Understanding Human-Computer Interaction
Understanding Human-Computer Interaction
INTRODUCTION
• With today's technology and tools, and our motivation to create really effective and
usable interfaces and screens, why do we continue to produce systems that are inefficient
and confusing or, at worst, just plain unusable? Is it because:
1. We don't care?
2. We don't possess common sense?
3. We don't have the time?
4. We still don't know what really makes good design?
DEFINITION
GOALS
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DEFINING THE USER INTERFACE
• The user interface has essentially two components: input and output.
• Output is how the computer conveys the results of its computations and
requirements to the user.
– Today, the most common computer output mechanism is the display
screen, followed by mechanisms that take advantage of a person's auditory
capabilities: voice and sound.
• The use of the human senses of smell and touch output in interface design still
remain largely unexplored.
• Proper interface design will provide a mix of well-designed input and output
mechanisms that satisfy the user's needs, capabilities, and limitations in the most
effective way possible.
• The best interface is one that it not noticed, one that permits the user to focus on the
information and task at hand, not the mechanisms used to present the information and
perform the task.
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THE IMPORTANCE OF GOOD DESIGN
With today's technology and tools, and our motivation to create really effective and usable
interfaces and screens, why do we continue to produce systems that are inefficient and
confusing or, at worst, just plain unusable? Is it because:
• We don't care?
• We don't possess common sense?
• We don't have the time?
• We still don't know what really makes good design?
• But we never seem to have time to find out what makes good design, nor to properly
apply it. After all, many of us have other things to do in addition to designing interfaces
and screens.
• So we take our best shot given the workload and time constraints imposed upon us. The
result, too often, is woefully inadequate.
• Interface and screen design were really a matter of common sense, we developers would
have been producing almost identical screens for representing the real world.
It is also the vehicle through which many critical tasks are presented. These tasks
often have a direct impact on an organization's relations with its customers, and its
profitability.
A screen's layout and appearance affect a person in a variety of ways. If they are
confusing and inefficient, people will have greater difficulty in doing their jobs and
will make more mistakes.
Poor design may even chase some people away from a system permanently. It can
also lead to aggravation, frustration, and increased stress.
Poor clarity forced screen users to spend one extra second per screen.
o Almost one additional year would be required to process all screens.
o Twenty extra seconds in screen usage time adds an additional 14 person
years.
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The benefits of a well designed screen have also been under experimental scrutiny
for many years.
o One researcher, for example, attempted to improve screen clarity and
readability by making screens less crowded.
o Separate items, which had been combined on the same display line to
conserve space, were placed on separate lines instead.
o The result screen users were about 20 percent more productive with the less
crowded version.
support line costs are lowered because fewer assist calls are necessary.
Identifying and resolving problems during the design and development process also
has significant economic benefits
How many screens are used each day in our technological world?
How many screens are used each day in your organization? Thousands? Millions?
Imagine the possible savings. Proper screen design might also, of course, lower the
costs of replacing "broken" PCs.
• The need for people to communicate with each other has existed since we first walked
upon this planet.
• The lowest and most common level of communication modes we share are movements
and gestures.
• Movements and gestures are language independent, that is, they permit people who do
not speak the same language to deal with one another.
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• The next higher level, in terms of universality and complexity, is spoken language.
• Most people can speak one language, some two or more. A spoken language is a very
efficient mode of communication if both parties to the communication understand it.
• At the third and highest level of complexity is written language. While most people
speak, not all can write.
• But for those who can, writing is still nowhere near as efficient a means of
communication as speaking.
• Significantly fewer people type than write. (While a practiced typist can find typing
faster and more efficient than handwriting, the unskilled may not find this the case.)
• Spoken language, however, is still more efficient than typing, regardless' of typing skill
level.
• Through its first few decades, a computer's ability to deal with human communication
was inversely related to what was easy for people to do.
• Throughout the computer's history, designers have been developing, with varying
degrees of success, other human-computer interaction methods that utilize more
general, widespread, and easier-to-learn capabilities: voice and handwriting.
• The Xerox systems, Altus and STAR, introduced the mouse and pointing and
selecting as the primary human-computer communication method.
• The user simply pointed at the screen, using the mouse as an intermediary.
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• These systems also introduced the graphical user interface as we know it a new
concept was born, revolutionizing the human-computer interface.
• While developers have been designing screens since a cathode ray tube display was first
attached to a computer, more widespread interest in the application of good design
principles to screens did not begin to emerge until the early 1970s, when IBM introduced
its 3270 cathode ray tube text-based terminal.
It usually consisted of many fields (more than are illustrated here) with very cryptic and
often unintelligible captions.
• It was visually cluttered, and often possessed a command field that challenged the
user to remember what had to be keyed into it.
