Lesson Note On HUMAN COMPUTER INTERFACE - Protedted
Lesson Note On HUMAN COMPUTER INTERFACE - Protedted
Introduction
Human Computer Interface (HCI) was previously known as the man-machine studies or
man-machine interaction. It deals with the design, execution and assessment of computer
systems and related phenomenon that are for human use.
HCI can be used in all disciplines wherever there is a possibility of computer installation.
Some of the areas where HCI can be implemented with distinctive importance are
mentioned below
Industrial Design − For interactive products like mobile phones, microwave oven,
etc.
Historical Evolution
From the initial computers performing batch processing to the user-centric design, there
were several milestones which are mentioned below −
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Visual Display Unit (1950s) − SAGE (semi-automatic ground environment), an air
defense system of the USA used the earliest version of VDU.
The idea of metaphor − Xerox star and alto were the first systems to use the concept
of metaphors, which led to spontaneity of the interface.
Ubiquitous Computing – Currently, the most active research area in HCI. Sensor
based/context aware computing also known as pervasive computing.
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Shneiderman’s Eight Golden Rules
Ben Shneiderman, an American computer scientist consolidated some implicit facts about
designing and came up with the following eight general guidelines −
Prevent Errors.
These guidelines are beneficial for normal designers as well as interface designers. Using
these eight guidelines, it is possible to differentiate a good interface design from a bad one.
These are beneficial in experimental assessment of identifying better GUIs.
To assess the interaction between human and computers, Donald Norman in 1988 proposed
seven principles. He proposed the seven stages that can be used to transform difficult tasks.
Following are the seven principles of Norman −
Get the mapping right (User mental model = Conceptual model = Designed model).
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Convert constrains into advantages (Physical constraints, Cultural constraints,
Technological constraints).
Heuristic Evaluation
Error prevention.
The above mentioned ten principles of Nielsen serve as a checklist in evaluating and
explaining problems for the heuristic evaluator while auditing an interface or a product.
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Interface Design Guidelines
Some more important HCI design guidelines are presented in this section. General
interaction, information display, and data entry are three categories of HCI design
guidelines that are explained below.
General Interaction
Guidelines for general interaction are comprehensive advices that focus on general
instructions such as −
Be consistent.
Excuse mistakes.
Information Display
Information provided by the HCI should not be incomplete or unclear or else the application
will not meet the requirements of the user. To provide better display, the following
guidelines are prepared −
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Don't burden the user with data, use a presentation layout that allows rapid
integration of information.
Use upper and lower case, indentation and text grouping to aid in understanding.
Use analog displays to characterize information that is more easily integrated with
this form of representation.
Consider the available geography of the display screen and use it efficiently.
Data Entry
The following guidelines focus on data entry that is another important aspect of HCI −
Interaction should be flexible but also tuned to the user's favored mode of input.
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Interactive System Design
The objective of this chapter is to learn all the aspects of design and development of
interactive systems, which are now an important part of our lives. The design and usability
of these systems leaves an effect on the quality of people’s relationship to technology. Web
applications, games, embedded devices, etc., are all a part of this system, which has become
an integral part of our lives. Let us now discuss on some major components of this system.
Usability Engineering is a method in the progress of software and systems, which includes
user contribution from the inception of the process and assures the effectiveness of the
product through the use of a usability requirement and metrics.
It thus refers to the Usability Function features of the entire process of abstracting,
implementing & testing hardware and software products. Requirements gathering stage to
installation, marketing and testing of products, all fall in this process.
Usability
Usability has three components − effectiveness, efficiency and satisfaction, using which,
users accomplish their goals in particular environments. Let us look in brief about these
components.
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Effectiveness − The completeness with which users achieve their goals.
Efficiency − The competence used in using the resources to effectively achieve the
goals.
Usability Study
The methodical study on the interaction between people, products, and environment based
on experimental assessment. Example: Psychology, Behavioral Science, etc.
Usability Testing
The scientific evaluation of the stated usability parameters as per the user’s requirements,
competences, prospects, safety and satisfaction is known as usability testing.
