: vary in timbre. respond to continuously applied ▪ Location based on the time difference pressure between the sound reaching the two ears and the reduction in intensity Skin caused by the sound waves reflecting from the head. ▪ Two-point Threshold Test – This is used to measure the acuity of Cocktail Party Effect: We can pick out our name spoken across a crowded noisy room. However, different areas of the body. The if sounds are too loud, or frequencies too similar, greater the distance, the lower the we are unable to differentiate sound. sensitivity. ▪ Kinesthesis: The awareness of the ▪ Sound can be used not only for Multimedia Systems but also for position of the body and limbs. This is Interfaces. due to receptors in the joints. This perception affects both comfort and TOUCH Touch: Also known as the Haptic Perception performance ▪ It provides vital information about our Two Types of Kinesthesis environment such as feedback from an ▪ rapidly adapting: which respond action when a limb is moved in a Skin: We receive stimuli through the skin particular direction where there are three types of sensory ▪ slowly adapting: which respond receptor: to both movement and static ▪ thermoreceptors: respond to heat position and cold ▪ positional receptors: which only ▪ Nociceptors: respond to intense respond when a limb is in a static pressure, heat and pain ▪ Mechanoreceptors: respond to position pressure THE MOVEMENT the distance that has to be moved which Stimulus (of the question): is received means targets should generally be as through the sensory receptors and large as possible and the distance to be transmitted to the brain. he question is moved as small as possible. processed and a valid response generated. The brain then tells the appropriate muscles to respond. Each of these stages takes time, which can be roughly divided into reaction time and movement time. Movement time is dependent largely on the physical characteristics of the subjects: such SUMMARY: as their age and fitness. ▪ Humans are limited in their capacity to Reaction time varies according to the process information. This has important implications for design. sensory channel through which the stimulus ▪ Information is received and responses is received. given via a number of input and output channels: Remember: A person can react to an auditory visual channel signal in approximately 150 ms, to a visual signal auditory channel haptic channel in 200 ms and to pain in 700 ms. However, a movement. combined signal will result in the quickest response. Factors such as skill or practice can reduce reaction time, and fatigue can increase it. ▪ Accuracy - Speed and accuracy of movement are important considerations in the design of interactive systems, primarily in terms of the time taken to move to a particular target on a screen ▪ Fitt’s Law - The time taken to hit a target is a function of the size of the target and