• Effectively using this kind of screen required a great deal of practice and patience.
• Most early screens were monochromatic, typically presenting green text on black
backgrounds.
• At the turn of the decade guidelines for text-based screen design were finally made
widely available and many screens began to take on a much less cluttered look
through concepts such as grouping and alignment of elements, as illustrated in Figure
1.2.
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• User memory was supported by providing clear and meaningful field captions and by
listing commands on the screen, and enabling them to be applied, through function
keys. Messages also became clearer.
• These screens were not entirely clutter-free, however. Instructions and reminders to
the user had to be inscribed on the screen in the form of prompts or completion aids
such as the codes PR and Sc.
• Not all 1980s screens looked like this, however. In the 1980s, 1970s-type screens
were still being designed, and many still reside in systems today.
• The advent of graphics yielded another milestone in the evolution of screen design, as
illustrated in Figure above
While some basic "design principles did not change, groupings and alignment, for
example,
Borders were made available to visually enhance groupings and buttons and menus for
implementing commands replaced function keys.
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• Multiple properties of elements were also provided, including many different font sizes
and styles, line thicknesses, and colors.
• The entry field was supplemented by a multitude of other kinds of controls, including
list boxes, drop-down combination boxes, spin boxes, and so forth.
• These new controls were much more effective in supporting a person's memory, now
simply allowing for selection from a list instead of requiring a remembered key entry.
• Completion aids disappeared from screens, replaced by one of the new listing controls.
Screens could also be simplified, the much more powerful computers being able
to quickly present a new screen.
• In the 1990s, our knowledge concerning what makes effective screen design continued
to expand. Coupled with ever-improving technology, the result was even greater
improvements in the user-computer screen interface as the new century dawned.
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THE POPULARITY OF GRAPHICS
ADVANTAGES
Symbols recognized faster than text
Faster learning
Faster use and problem solving
Easier remembering
More natural
Exploits visual/spatial cues
Fosters more concrete thinking
Provides context
Fewer errors
Increased feeling of control
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Immediate feedback
Predictable system responses
Easily reversible actions
Less anxiety concerning use
More attractive
May consume less space
Replaces national languages
Easily augmented with text displays
Smooth transition from command language system
DISADVANTAGES
Greater design complexity.
Learning still necessary
Replaces national languages
Easily augmented with text displays
Smooth transition from command language system
Lack of experimentally-derived design guidelines
use a pointing device may also have to be learned
Working domain is the present
Human comprehension limitations
Window manipulation requirements
Production limitations
Few tested icons exist
Inefficient for touch typists
Inefficient for expert users
Not always the preferred style of interaction
Not always fastest style of interaction
Increased chances of clutter and confusion
May consume more screen space
Hardware limitations
The system simply replicates them and portrays them on a different medium, the
screen.
A person has the power to access and modify these objects, among which are
windows.
Continuous visibility of objects and actions: Like one's desktop, objects are
continuously visible. Reminders of actions to be performed are also obvious,
labeled buttons replacing complex syntax and command names.
Cursor action and motion occurs in physically obvious and natural ways. One
problem in direct manipulation, however, is that there is no direct analogy on the
desk for all necessary windowing operations.
This control panel is manipulated, not the window itself. Actions are rapid and
incremental with visible display of results, the results of actions are immediately
displayed visually on the screen in their new and current form.
INDIRECT MANIPULATION
In practice, direct manipulation of all screen objects and actions may not be feasible
because of the following:
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• The operation may be difficult to conceptualize in the graphical system.
• The amount of space available for placing manipulation controls in the window border may
be limited.
• It may be difficult for people to learn and remember all the necessary operations and
actions.
• Most window systems are a combination of both direct and indirect manipulation. A menu
may be accessed by pointing at a menu icon and then selecting it (direct manipulation).
• The menu itself, however, is a textual list of operations (indirect manipulation). When an
operation is selected from the list, by pointing or typing, the system executes it as a
command.
A graphical system possesses a set of defining concepts. Included are sophisticated visual
Presentation, pick-and click interaction, a restricted set of interface options, visualization,
object orientation, extensive use of a person's recognition memory, and concurrent
performance of functions
Visual presentation is the visual aspect of the interface. It is what people see on the screen.
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The meaningful interface elements visually presented to the user in a graphical System
include windows (primary, secondary, or dialog boxes), menus (menu bar, pull down, pop-
up, cascading), icons to represent objects such as programs or files, assorted screen-based
controls (text boxes, list boxes, combination boxes, settings, scroll bar and buttons), and a
mouse pointer and cursor.
-- The objective is to reflect visually on screen the real world of the user as realistically,
meaningfully, simply, and clearly possible.
A graphical system possesses a set of defining concepts. Included are sophisticated visual
presentation, pick-andclick interaction, a restricted set of interface options, visualization,
object orientation, extensive use of a person's recognition memory, and concurrent
performance of functions.