Acceptance Testing
Acceptance testing also known as User Acceptance Testing (UAT), is a testing procedure
that is performed by the users as a final checkpoint before signing off from a vendor. Let
us take an example of the handheld barcode scanner.
Let us assume that a supermarket has bought barcode scanners from a vendor. The
supermarket gathers a team of counter employees and make them test the device in a mock
store setting. By this procedure, the users would determine if the product is acceptable for
their needs. It is required that the user acceptance testing "pass" before they receive the
final product from the vendor.
Software Tools
Specification Methods − The methods used to specify the GUI. Even though these
are lengthy and ambiguous methods, they are easy to understand.
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Grammars − Written Instructions or Expressions that a program would understand.
They provide confirmations for completeness and correctness.
Transition Diagram − Set of nodes and links that can be displayed in text, link
frequency, state diagram, etc. They are difficult in evaluating usability, visibility,
modularity and synchronization.
Statecharts − Chart methods developed for simultaneous user activities and external
actions. They provide link-specification with interface building tools.
Interface Mockup Tools − Tools to develop a quick sketch of GUI. E.g., Microsoft
Visio, Visual Studio .Net, etc.
Let us see the following model in software engineering for interactive designing.
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The Waterfall Method
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The uni-directional movement of the waterfall model of Software Engineering shows that
every phase depends on the preceding phase and not vice-versa. However, this model is not
suitable for the interactive system design.
The interactive system design shows that every phase depends on each other to serve the
purpose of designing and product creation. It is a continuous process as there is so much to
know and users keep changing all the time. An interactive system designer should
recognize this diversity.
Prototyping
Prototyping is another type of software engineering models that can have a complete range
of functionalities of the projected system.
In HCI, prototyping is a trial and partial design that helps users in testing design ideas
without executing a complete system.
The above diagram can be considered as a Low Fidelity Prototype as it uses manual
procedures like sketching in a paper.
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A Medium Fidelity Prototype involves some but not all procedures of the system. E.g.,
first screen of a GUI.
Finally, a Hi Fidelity Prototype simulates all the functionalities of the system in a design.
This prototype requires, time, money and work force.
The process of collecting feedback from users to improve the design is known as user
centered design or UCD.
UCD Drawbacks
The stages in the following diagram are repeated until the solution is reached.
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Diagram
Graphic User Interface (GUI) is the interface from where a user can operate programs,
applications or devices in a computer system. This is where the icons, menus, widgets,
labels exist for the users to access.
It is significant that everything in the GUI is arranged in a way that is recognizable and
pleasing to the eye, which shows the aesthetic sense of the GUI designer. GUI aesthetics
provides a character and identity to any product.
HCI Analogy
Let us take a known analogy that can be understood by everyone. A film director is a person
who with his/her experience can work on script writing, acting, editing, and
cinematography. He/She can be considered as the only person accountable for all the
creative phases of the film.
Similarly, HCI can be considered as the film director whose job is part creative and part
technical. An HCI designer have substantial understanding of all areas of designing. The
following diagram depicts the analogy −
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Interactive Devices
Several interactive devices are used for the human computer interaction. Some of them are
known tools and some are recently developed or are a concept to be developed in the future.
In this chapter, we will discuss on some new and old interactive devices.
Touch Screen
The touch screen concept was prophesized decades ago, however the platform was acquired
recently. Today there are many devices that use touch screen. After vigilant selection of
these devices, developers customize their touch screen experiences.
The cheapest and relatively easy way of manufacturing touch screens are the ones using
electrodes and a voltage association. Other than the hardware differences, software alone
can bring major differences from one touch device to another, even when the same
hardware is used.
Along with the innovative designs and new hardware and software, touch screens are likely
to grow in a big way in the future. A further development can be made by making a sync
between the touch and other devices.
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Gesture Recognition
This new technology magnitudes an advanced association between human and computer
where no mechanical devices are used. This new interactive device might terminate the old
devices like keyboards and is also heavy on new devices like touch screens.
Speech Recognition
The technology of transcribing spoken phrases into written text is Speech Recognition.
Such technologies can be used in advanced control of many devices such as switching on
and off the electrical appliances. Only certain commands are required to be recognized for
a complete transcription. However, this cannot be beneficial for big vocabularies.
