Lecture 1 - HCI Introduction
Lecture 1 - HCI Introduction
Interaction
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1. Introduction
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2 The importance of the User
Interface
•The user interface is the main contact
between the user and the computer system,
it is the part of the system that the user sees,
hears, touches and communicates with.
•The user interacts with the computer in
order to carry out some specific task which
is of importance, often the task will be a
fundamental or critical part of the user’s
job.
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The types of problems caused by poor
interface design include reduced user
productivity, unacceptable learning
times and unacceptable error levels, all
of these factors will lead to user
frustration and potentially to rejection of
the system by the user.
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3. User Interface Design:
What makes a „good‟ interface?
Well-designed interfaces provide a good
match between the user‟s task, skill level,
and learning ability and will lead to satisfied
and productive users
A good interface will be easy to learn and
easy to use; it will encourage the user to
experiment and try out new features within
the system without getting frustrated.
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In order to understand what is meant by
a „good‟ or „well designed‟ user
interface, we need to have some
understanding of the classes of user
interface commonly available and of
their appropriateness for given
situations.
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3.1 Classes of User Interface
Command Language:
these are dialogues in which the user types
instructions to the computer in a formally
defined command language, e.g. mv file file2,
in UNIX for copying file1 into file2.
This type of interface is very flexible, allowing
users to create their own commands.
The interface requires significant level of
training and a high degree of memorization.
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Natural Language:
these are interfaces in which the user‟s
command language is a significant, well-
defined subset of some natural language
such as English
They are typically easy to learn; however they
often require considerable typing skills on the
part of the user
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Menu System
•these interfaces allow the user to issue
commands by selecting choices from a menu
of displayed alternatives.
•They are popular since they reduce learning
time, reduce the number of key strokes
necessary and help to structure decision
making.
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Form Filling Dialogues:
:the user enters data by filling in fields in
one or more forms displayed on the
screen.
The use of forms on the screens
considerably simplifies data entry and
requires very little training to use
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Direct manipulation Interfaces
the user manipulates, through button
pushes and movements of a pointing
device such as a mouse, graphic or iconic
representation of the underlying data.
Direct Manipulation Interfaces represent
task concepts visually, are easy to learn
and use, they encourage exploration and
or experimentation with the system
features, and generally result in a high
level of user satisfaction.
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Choosing the most appropriate class of user
interface to match the needs and
expectations of the users is an important
aspect of good user interface design
To assist in making the right decisions and
hence achieving a good user interface
design, a number of design guidelines are
available
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3.2 Design Guidelines
The major guidelines common to many
of the existing texts can be summarized
into five categories:
Naturalness:
Dialogue which does not cause the user to
significantly alter his or her approach to the
task in order to interact with the system
The ordering of the user input is important;
it should be geared towards the normal
order of working of the user rather than
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whatever is easier for the programmer
Phrasing should be self explanatory, e.g.
print, copy end have obvious meanings
whereas „pip‟ (CP/M – control program for
microcomputers- keyword for copy) or
„mv‟(UNIX keyword for rename) do not.
Use of non-standard abbreviations should
be avoided since they slow down word
recognition and introduce unnecessary
stress.
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Involves:
: Consistency
: a consistent dialogue ensures that
expectations which the user builds up
through using one part of the system are
not frustrated by idiosyncratic changes in
the conventions used in another part
Consistent layout for screens which fulfill
a similar function ensures that the user
knows where to look for instructions,
error messages etc 15
The dialogue should also be consistent
with established norms.
Diversions from norms will cause
confusion
Non-Redundancy:
a non redundant dialogue requires the
user to enter only the minimum information
for the system‟s operation
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Too much information on one screen is
detrimental to the clarity of the screen and
will lead to unnecessarily delay when the
user tries to „spot‟ a particular field or item.
Supportiveness:
Refers to the amount of assistance which
the dialogue provides to the user in running
the system.
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Ithas three major aspects: the quantity
and quality of instructions provided; the
nature of the error messages produced
and the confirmation of what the system is
doing.
Inputs should be confirmed: if their
acceptance will result in an irreversible
action, for example, delete file; if a code
has been entered and the user has to
check the associated description or when
confirmation of completion of particular
actions is desirable. 18
•Flexibility:
•This depends largely on the skill and
expertise of the user in relation to a given
task. Different types of dialogue may be
used in different situations e.g. a
hierarchical menu structure for use by a
first time user may be navigated using
commands and parameters once the user
becomes more experienced.