Restricted Set of Interface Options: The array of alternatives available to the user is what
is presented on the screen or may be retrieved through what is presented on the screen,
nothing less, nothing more. This concept fostered the acronym WYSIWYG.
o The user moves the mouse pointer to the relevant element (pick) and the
action is signaled (click).
o Pointing allows rapid selection and feedback. The hand and mind seem to
work smoothly and efficiently together.
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The goal is not necessarily to reproduce a really graphical image, but to
produce one that conveys the most relevant information.
Effective visualizations can facilitate mental insights, increase productivity,
and for faster and more accurate use of data.
Object Orientation: A graphical system consists of objects and actions. Objects are what
people see on screen. They are manipulated as a single unit.
A container often influences the behavior of its content. It may add or suppress certain
properties or operations of objects placed within it, control access to its content, or control
access to kinds of objects it will accept. These relationships help define an object's type.
Similar traits and behaviors exist in objects of the same object type.
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Use of Recognition Memory: Continuous visibility of objects and actions encourages use
of a person's more powerful recognition memory. The "out of sight, out of mind" problem
is eliminated
Graphic systems may do two or more things at one time. Multiple programs may run
simultaneously. When a system is not busy on a primary task, it may process background
tasks (cooperative multitasking).When applications are running as truly separate tasks, the
system may divide the processing power into time slices and allocate portions to each
application.
The expansion of the World Wide Web since the early 1990s has been truly amazing. Once
simply a communication medium for scientists and researchers, its many and pervasive
tentacles have spread deeply into businesses, organizations, and homes around the world.
Unlike earlier text-based and GUI systems that were developed and nurtured in an
organization's Data Processing and Information Systems groups, the Web's roots were
sown in a market-driven society thirsting for convenience and information.
Web interface design is essentially the design of navigation and the presentation of
information. It is about content, not data.
Proper interface design is largely a matter of properly balancing the structure and
relationships of menus, content, and other linked documents or graphics. The design goal is
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to build a hierarchy of menus and pages that feels natural, is well structured, is easy to use,
and is truthful.
The Web is a navigation environment where people move between pages of information,
not an application environment. It is also a graphically rich environment.
Web interface design is difficult for a number of reasons. First, its underlying design
language, HTML, was never intended for creating screens to be used by the general
population.
Its scope of users was expected to be technical. HTML was limited in objects and
interaction styles and did not provide a means for presenting information in the most
effective way for people.
Next, browser navigation retreated to the pre-GUI era. This era was characterized by a
"command" field whose contents had to be learned, and a navigational organization and
structure
that lay hidden beneath a mostly dark and blank screen.
GUIs eliminated the absolute necessity for a command field, providing menus related to
the task and the current contextual situation.
Browser navigation is mostly confined to a "Back" and "Forward" concept, but "back-to
where" and "forward-towhere" is often unremembered or unknown.
Web interface design is also more difficult because the main issues concern information
Architecture and task flow, neither of which is easy to standardize.
It is more difficult because of the availability of the various types of multimedia, and the
desire of many designers to use something simply because it is available.
It is more difficult because users are ill defined, and the user's tools so variable in nature.
The ultimate goal of a Web that feels natural, is well structured, and is easy to use will
reach fruition.
While the introduction of the graphical user interface revolutionized the user interface, the
Web has revolutionized computing.
It allows millions of people scattered across the globe to communicate, access information,
publish, and be heard.
• It allows people to control much of the display and the rendering of Web pages.
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• Aspects such as typography and colors can be changed, graphics turned off, and
decisions made whether or not to transmit certain data over non secure channels or
whether to accept or refuse cookies.
• Web usage has reflected this popularity. The number of Internet hosts has risen
dramatically:
• In 1984, hosts online exceeded 1,000;
• in 1987, 10,000;
• in 1989, 100,000,
• in 1990, 300,000;
• in 1992 hosts exceeded one million.
• Commercialization of the Internet saw even greater expansion of the growth rate. In
1993, Internet traffic was expanding at a 341,634 percent annual growth rate. In 1996,
there were nearly 10 million hosts online and 40 million connected people (PBS
Timeline).
• User control has had some decided disadvantages for some Web site owners as well.
• Users have become much more discerning about good design.
• Slow download times, confusing navigation, confusing page organization, disturbing
animation, or other undesirable site features often results in user abandonment of the
site for others with a more agreeable interface.
• People are quick to vote with their mouse, and these warnings should not go unheeded.
• GUI and Web interface design do have similarities. Both are software designs, they are
used by people, they are interactive, they are heavily visual experiences presented
through screens, and they are composed of many similar components.