This HCI device help the user in hands free movement and keep the instruction based
technology up to date with the users.
Keyboard
This is the most effective and ancient interactive device between man and machine that has
given ideas to develop many more interactive devices as well as has made advancements
in itself such as soft screen keyboards for computers and mobile phones.
Response Time
Response time is the time taken by a device to respond to a request. The request can be
anything from a database query to loading a web page. The response time is the sum of the
service time and wait time. Transmission time becomes a part of the response time when
the response has to travel over a network.
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In modern HCI devices, there are several applications installed and most of them function
simultaneously or as per the user’s usage. This makes a busier response time. All of that
increase in the response time is caused by increase in the wait time. The wait time is due to
the running of the requests and the queue of requests following it.
So, it is significant that the response time of a device is faster for which advanced
processors are used in modern devices.
HCI Design
HCI design is considered as a problem solving process that has components like planned
usage, target area, resources, cost, and viability. It decides on the requirement of product
similarities to balance trade-offs.
The following points are the four basic activities of interaction design −
Identifying requirements
Evaluating designs
Empirical Measurement
Iterative Design
Design Methodologies
Various methodologies have materialized since the inception that outline the techniques for
human–computer interaction. Following are few design methodologies −
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Activity Theory − This is an HCI method that describes the framework where the
human-computer interactions take place. Activity theory provides reasoning,
analytical tools and interaction designs.
Value Sensitive Design − This method is used for developing technology and
includes three types of studies − conceptual, empirical and technical.
Participatory Design
Participatory design process involves all stakeholders in the design process, so that the end
result meets the needs they are desiring. This design is used in various areas such as
software design, architecture, landscape architecture, product design, sustainability,
graphic design, planning, urban design, and even medicine.
Participatory design is not a style, but focus on processes and procedures of designing. It is
seen as a way of removing design accountability and origination by designers.
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Task Analysis
Task analysis is the procedure to learn the users and abstract frameworks, the patterns used
in workflows, and the chronological implementation of interaction with the GUI. It
analyzes the ways in which the user partitions the tasks and sequence them.
What is a TASK?
Human actions that contributes to a useful objective, aiming at the system, is a task. Task
analysis defines performance of users, not computers.
Hierarchical Task Analysis is the procedure of disintegrating tasks into subtasks that could
be analyzed using the logical sequence for execution. This would help in achieving the goal
in the best possible way.
Database Query
Example
SELECT DOCUMENT#
FROM JOURNAL-DB
Users perform better and have better contentment when they can view and control the
search. The database query has thus provided substantial amount of help in the human
computer interface.
The following points are the five-phase frameworks that clarifies user interfaces for textual
search −
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Review of results − reading messages and outcomes
Image Search
Preforming an image search in common search engines is not an easy thing to do. However
there are sites where image search can be done by entering the image of your choice.
Mostly, simple drawing tools are used to build templates to search with. For complex
searches such as fingerprint matching, special softwares are developed where the user can
search the machine for the predefined data of distinct features.
Map Search
Map search is another form of multimedia search where the online maps are retrieved
through mobile devices and search engines. Though a structured database solution is
required for complex searches such as searches with longitude/latitude. With the advanced
database options, we can retrieve maps for every possible aspect such as cities, states,
countries, world maps, weather sheets, directions, etc.
Design/Diagram Searches
Some design packages support the search of designs or diagrams as well. E.g., diagrams,
blueprints, newspapers, etc.
Sound Search
Sound search can also be done easily through audio search of the database. Though user
should clearly speak the words or phrases for search.
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Video Search
New projects such as Infomedia helps in retrieving video searches. They provide an
overview of the videos or segmentations of frames from the video.
Animation Search
The frequency of animation search has increased with the popularity of Flash. Now it is
possible to search for specific animations such as a moving boat.
Information Visualization
Advanced Filtering
Automatic filtering
Dynamic queries
Query by example
Implicit search
Collaborative filtering
Multilingual searches
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Visual field specification
Hypertext can be defined as the text that has references to hyperlinks with immediate
access. Any text that provides a reference to another text can be understood as two nodes
of information with the reference forming the link. In hypertext, all the links are active and
when clicked, opens something new.
