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