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• Data and applications
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• Unlimited capability proportional to sophistication of hardware and software. Targeted
to a specific audience with specific tasks. Only limited by the amount of programming
undertaken to support it
• Major objective exists within and across applications. Aided by platform toolkit and
design guidelines. Universal consistency in GUI products generally created through
toolkits and design guidelines.
• Integral part of most systems and applications. Accessed through standard
mechanisms. Documentation, both online and offline,
• Usually provided.
• Personal support desk also usually provided
• Seamless integration of all applications into the platform environment a major
objective.
• Toolkits and components are key elements in accomplishing this objective
• Tightly controlled in business systems, proportional to degree of willingness to invest
resources and effort
WEB
• An interface must really be just an extension of a person. This means that the system
and its software must reflect a person's capabilities and respond to his or her specific
needs.
• It should be useful, accomplishing some business objectives faster and more
efficiently than the previously used method or tool did.
• It must also be easy to learn, for people want to do, not learn to do.
• Finally, the system must be easy and fun to use, evoking a sense of pleasure and
accomplishment not tedium and frustration.
• The interface itself should serve as both a connector and a separator
• a connector in that it ties the user to the power of the computer, and a separator in that
it minimizes the possibility of the participants damaging one another.
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• While the damage the user inflicts on the computer tends to be physical (a frustrated
pounding of the keyboard), the damage caused by the computer is more
psychological.
• Throughout the history of the human-computer interface, various researchers and
writers have attempted to define a set of general principles of interface design.
• What follows is a compilation of these principles. They reflect not only what we
know today, but also what we think we know today.
• Many are based on research, others on the collective thinking of behaviorists working
with user interfaces.
• These principles will continue to evolve, expand, and be refined as our experience
with Gills and the Web increases.
• The design of the Xerox STAR was guided by a set of principles that evolved over its
lengthy development process. These principles established the foundation for
graphical interfaces.
• Displaying objects that are selectable and manipulable must be created.
• A design challenge is to invent a set of displayable objects that are represented
meaningfully and appropriately for the intended application.
• It must be clear that these objects can be selected, and how to select them must be
Self-evident.
• When they are selected should also be obvious, because it should be clear that the
selected object will be the focus of the next action. Standalone icons easily fulfilled
this requirement.
• The handles for windows were placed in the borders.
• Visual order and viewer focus: Attention must be drawn, at the proper time, to the
important and relevant elements of the display. Effective visual contrast between
various components of the screen is used to achieve this goal. Animation is also used
to draw attention, as is sound.
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Feedback must also be provided to the user. Since the pointer is usually the focus of viewer
attention, it is a useful mechanism for providing this feedback (by changing shapes).
• Revealed structure: The distance between one's intention and the effect must be
minimized.
Most often, the distance between intention and effect is lengthened as system power
increases. The relationship between intention and effect must be, tightened and made as
apparent as possible to the user. The underlying structure is often revealed during the
selection process.
GENERAL PRINCIPLES
Aesthetically Pleasing
Provide visual appeal by following these presentation and graphic design principles:
Clarity
Compatibility
Configurability
Comprehensibility
A system should be easily learned and understood: A user should know the following:
- What to look at
- What to do
- When to do it
- Where to do it
- Why to do it
- How to do it
Consistency
A system should look, act, and operate the same throughout. Similar components should:
- Have a similar look.
- Have similar uses.
- Operate similarly.
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• The same action should always yield the same result
• The function of elements should not change.
• The position of standard elements should not change.
Control
The user must control the interaction.
• The means to achieve goals should be flexible and compatible with the user's skills,
experiences, habits, and preferences.
• Avoid modes since they constrain the actions available to the user.
• Permit the user to customize aspects of the interface, while always providing a
Proper set of defaults
Directness
Flexibility
A system must be sensitive to the differing needs of its users, enabling a level and type of
performance based upon:
- Each user's knowledge and skills.
- Each user's experience.
- Each user's personal preference.
- Each user's habits.
- The conditions at that moment.
Efficiency
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Anticipate the user's wants and needs whenever possible.
Familiarity
• Employ familiar concepts and use a language that is familiar to the user.
• Keep the interface natural, mimicking the user's behavior patterns.
• Use real-world metaphors.
Forgiveness
• Tolerate and forgive common and unavoidable human errors.
• Prevent errors from occurring whenever possible.
• Protect against possible catastrophic errors.
• When an error does occur, provide constructive messages.
•
Predictability
• The user should be able to anticipate the natural progression of each task.
o Provide distinct and recognizable screen elements.
o Provide cues to the result of an action to be performed.
• All expectations should be fulfilled uniformly and completely.
Recovery
A system should permit:
- Commands or actions to be abolished or reversed.
- Immediate return to a certain point if difficulties arise.