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3.3 WIMP User Interfaces
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3.3.1. Advantages of Multiple
Windows
Allow access to multiple sources of
information
Allow information to be viewed from
different perspectives
The user may examine the same
information at different levels of detail, for
example, overviews in one window with
related windows containing further detail
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Allows the system attract the user‟s
attention for example by displaying a new
window in the middle of the screen e.g. a
window with a warning message
Allow the user to control multiple
concurrent tasks in an environment where
multitasking is provided for
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3.3.2 Disadvantages of
Windows
The danger of „overcrowding‟ on the
screen
Distraction from the task in hand by
causing the user to manipulate the
interface in order to obtain the
information required
The desk-top metaphor becomes the
untidy desk top‟ metaphor
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3.3.3 ICONS
An icon is a small window that provides a
pictorial representation of the contents of the
information which is accessible via the icon.
Most WIMPS interfaces allow designers to
specify their own icons, they also provide a
set of predefined icons.
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3.3.3.1 Advantages of Icons
An icon does not occupy much space
on the screen, but, can serve as a
reminder of a potentially large amount
of information
Icons can be designed to match the
visual memory of the user
They can be used as part of an
analogy that closely matches the user
model of behavior to real world
objects-emoticons??? 25
3.3.3.2 Disadvantages of Icons
Potential for ambiguity of the meaning of
Icons
The meaning of the icon will depend on
the user and the user environment (context
–dependent, context is important)
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3.3.3.3 Design of Icons
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Design Steps
Test the representation of the icons with the
users
Make icons as realistic as possible
Give the icon a clear outline to help visual
discrimination
When showing commands give a concrete
representation of the object being operated
upon (instead of an icon)
Avoid symbols unless their meaning is
already known 28
3.3.3.4 Classifications of Icons
Rogers(1989) distinguishes between
form and function of icons.
Four types of according to form:
Resemblance icons: which depict the
underlying referent through an analogous
image
Exemplar icons: which depict a typical
example of a general class of objects, for
example an icon of a knife and a folk depicts
the availability of food.
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Symbolic icons: which convey the underlying
referent at a higher level of abstraction than
the image itself, e.g. a „wine glass‟ with a
jagged crack depict fragile
Arbitrary icons: which bear no resemblance
to the referent, for example the representation
of a biohazard
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Icons types according to functions:
Labeling e.g. a menu item
Indicating e.g. indicating a system state
Warnings e.g. warning of an error message
Identifying e.g. file storage
Manipulating e.g. icon representing a tool
for zooming and shrinking
Container e.g. for placing discarded objects
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3.3.3.5 Underlying Analogies
Wimp interfaces were initially targeted at the
office system users. In an attempt to provide
an interface that was natural, consistent and
supportive of such users, designers looked
for analogies in the clerical performance of
similar tasks.
Three examples of analogies within the
WIMP philosophy are: the “Concrete Object”
Metaphor; the “Desktop” metaphor; the
“Travel Holiday‟ Metaphor. 32
The “Concrete Object” Metaphor – the items
here represent the physical (concrete) object. Thus
files are presented as sheaves of paper or folders,
directories are presented as drawers in a filling
cabinet. Clerical operations involve physical actions
on these objects.
The “Desktop” Metaphor: suggests that the
interface should provide the user with a similar type
of flexibility as the desktop, e.g. have access to
several information sources, see a variety of
formats such as pictures, graphs, etc. 33
The desktop metaphor will not be appropriate for
all application types. The desire is to provide an
interface that is natural, consistent, etc, and
which is also appropriate for the class of users
/tasks under consideration. We may well need to
identify different types of icons, different
analogies depending on the situation.
In addition, the icons were organized into three
classes with each possessing it‟s own properties:
container icons such as folders or baskets;
data icons such as charts, spreadsheets or
documents, and device icons such as printers
or telephone. 34
The “Travel Holiday” Metaphor: this was developed by
Hammond and Allison in1987 for a Computer Aided
Learning System (CAL). The aim of the system was to
provide the student with a large amount of information
together with various means to accessing it. The general
metaphor of the travel holiday was used plus display frames
representing places to visit, and various facilities
representing the ways and means of traveling around.
Within the general metaphor, a number of more specific
metaphors were assumed; navigation e.g. go it alone
travel and guided tours. Second, a map facility allowed
students to see where they were and where they had been.
The third index(notionally the index of a book) provided a
mechanism for key-word-based access.
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3.3.4 Design Guidelines
for WIMPS
The contents of a window should form a logically
related group
The borders of each window should be clearly
delimited
Avoid filling the screen with a multiplicity of small
windows
Windows should appear initially in a consistent
position and have a consistent size
The default position and size should be adjusted to
reflect user preference
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The contents of each window and of each screen
should reflect a logical ordering, consistent format
and utilize minimum highlighting
The spatial position of each window on the screen
should reflect a logical ordering e.g. simple, more
complex, most complex in that order
Use of colors across the whole screen should be
minimum and consistent
Allow „popping-up‟ of windows to attract user
attention
Avoid complicated coding of mouse buttons
Allow the use of commands as an alternative to the
mouse – to give flexibility according to preferences
and level of expertise 37
THE END
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