Hypermedia on the other hand, is an information medium that holds different types of
media, such as, video, CD, and so forth, as well as hyperlinks.
Hence, both hypertext and hypermedia refers to a system of linked information. A text may
refer to links, which may also have visuals or media. So hypertext can be used as a generic
term to denote a document, which may in fact be distributed across several media.
Object Action Interface (OAI), can be considered as the next step of the Graphical User
Interface (GUI). This model focusses on the priority of the object over the actions.
OAI Model
The OAI model allows the user to perform action on the object. First the object is selected
and then the action is performed on the object. Finally, the outcome is shown to the user.
In this model, the user does not have to worry about the complexity of any syntactical
actions.
The object–action model provides an advantage to the user as they gain a sense of control
due to the direct involvement in the design process. The computer serves as a medium to
signify different tools.
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COUSE TITLE: INTRODUCTION TO NURSING INFORMATICS
Data and information are two related but distinct concepts in the field of information and
communication technology (ICT). Here are some key differences between data and
information:
Definition: Data refers to raw, unprocessed facts and figures. Information refers to data that
has been processed and organized in a way that is meaningful and useful.
Purpose: Data is collected for the purpose of being processed into information. Information
is used for decision making, communication, and other purposes.
Format: Data can be in any format, such as numbers, text, images, or audio. Information is
often presented in a structured format, such as a table or report.
Context: Data has no meaning on its own and must be interpreted in the context of a
particular problem or question. Information is presented in a context that makes it
meaningful and useful.
Value: Data has little value until it is processed into information. Information has value
because it helps people make better decisions and take appropriate actions.
In summary, data is the raw material that is transformed into useful information through
processing and organization. Information is valuable because it helps people understand
and make sense of the world around them.
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Here are some additional differences between data and information:
Data is objective, while information is subjective. Data consists of facts and figures that
can be measured or observed, while information includes interpretation and analysis of
data.
Data is collected and stored, while information is shared and communicated. Data is
typically collected through various methods, such as surveys, experiments, or observations,
and is stored in databases or other storage media. Information is shared with others through
various communication channels, such as reports, presentations, or conversations.
Data can be quantifiable, while information is qualitative. Data consists of numerical values
that can be measured and compared, while information includes descriptions and insights
that are more difficult to quantify.
Data is raw, while information is processed. Data is collected in its raw form and requires
processing and organization to be turned into useful information. Information has been
processed and organized in a way that makes it meaningful and useful.
Data is the foundation of information. Information is derived from data, and without data,
there can be no information. Data provides the raw material that is transformed into useful
information through processing and analysis.
In summary, data and information are related but distinct concepts in the field of ICT. Data
is raw, unprocessed facts and figures, while information is data that has been processed and
organized in a way that is meaningful and useful. Data is the foundation of information and
is collected and stored, while information is shared and communicated.
While data and information are distinct concepts in the field of information and
communication technology (ICT), there are also some similarities between the two:
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Both data and information can be stored and accessed digitally. In the digital age, data and
information are often stored in computers, servers, or other electronic devices, and can be
accessed through various methods, such as a web browser or application.
Both data and information can be shared and communicated. Data and information can be
shared with others through various communication channels, such as email, social media,
or messaging apps.
Both data and information can be protected. Data and information can be sensitive or
confidential, and as such, they may need to be protected from unauthorized access or
tampering. This can be done through various methods, such as encryption, password
protection, or access controls.
Both data and information can be analyzed. Data and information can be analyzed to
uncover insights, trends, or patterns that may not be immediately apparent. This can be
done through various methods, such as statistical analysis, machine learning algorithms, or
visualization tools.
Both data and information can be used to inform decision making. Data and information
can be used to make informed decisions or take appropriate actions. For example, data and
information can be used to evaluate options, assess risks, or determine the best course of
action.
In summary, data and information are related in that they can both be stored and accessed
digitally, shared and communicated, protected, analyzed, and used to inform decision
making. While data is raw and unprocessed, and information is data that has been processed
and organized in a meaningful way, both play important roles in the field of ICT.
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