Ensure that users never lose their work as a result of:
- An error on their part.
- Hardware, software, or communication problems
Responsiveness
The system must rapidly respond to the user's requests Provide immediate
acknowledgment for all user actions:
- Visual.
- Textual
- Auditory.
Transparency
Permit the user to focus on the task or job, without concern for the mechanics of the
interface.
- Workings and reminders of workings inside the computer should be invisible to
the user.
Simplicity
Provide as simple an interface as possible.
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Question Bank
Unit –I
1.Explain the importance of user interface and the benefits of good design. 10M
2. a) Explain the advantages of graphical systems. 5M
b) Explain the characteristics of a web interface. 5M
3. Is there any difference between the designing of a web page and GUI? If so explain them in
detail. 10M
4. Define user interface. Explain the benefits of good design. 10M
5. a) Explain the Principles of user interface design. 5M
b) Write a short note on the usability assessment in the design process. 5M
6. What is meant by graphical system? Explain the characteristics of graphical system. 10M
7. Success of a product/project depends on effective user interface. Discuss. 10M
8. a) Discuss the concept of “Direct manipulation” for graphical systems. 5M
b) Briefly explain the general principles of user interface design. 5M
9. a) What are the problems that are associated in designing the user interface? 5M
b) Write the characteristics of an Intranet versus the Internet. 5M
10. Short
a) Define HCI. 2M
b) Define User interface. 2M
c) What is direct manipulation? 2M
d) Expand “WYSIWYG”. 2M
e) Why graphics are popular? 2M
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Objective Questions
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19) The . goal to build a hierarchy of means and pages that feels natural.
(a) Organized (b) Design (c)Driven (d)All of the above
20) The Web is a popular because of . is a System. [ ]
(a)Host (b) Object (c) GUI (d) None of these
21) The interacts with the collection of elements with referred to as objects. [ ]
(a) Server (b) Computer (c) User (d) All of Above
22) In practice, direct manipulation of all screen objects and actions may not be
feaisable becuase of . [ ]
(a) operation may be difficult to conceptualize (b)Action could be Reveresed
(c) Need necessary Required (d) None of these
23) The design goal is to build a hierarchy of & that feels natural is. [ ]
(a)Record & Pages (b)Menu & Pages (c)Menu & Records (d) All the above
24) Printed Pages are generally larger than . of Parts [ ]
(a) Web counter (b)Web Pages (c)Both a & b (d) Web link
25)Printed pages are immensly to web pages in rendering in Page rendering. [ ]
(a)Inferior (b)Down (c)Reveresed (d)Superior
26)People perform operations called .on objects [ ]
(a)Counter (b)Actions (c) Elements (d)Both a & c
27) is how a person communicates his or her needs or desires to the computer . [ ]
(a)Input (b)Output (c) Both Input&Output (d)None of these
28)Almost Every graphical platform now provides a style guide to assist in product . [ ]
(a)Pattern (b)Design (c)Evaluation (d)Interaction
29) The user interacts with a collection of elements referred to as . [ ]
(a)Objects (b)Actions (c)Records (d)Design
30) The Web is a popular because of . is a System. [ ]
(a) GUI (b) Object (c)Host (d) None of these
31) The could be represented by object or actions. [ ]
(a)Icon's (b) images (c) Both a & b (d) Graphics
32) In Windows family NT Stands for . [ ]
(a)Network Termination (b)New Technology (c) Both a & b (d) None of These
33) In Earlier direct manipulations indirect manipulations are to manipulate. [ ]
(a)Very easy (b) Difficult (c) Very difficult (d) Easy
34) The . goal to build a hierachy of means and pages that feels natural. [ ]
(a) Organized (b) Design (c)Driven (d)All of the above
35) The primary interaction mechanism is a device of some kind. [ ]
(a) Pointing (b) Selecting (c) computing (d) Both a & c
36) Printed pages are immensly to web pages in rendering in Page rendering. [ ]
(a)Inferior (b)Down (c)Reveresed (d)Superior
37) is the best example for design. [ ]
(a)View (b) Model (c )Analyzing (d)None
38) is an intermediate between users and computer. [ ]
(a) Keyboard (b) Monitor (c)Both a & b (d) Mouse
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39) In Windows family NT Stands for . [ ]
(a) Network Termination (b) New Technology (c) Both a & b (d) None of These
40) & are the main functions of GUI. [ ]
(a) Pointing & Selecting (b)Selecting & Executing (c) Pointing & Editing (d)None of these
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UNIT-II
PSYCHOLOGICAL
• Annoyance: Roadblocks that prevent a task being completed, or a need from being
satisfied, promptly and efficiently lead to annoyance. Inconsistencies in design,
slow computer reaction times, difficulties in quickly finding information, outdated
information, and visual screen distractions are a few of the many things that may
annoy users.
