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Hci U II

This document discusses human-computer interaction and the design and software development process. It covers topics like prototyping approaches, design rationale, design rules, and universal design. Regarding prototyping, it describes throw-away, incremental, and evolutionary approaches. For design rationale, it discusses preserving the order of deliberations and emphasizing design alternatives. Design rules are expressed as principles, standards, guidelines and specific rules. Universal design aims to make systems usable by anyone in any circumstances through principles like multi-model interaction and designing for diversity.

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0% found this document useful (0 votes)
381 views23 pages

Hci U II

This document discusses human-computer interaction and the design and software development process. It covers topics like prototyping approaches, design rationale, design rules, and universal design. Regarding prototyping, it describes throw-away, incremental, and evolutionary approaches. For design rationale, it discusses preserving the order of deliberations and emphasizing design alternatives. Design rules are expressed as principles, standards, guidelines and specific rules. Universal design aims to make systems usable by anyone in any circumstances through principles like multi-model interaction and designing for diversity.

Uploaded by

pon3
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We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd

HUMAN COMPUTER

INTERACTION
UNIT-II
DESIGN & SOFTWARE
PROCESS

Prototyping in Practice
Design Rationale
Design Rules
Universal Design
Prepared By
M.Malini. M.E.,
SDLC
Req Spec:
 What the system is supposed to do?
Arch Design:
 How the System Provides services?
Detailed Design:
 Refinement
Coding & Unit Testing
Integration & Testing
Maintenance
Verification & Validation
PROTOTYPING IN PRACTICE
 Prototype Mock up or Model
 Iterative Design
Overcomes the problem of incomplete requirements
specifications
process of designing a product in which the product
is tested and evaluated repeatedly at different
stages of design
Incrementally improves final product
Described by prototype
 3 Approaches
 Throw away
 Incremental
 Evolutionary
Prototyping Approaches
 Throw away
Prototype is build and Tested
Knowledge gained from exercise is used to build
the final product
Actual prototype is discarded when the goal is
achieved
STEPS:
 Write preliminary requirements
 Design the prototype
 User experiences/uses the prototype,
specifies new requirements
 Repeat if necessary
 Write the final requirements
 Incremental
Overall product is partitioned into independent and
smaller components
Build the prototype for each component and merge
all protoypes
Final product is released as a series of products
 Evolutionary
Prototype is build and Tested
Actual prototype is not discarded- Basis for the
iteration of design
Modifications made to the system
TECHNIQUES & TOOLS FOR PROTOTYPING
 Story Board
 Snapshots of the interface
 Annotations, script
 Limited functionality simulation
 Simulation
 HyperCard
 Combines a flat-file database with a graphical, flexible,

user-modifiable interface.
 includes a built-in programming language called 

HyperTalk for manipulating data and the user interface.


DESIGN RATIONALE
 What?
 Information describes
Structure of a system
Functionality/Behavior of a system

 Types of DR:
 Process-oriented
 preserves order of deliberation and decision-making
 Structure-oriented

emphasizes post hoc structuring of considered design


alternatives
  Two examples:
 Issue-basedinformation system (IBIS)
 Design space analysis
PROCESS-ORIENTED
preserves order of deliberation and decision-making
Main elements:
o   Issues
hierarchical structure with one ‘root’ issue
o   Positions
Potential resolutions of an issue
o   Arguments
modify the relationship between positions and issues
structure of gIBIS
DESIGN RULES
 Goal
 Maximum Usability
 Expressed in the form of
Principles
Standards
Guidelines
Rules
 Principles : Abstract design rules
 Categories of Principles
Learnability
Flexibility

Robustness
PRINCIPLES
 Learnability : user can begin effective interaction
Predictability : determinism of operation /action visibility
Synthesisability : judge the effect of past operation on the
current status Ex: Payment : receipt - Successful
Familiarity : prior knowledge in real world guess ability
Ex: danger alert on any system is red
Generalizability : apply specific interaction knowledge to
new situation. Ex: Microsoft office software menus :
easy for people to transition from Microsoft Word
to Excel
Consistency: form of input terms or output responses w.r.t
the meaning of actions. Ex: Gender - radio button
 Flexibility : diversity of ways in which the user and the system
exchange information.
 Dialog Initiative
 User pre-emptive : User initiates an action.
 Ex: Google Map

 System pre-emptive : System initiates an action.

 Ex: System Warning

 Multi Threading : more than one task at a time


 Ex: Play Music
 Task migratability : to transfer the control for task execution
between system and user.
 Ex: Automatic car : system control & User control on

emergency
 Substitutivity :equivalent values can be substituted for each other.
Ex: To Open an Application : double click/ select & press enter key
 Customizability : modifiability
 Robustness : supporting the user in successfully
accomplishing an action
 Observability: the user to evaluate the internal state of the system
 Where am I? (Browsability , Reachability)

 Recoverability :ability of a system to recover in case of an error


 Ex: disk failure and windows OS is trying to repair it.

 Responsibility: deals with the time needed for the system to


communicate with the user.
Ex: Short durations are desirable
 Task Conformance :allows the user to perform any desired task in
an application
STANDARDS SPECIFIC RULES
 Set by national or international bodies
 ISO 9241
 Usability : measures (ease of use, clear defined process,

consistency)
 Effectiveness : desired results
 Efficiency : Quality , performance (time, cost)

 Satisfaction : user satisfaction

 Data Entry
GUIDELINES
 Data Display
How to achieve  Sequence Control
 User Guidance
 Data Transmission
 Data Protection
RULES

 Shneiderman’s 8 Golden Rules (1987):


1. Strive for consistency : layout, commands, colors
2. Enable frequent users to use shortcuts
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple error
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load
RULES
 Norman’s 7 Principles (1988):
1. Use both knowledge in the world and knowledge
in the head
2. Simplify the structure of tasks
3. Make things visible: bridge the gulfs of Execution
and Evaluation
4. Get the mappings right
5. Exploit the power of constraints, both natural and
artificial
6. Design for error
7. When all else fails, standardize
UNIVERSAL DESIGN
 What?
Used by anyone
At any circumstances
 Multi Model Interaction
Provide access to information through more than
one mode of interaction
Sound, touch, handwriting recognition, gesture
recognition
 Designing for diversity
Different age group
Users with disabilities
UNIVERSAL DESIGN
 Principles
of universal design
Low physical effort
Size and space for use
Tolerance for errors
Perceptible information : different modes of
interaction
Simple and intuitive to use
Flexibility in use
Equitable use : privacy. security, safety-
Markettable
Thank You

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