HCI - PowerPoint PPT Presentation

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HCI

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The role of HCI is to enhance the quality of interaction between ... Casual. Experienced. Professional. The above will be included in one of the following: ... – PowerPoint PPT presentation

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Title: HCI


1
HCI
2
What is HCI?
  • The role of HCI is to enhance the quality of
    interaction between humans and computer systems
  • We are especially concerned with the problems
    encountered by users while interacting with
    multiple channels of communication
  • HCI involves input from other disciplines

3
Other disciplines which contribute
  • Cognitive science
  • Cognitive psychology
  • Sociology, Philosophy and Anthropology
  • Artificial Intelligence
  • Ergonomics and Human Factors
  • Design
  • Computing Science
  • Linguistics

4
of Multimedia Systems
  • User Types and capabilities
  • Mental Models
  • Memory
  • Navigation
  • Training
  • Ergonomics environment
  • Prototyping

5
1 User types
  • Four main types of user
  • Novice
  • Casual
  • Experienced
  • Professional
  • The above will be included in one of the
    following
  • Discretionary
  • Non-Discretionary

6
2 Mental Models
  • Guide the user on how to structure the
    interaction task
  • Are built up through interaction
  • Contain structural and functional models
  • how it works
  • knowing how to use it
  • Precise model is built up through experience

7
Feedback and observation
  • Feedback helps the user to build up or confirm an
    existing model by presenting information about
    itself as it is used
  • Public systems are usually placed where users can
    observe before trying it out
  • Prime cause of errors is disagreement with user
    model and actual model

8
3 Memory
  • Short-term working storage
  • Transient store of temporary data
  • Rapid decay of information
  • Half-life of about six seconds
  • Limited (but variable) capacity
  • Long-term knowledge
  • Retrieval of structured data
  • Slower than working storage

Dont expect users to remember much for
long Dont expect users to remember things quickly
9
Use of Metaphors
  • Meaningless information is more difficult to
    remember.
  • Concepts are more difficult than objects to
    remember.
  • Analogies, metaphors and icons are therefore
    better for to help explain the workings of a
    system.
  • Meaning is taken more quickly and is easier to
    maintain in memory.

10
4 Navigation
  • Problems of spatial disorientation
  • Assessing how much information the system
    contains
  • Distraction from goal directives
  • Complexity in the interface

11
Solutions to assist navigation
  • Guided Tours
  • Useful for learning specific topic
  • Provide different tours for specialist interests
  • Can leave tour at any point and then return later
  • History Lists
  • Text and Graphics
  • Use graphical miniatures rather than text names
  • Keep cache of last few nodes permanently visible

12
Solutions to assist navigation
  • Book marks
  • smaller and more manageable than history lists
  • depends on user to specify
  • need to be able to remove as well as add
  • Backtrack
  • not always consistent
  • should always be available
  • should always be activated in same way

13
Solutions to assist navigation
  • Overview Diagrams
  • Global and local overview
  • Meta-navigation using viewports over parts of
    structure
  • Different overviews
  • Nutrition structured by vitamins, food source,
    disease
  • Landmark nodes - Home, Topic menus

14
5 Training
  • Usability criteria
  • how long does it take to learn
  • the speed of performance
  • what is the rate of errors
  • how easy is the recovery
  • subjective satisfaction
  • how much is remembered
  • how much is unused

15
6 Ergonomics environment
  • Health and safety requirements
  • Task requirements
  • Visual display
  • Keyboard requirements
  • Workstation layout and posture
  • Lighting
  • Room climate
  • Noise
  • Personal space

16
7 Prototyping
  • Interactive product design and construction is
    labour and time intensive -
  • So you cannot afford many mistakes
  • Prototyping as an iterative approach can be
    useful in managing blocks of work
  • User centred design approach

17
User Feedback Design
  • Early or Late?
  • Early user feedback gives you time to incorporate
    changes
  • Late user feedback is more precise, since the
    product is nearly ready
  • Analytic or informal?
  • Analysis of user feedback may be necessary
  • Informal feedback may be all that is required

18
Design rules in use
  • The following slides show reported principles
    for user interface design as used in industry
  • The information is split into
  • Input/Output Dialogue
  • Conceptual model General
  • Idea generation

19
Input/Output
  • Minimise input movements
  • Maximise input channels
  • Be Visually attractive
  • Use language carefully
  • Maintain screen key consistency
  • Use a highly visual interface

20
Dialogue
  • Use of menus and prompts
  • Context-dependent messages
  • User control
  • Natural response time

21
Conceptual model
  • Use of analogy, metaphor
  • Match user expectations, minimise surprises
  • Start with user model, not the developer model
  • Make examples concrete
  • Novice-expert path

22
General
  • Easy to use, "user friendly"
  • Make it as simple as possible (but no simpler)
  • Follow standards wherever applicable
  • The key is to understand the users needs and the
    users types of conceptual models
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