• Boredom: Boredom results from improper computer pacing (slow response times or
long download times) or overly simplistic jobs.
• These psychological responses diminish user effectiveness because they are severe
blocks to concentration.
--Thoughts irrelevant to the task at hand are forced to the user’s attention,
and necessary concentration is impossible.
• Psychological responses frequently lead to, or are accompanied by, the following
physical reactions.
• Abandonment of the system: The system is rejected and other information sources
are relied upon. These sources must, of course, be available and the user must have
the discretion to perform the rejection.
• Partial use of the system: Only a portion of the system's capabilities are used,
usually those operations that are easiest to perform or that provide the most
benefits. Historically, this has been the most common user reaction to most
computer systems. Many aspects of many systems often go unused.
• Indirect use of the system: An intermediary is placed between the would-be user
and the computer. Again, since this requires high status and discretion, it is another
typical response of managers or others with authority.
• Modification of the task: The task is changed to match the capabilities of the
system. This is a prevalent reaction when the tools are rigid and the problem is
unstructured, as in scientific problem solving.
• Misuse of the system: The rules are bent to shortcut operational difficulties. This
requires significant knowledge of the system and may affect system integrity.
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• Direct programming: The system is reprogrammed by its user to meet specific
needs. This is a typical response of the sophisticated worker.
• These physical responses also greatly diminish user efficiency and effectiveness.
They force the user to rely upon other information sources, to fail to use a system's
complete capabilities, or to perform time-consuming "work-around" actions
• Importance in design are perception, memory, visual acuity, foveal and peripheral vision,
sensory storage, information processing, learning, skill, and individual differences.
• Perception
• Proximity
• Similarity
• Matching patterns
• Succinctness
• Closure
• Unity
• Continuity
• Balance
• Expectancies
• Context
• Signals versus noise
• Memory: Memory is not the most stable of human attributes, as anyone who has
forgotten why they walked into a room, or forgotten a very important birthday, can
attest.
• -Short-term, or working, memory.
- Long-term memory
- Mighty memory
- Sensory Storage
• Mental models also enable a person to predict the actions necessary to do things if
the action has been forgotten or has not yet been encountered.
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• Movement Control : Once data has been perceived and an appropriate action
decided upon, a response must be made.
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drop out of consciousness.
• System and screen design must permit development of increasingly skillful
performance.
• Individual Differences: In reality, there is no average user. A complicating but very
advantageous human characteristic is that we all differ-in looks, feelings, motor
abilities, intellectual abilities, learning abilities and speed, and so on.
• In a keyboard data entry task, for example, the best typists will probably be twice as
fast as the poorest and make 10 times fewer errors.
• Individual differences complicate design because the design must permit people
with widely varying characteristics to satisfactorily and comfortably learn the task
or job, or use the Web site.
• In the past this has usually resulted in bringing designs down to the level of lowest
abilities or selecting people with the minimum skills necessary to perform a job.
• But technology now offers the possibility of tailoring jobs to the specific needs of
people with varying and changing learning or skill levels. Multiple versions of a
system can easily be created.
• Design must provide for the needs of all potential users
HUMAN CONSIDERATIONS IN DESIGN
JOB/TASK/NEED
PHYSICAL CHARACTRISTICS
• The speed at which people can perform using various communication methods has
been studied by a number of researchers.
• Reading: The average adult, reading English prose in the United States, has a
reading speed in the order of 250-300 words per minute. Proof reading text on
paper has been found to occur at about 200 words per minute, on a computer
monitor, about 180 words per minute.
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• One technique that has dramatically increased reading speeds is called Rapid Serial
Visual Presentation, or RSVP. In this technique single words are presented one at a
time in the center of a screen. New words continually replace old words at a rate set
by the reader. For a sample of people whose paper document reading speed was
342 words per minute. (With a speed range of 143 to 540 words per minute.) Single
words were presented on a screen in sets at a speed sequentially varying ranging
from 600 to 1,600 words per minute. After each set a comprehension test was
administered.
READING
LISTENING
KEYING
• Typewriter
Fast typist: 150 words per minute and higher
Average typist: 60-70 words per minute
• Computer
Transcription: 33 words per minute
Composition: 19 words per minute
• Two finger typists
Memorized text: 37 words per minute
Copying text: 27 words per minute
• Hand printing
Memorized text: 31 words per minute.
Copying text: 22 words per minute.
DIRECT METHODS
INDIRECT METHODS
• MIS Intermediary
• Paper Surveyor Questionnaire
• Electronic Surveyor Questionnaire
• Electronic Focus Group
• Marketing and Sales
• Support Line
• E-Mail or Bulletin Board
• User Group
• Competitor Analyses
• Trade Show
• Other Media Analysis
• System Testing
DETERMINING BASIC BUSINESS FUNCTIONS
• Major system functions are listed and described, including critical system inputs and
outputs.
