Module 1 HCI (1)
Module 1 HCI (1)
1. The user
3. The interface
The interface is a crucial HCI component that can enhance the overall user
interaction experience. Various interfacerelated aspects must be
considered, such as interaction type (touch, click, gesture, or voice), screen
resolution, display size, or even color contrast. Users can adjust these
depending on the user’s needs and requirements.For example, consider a
user visiting a website on a smartphone. In such a case, the mobile version
of the website should only display important information that allows the
user to navigate through the site easily. Moreover, the text size should be
appropriately adjusted so that the user is in a position to read it on the
mobile device. Such design optimization boosts user experience as it
makes them feel comfortable while accessing the site on a mobile phone.
4. The context
HCI is not only about providing better communication between users and
computers but also about factoring in the context and environment in which
the system is accessed. For example, while designing a smartphone app,
designers need to evaluate how the app will visually appear in different
lighting conditions (during day or night) or how it will perform when there is
a poor network connection. Such aspects can have a significant impact on
the enduser experience.
1. Users:
End Users: The individuals who interact with the system, ranging from
novices to experts.
Stakeholders: People or groups with an interest in the system, such as
clients, managers, or administrators.
2. Computer System:
Hardware:The physical components of the computer system, including
input devices (e.g., keyboard, mouse), output devices (e.g., monitor,
printer), and processing units.
Software:The programs and applications that run on the computer,
including the operating system and specific applications.
3. Interface Design:
User Interface (UI):The point of interaction between the user and the
computer system. This includes graphical user interfaces (GUIs),
commandline interfaces (CLIs), and other interaction methods.
Interaction Paradigms: The patterns or models that define how users
interact with the system, such as direct manipulation, commandbased, or
conversational interfaces.
6. Context of Use:
Physical Environment:The surroundings in which the interaction takes
place, including lighting, noise, and other environmental factors.
Social Environment: The social context of use, such as whether the
user is interacting with others or in a public setting.
8. Usability:
Effectiveness:The system's ability to enable users to achieve their goals
accurately and completely.
Efficiency: The speed and resources with which users can perform
tasks.
Satisfaction: The user's overall experience and satisfaction with the
system.
Interaction design
Interaction design is a multidisciplinary field that focuses on creating
seamless and meaningful interactions between humans and digital
products or systems.
1. UserCentered Design:
1. UserCentered Design:
2. Physical Ergonomics:
3. Visual Ergonomics:
Font and Text Size:Use legible fonts and provide options for
adjusting text size to prevent eye strain.
4. Cognitive Ergonomics:
Information Presentation: Organize information in a logical and
easily understandable manner.
6. Input Devices:
Comfortable Devices: Choose input devices that are comfortable
and easy to use over extended periods.
7. Workspace Design:
Desk and Chair: Ensure that the workstation, including the desk and
chair, is designed for comfort and support proper posture.
8. Accessibility:
1. Perception:
Visual Perception:Understanding how users interpret visual
information, such as recognizing shapes, colors, and patterns.
Designers consider visual hierarchy and layout to ensure important
elements are easily perceived.
2. Memory:
ShortTerm Memory: Users' ability to temporarily hold and process
information. Designers aim to minimize cognitive load by presenting
information in a way that doesn't overwhelm shortterm memory.
LongTerm Memory:Designing interfaces that align with users'
existing knowledge and experiences helps facilitate learning and
recall.
3. Attention:
Selective Attention:Users focus on specific elements while ignoring
others. Designers must prioritize information and guide attention to
essential elements.
4. Problem Solving:
Cognitive Skills: Interfaces should support users in problem solving
by providing clear information, logical pathways, and feedback. Users
should be able to understand the system's state and make informed
decisions.
5. Learning:
User Learning Styles:People have different learning preferences
(visual, auditory, kinesthetic). Designers consider these preferences in
creating interfaces and provide tutorials or guidance for new users.
7. Emotion:
Emotional Design:Acknowledging and catering to users' emotional
responses to the interface. A positive emotional experience
contributes to user satisfaction and engagement.
1. User Research:
User Interviews: Conducting interviews to gather insights into users'
goals, tasks, preferences, and challenges.
2. Persona Development:
Creating fictional characters (personas) that represent different user
archetypes based on research findings. Personas help designers
empathize with and design for specific user groups.
3. Task Analysis:
Breaking down user tasks into smaller steps to understand the
workflow and identify pain points or areas for improvement.
4. Prototyping:
Developing low fidelity and high fidelity prototypes to visualize and
test interface designs. Prototyping allows for early user feedback and
iteration.
5. Usability Testing:
Conducting tests with real users to evaluate the usability of a
system or interface. Usability testing helps identify issues and areas
for improvement.
7. Accessibility:
Ensuring that interfaces are accessible to users with diverse
abilities and disabilities. This includes considerations for visual,
auditory, and motor impairments.
8. Iterative Design:
Adopting an iterative design process, where designers continually
refine and improve the interface based on user feedback and usability
testing.
9. User Empowerment:
Designing interfaces that empower users by providing control,
customization, and transparency in their interactions with technology.
Measures:
2. Efficiency:
Goal: Users can accomplish tasks with minimal time and effort.
Measures:
3. Satisfaction:
Goal: Users are satisfied with their overall experience.
Measures:
4. Learnability:
Goal:Users can quickly learn how to use the system.
Measures:
Time to Learn: The time it takes for users to become proficient with
the system.
Retention: How well users remember how to use the system over
time.
5. Memorability:
Goal: Users can remember how to use the system after a period of
nonuse.
Measures:
Measures:
Error Recovery Time: Time taken for users to recover from errors.
7. Accessibility:
Goal: Ensure that the system is accessible to users with diverse
abilities and disabilities.
Measures:
8. Engagement:
Goal:Keep users engaged and motivated to interact with the
system.
Measures:
Time on Task: The duration users spend actively engaging with the
system.
9. Efficiency of Navigation:
Goal:Users can easily navigate through the interface to find
information or complete tasks.
Measures:
10. Consistency:
Goal: Maintain consistency in design and interaction patterns.
Measures:
1. Personality Differences:
2. Cultural Diversity:
3. International Factors:
3. Children:
1. Guidelines:
2. Principles:
3. Theories:
Cognitive Load Theory: This theory posits that there is a limit to the
amount of information that users can process at once. Designing
interfaces that minimize cognitive load by presenting information in a
clear and concise manner can improve usability.
Fitts's Law: Fitts's Law describes the relationship between the size
and distance of targets and the time it takes to move to them.
Designing interfaces with larger, closer targets reduces the time and
effort required for users to interact with them, particularly for users
with motor impairments.
Hick's Law: Hick's Law states that the time it takes for a person to
make a decision increases logarithmically with the number of choices
available. Limiting the number of options and providing clear
hierarchies can help users make decisions more efficiently.