A flowchart of major functions is developed. The process the developer will use is
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summarized as follows:
•
The user's needs and the user's profile.
•
A user task analysis.
•
Develop a conceptual model of the system based upon the user's mental model.
This includes:
• Defining objects.
• Developing metaphors.
UNDERSTANDING THE USER'S MENTAL MODEL
• The next phase in interface design is to thoroughly describe the expected system
user or users and their current tasks.
• The former will be derived from the kinds of information collected in Step 1
"Understand the User or Client," and the requirements analysis techniques
described above.
• A goal of task analysis, and a goal of understanding the user, is to gain a picture of
the user's mental model.
• A mental model is an internal representation of a person's current conceptualization
and understanding of something.
• Mental models are gradually developed in order to understand, explain, and do
something.
• Mental models enable a person to predict the actions necessary to do things if the
actions have been forgotten or have not yet been encountered.
PERFORMING A TASK ANALYSIS
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DEVELOPING CONCEPTUAL MODELS
• The output of the task analysis is the creation, by the designer, of a conceptual
model for the user interface.
• A conceptual model is the general conceptual framework through which the
system's functions are presented.
• Such a model describes how the interface will present objects, the relationships
between objects, the properties of objects, and the actions that will be performed.
• A conceptual model is based on the user's mental model. Since the term mental
model refers to a person's current level of knowledge about something, people will
always have them
• Since mental models are influenced by a person’s experiences, and people have
different experiences, no two user mental models are likely to be exactly the same.
• Each person looks at the interface from a slightly different perspective. The goal of
the designer is to facilitate for the user the development of useful mental model of
the system.
• When the user then encounters the system, his or her existing mental model will,
hopefully, mesh well with the system's conceptual model.
• As a person works with a system, he or she then develops a mental model of the
system.
• The system mental model the user derives is based upon system's behavior,
including factors such as the system inputs, actions, outputs (including screens and
messages), and its feedback and guidance characteristics, all of which are
components of the conceptual model.
• Documentation and training also playa formative role. Mental models will be
developed regardless of the particular design of a system, and then they will be
Modified with experience.
• What must be avoided in design is creating for the user a conceptual model that
leads to the creation of a false mental model of the system, or that inhibits the user
from creating a meaningful or efficient mental model.
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Guidelines for Designing Conceptual Models
Defining Objects
Describe:
- The objects used in tasks.
- Object behavior and characteristics that differentiate each kind of object.
- The relationship of objects to each other and the people using them.
- The actions performed.
- The objects to which actions apply.
- State information or attributes that each object in the task must preserve,
display,or allow to be edited.
• Identify the objects and actions that appear most often in the workflow.
• Make the several most important objects very obvious and easy to manipulate
Developing Metaphors
• Choose the analogy that works best for each object and its actions.
• Use real-world metaphors.
• Use simple metaphors.
• Use common metaphors.
• Multiple metaphors may coexist.
• Use major metaphors, even if you can't exactly replicate them visually.
• Test the selected metaphors.
SCREEN DESIGNING
Variety of distractions
• Numerous audio and visual interruptions
• Extensive visual clutter
• Poor information readability
• In comprehensible screen components
• Confusing and inefficient navigation
• Inefficient operations
• Excessive or inefficient page scrolling
• Information overload
• Design in consistency
• Outdated information
Design goals
• Reduce visual work
• Reduce intellectual work
• Reduce memory work
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• Reduce mentor work
• Eliminate burdens or instructions.
Must
• Have meaning to screen users
• Serve a purpose in performing task organizing screen elements
Consistency
• Provide real world consistency
• Provide internal consistency
• Operational and navigational procedures
• Visual identity or theme
• Component
• Organization
• Presentation
• Usage
• Locations
• Follow the same conventions
• Deviate only when there is clear benefit to user
• Divide information into units that are logical, meaningful and sensible.
• Organize by interrelationships between data or information.
• Provide an ordering of screen units of elements depending on priority.
• Possible ordering schemes include
• Conventional
• Sequence of use
• Frequency of use
• Function
• Importance
• General to specific.
• Form groups that cover all possibilities.
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• Ensure that information is visible.
• Ensure that only information relative to task is presented on screen.
• Organizational scheme is to minimize number of information variables.
• Upper left starting point
• Provide an obvious starting point in the screen’s upper left Corner.
• Locate the most important and most frequently used elements or controls at top left.
• Maintain top to bottom , left to right flow.
• Assist in navigation through a screen by
Aligning elements
Grouping elements
Use of line borders
• Through focus and emphasis, sequentially, direct attention to items that are
Critical
Important
Secondary
Peripheral
• Tab through window in logical order of displayed information.
• locate command button at the end of the tabbing order sequence,
• When groups of related information must be broken and displayed on separate
screens, provide breaks at logical or natural points in the information flow.
• In establishing eye movement through a screen, also consider that the eye trends to
move sequentially , for example –
From dark areas to light areas
From big objects to little objects
From unusual shapes to common shapes.
From highly saturated colors to unsaturated colors.
• Maintain top to bottom, left to right through the screen. This top to bottom orientation is
Recommended for information entry for the following reasons –
balance
Symmetry
Regularity
Predictability
Sequentiality
Economy
Unity
Proportion
Simplicity
Groupings.
Balance
Symmetry
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Regularity
Predictability
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Sequentially
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48
49
50
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GROUPING USING BORDERS
SCANNING GUIDELINES
• Organization
• Minimize eye movement
• Provide groupings of information
• Organize content in a logical and obvious way.
• Writing
• Provide meaningful headings and subheadings.
• Provide meaningful titles
• Concisely write the text.
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• Use bullets/ numbers
• Array information in tables
• Presentation
– Key information in words or phrases
– Important concepts
BROWSING GUIDELINES
• Facilitate scanning
• Provide multiple layers of structure
• Make navigation easy
• Respect users desire to leave
• Upon returning help users reorient themselves.
• Users can browse deeply or simply move on.
• Provide guidance to help reorientation
• Understand terms to minimize to need for users to switch context.
STATISTICAL GRAPHICS
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• Scales and shading
- place ticks to marks scales on the outside edge of each axis.
- employ a linear scale.
- mark scales at standard or customary intervals
- Start a numeric scale at zero.
- display only a single scale on axis.
- provide aids for scale interpretation.
- clearly label each axis.
- Provide scaling consistency
- consider duplicate axis for large scale data.
- Proportion
- Lines
- Labeling
- Title
- Interpretation of numbers
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Data category ordering
Large segments
Coding schemes
labeling
Flow charts
Order of stps
Orientation
Coding conventions
Arrows
Highlighting
One decission at each step
Consistently order and word all choices
Pie chart
Graphical systems
10M
1. Briefly explain about visually pleasing composition concept in screen design.
2. Write a short note on the usability assessment in the design process. 10M
6. What is the interface design process and discuss a variety of attributes that
have an important influence on interface and screen design? 10M
8.Explain the guidelines for presenting information simply and meaningfully on screens.10M
1) Known your user or client is addressed in step1, prototype and testing are addressed in step14
[ ]
A) Test, test and retest B) Retest, test and test
C) Test, retest and test D) Retest, and test, test
2) Human problem solving can best be characterized as [ ]
A)Error handling B) Event handling
C)Error-correcting or Trial and error. D) All
3) A focus on using design features or components that are [ ]
A) Dirty and neat B)Neat and Glitzy C)Glitzy and dirty D) All the above
4) was first to use the term usability to describe the effectiveness of human performance
A) Sandblad B) Bennett C) Johnson D) Lind [ ]
5) action of the sides, top, bottom and corners of the screen [ ]
A) Binning B) Alignment C) Pinning D) Align
6) users working or performing a task to illustrate and study problems and difficulties
A) Metrotape B) Audiotape C) Ferrotype D) Videotape [ ]
7) People who are the object of sentence: [ ]
A) Normally organization employee, customer B) Normally customer
C) Normally seller D) none of the above
8) The capacity of eye resolve detail is called [ ]
A) Audio acuity B) Visual acuity C) Listener acuity D) all
9) is a concept where one’s body of knowledge about one thing is used to understanding else.
A) Metaphor B) phosphor C) Getaphor D) none of the above [ ]
10) ISO stands for [ ]
A) International stands organization B) interest standard organization
C) International stands organ D) International standard organization
11 and are also an integral part of any development effort. [ ]
A) Training and documentation B) Implementation C) Structure D) Align
12) Symmetry opposite is a [ ]
A) Irregularity B) Economy C)Regular D) Asymmetry
13ANSI stands for [ ]
A) America nationality stands institute B)America nationality stands info
C)American national standards institute D) America nationality standard instate
14) In web page use an only to indicate a navigation link [ ]
A) Underline B) Attention C) Creation D) Standard
36)Regularity opposite is an [ ]
A)Economy B) irregularity C) Common D) Unregularity
37) Designer needs tool. [ ]
A) Bad B) Both A&C C) Good D) none
38)The capacity of eye resolve detail is called [ ]
A) Audio acuity B) Image acuity C) Visual acuity D) Both A&C
39) and response for poor design [ ]
A) Physiological and physics B) methodology
C)Termination method D) all the above
40) Know your user or client ending with [ ]
A) Testing B) design C) Planning D) none