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CIT 747 Human Computer Interface Design DeSiaMorewww.desiamore.com/ifm1.

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Presentation on theme: "CIT 747 Human Computer Interface Design DeSiaMorewww.desiamore.com/ifm1."— Presentation transcript:

1 CIT 747 Human Computer Interface Design DeSiaMorewww.desiamore.com/ifm1

2 Course Assessment Written examination – 60% (Test1,Test2 & Assignments ) – 40% DeSiaMorewww.desiamore.com/ifm2

3 Course Content Users – user types, user groups, human considerations and ergonomics Usability Guidelines – usability theories and principles, Principles of Universal Design Interaction Styles – direct manipulation, WIMPs, menu selection, dialog boxes, form fillin, command languages Design Process – HCI lifecycle models, user-centred design, prototyping, usability testing, survey instruments, expert reviews Screen Design – fonts, colours, design of graphic elements, arrangement of text, principles of screen design DeSiaMorewww.desiamore.com/ifm3

4 HCI Design Human-computer interface Design (HCI Design ) is: Human-Computer Interface Design seeks to discover the most efficient way to design understandable electronic messages HCI design focuses on proper design of menus, icons, forms, as well as data display and entry screens. This browser you are using now is a result of interface design - the buttons and menus have been designed to make it easy for you to access the web DeSiaMorewww.desiamore.com/ifm4

5 Goal of HCI Is to enhance the easy to use interfaces between humans and computer systems DeSiaMorewww.desiamore.com/ifm5

6 Computers Pocket PCs Wireless Devices Desktop PCs Mainframes Web applications Smart fridges Laptops Huge range of types of computers and types of applications – HCI Design is a concern for all of them Airport control systems Mobile phones Nuclear systems Medical systems etc MP3 players GPS devices DeSiaMorewww.desiamore.com/ifm6

7 Major disciplines contributing to HCI –Computer Sciences –Cognitive Psychology –Ergonomics and Human Factors Disciplines contributing to HCI Design DeSiaMorewww.desiamore.com/ifm7

8 Cognitive Psychology and HCI Concerned with understanding human behaviour and underlying mental processes Cognitive psychology refers to ‘information processing’ DeSiaMorewww.desiamore.com/ifm8

9 Ergonomics and HCI Human factors Concerned with the capacities and capabilities of users Ergonomist must produce a design which is appropriate for users Sample concerns: Workstation design, readability of information on VDUs, repetitive strain injury etc DeSiaMorewww.desiamore.com/ifm9

10 arrangement of controls and displays e.g.controls grouped according to function or frequency of use, or sequentially surrounding environment e.g.seating arrangements adaptable to cope with all sizes of user health issues e.g.physical position, lighting, noise, environmental conditions - temperature, humidity use of colour e.g.use of red for warning, green for okay, awareness of colour-blindness etc. Ergonomics and HCI: examples DeSiaMorewww.desiamore.com/ifm10

11 Usability  Usability is generally regarded as ensuring that interactive products are easy to learn, effective to use and enjoyable from the user’s perspective  Designing for maximum usability is the goal of design DeSiaMorewww.desiamore.com/ifm11

12 Evolution of HCI ‘interfaces’ 50s - Interface at the hardware level for engineers - switch panels 60-70s - interface at the programming level - COBOL, FORTRAN 70-90s - Interface at the terminal level - command languages 80s - Interface at the interaction dialogue level - GUIs, multimedia 90s - Interface at the work setting - networked systems, groupware 00s - Interface becomes pervasive –RF tags, Bluetooth technology, mobile devices, consumer electronics, interactive screens, embedded technology DeSiaMorewww.desiamore.com/ifm12

13 Example of bad and good design Elevator controls and labels on the bottom row all look the same, so it is easy to push a label by mistake instead of a control button People do not make same mistake for the labels and buttons on the top row. Why not? From: www.baddesigns.com DeSiaMorewww.desiamore.com/ifm13

14 Why is this vending machine so bad? Need to push button first to activate reader Normally insert bill first before making selection Contravenes well known convention From: www.baddesigns.com DeSiaMorewww.desiamore.com/ifm14

15 What time is it? From: www.baddesigns.com DeSiaMorewww.desiamore.com/ifm15

16 How much is the petrol? From: www.baddesigns.com DeSiaMorewww.desiamore.com/ifm16

17 Users Usability Guidelines, Theories & Principles Design Process Screen Design Tools Application Areas Lecture Topics DeSiaMorewww.desiamore.com/ifm17

18 The User The user is the most important entity of the system DeSiaMorewww.desiamore.com/ifm18

19 The User Nature of User Human Considerations DeSiaMorewww.desiamore.com/ifm19

20 The User Nature of User Human Considerations DeSiaMorewww.desiamore.com/ifm20

21 Nature of User Many different categories of users, impossible to consider all Nature of User User Groups Computer skills & knowledge Age Age Disabilities Cultural DeSiaMorewww.desiamore.com/ifm21

22 User Groups Users vary with respect to: Computer skills & knowledge Non-discretionary Discretionary Novice Expert Age Ageing user Young user Disabilities Physically disabled Cognitively impaired Culture Nature of User DeSiaMorewww.desiamore.com/ifm22

23 Computer Skills & Knowledge Nondiscretionary Users computer is part of employment time and effort in learning to use computer are willing invested high motivation is often used to overcome low usability characteristics may posses technical background job may consist of single task or function bad design measured by productivity Flight reservations clerk, programmer etc. Nature of User DeSiaMorewww.desiamore.com/ifm23

24 Discretionary Users more self-directed, not told how to work it’s the results, not the means that are more important utilisation of system not necessary will not invest extra effort to use the system technical details of no interest does not show high motivation to use system is easily disenchanted voluntary use must be encouraged multifunction knowledge worker Nature of User Computer Skills & Knowledge DeSiaMorewww.desiamore.com/ifm24

25 Nondiscretionary Productivity is the most important factor Interface is still important, but the user will be willing to invest time and money for training Niche application area, one type of user Post times has little choice with regards to using the system Discretionary Interface is extremely important, first impression of the system Must cater for many different user types Must sell your product to user If system is not perceived as achieving results with minimum effort, may be refused May not need system Impact on Design Nature of User Computer Skills & Knowledge DeSiaMorewww.desiamore.com/ifm25

26 Novices - learning a skill for the first time Practice and Experience Experts – can perform the task automatically without having to consciously think about each move Nature of User Computer Skills & Knowledge DeSiaMorewww.desiamore.com/ifm26

27 Novice Users System features should assist recognition memory - menus, prompts, help screens Need restricted vocabularies, simple tasks, small number of possibilities and information feedback View practice as an aid to moving up to expert status Expert Users Rely upon free recall need less information feedback Seek efficiency by bypassing novice memory aids, reducing keystrokes and summarising information Nature of User Computer Skills & Knowledge Impact on Design DeSiaMorewww.desiamore.com/ifm27

28 User population is spread out between the two extremes, e.g., The knowledgeable intermittent user - has stable task concepts and a broad knowledge of interface concepts May have difficulty retaining the structure of menus or feature locations May vary between different parts of the system May be expert in one aspect, but novice in another Novice User Expert User Knowledgeable Intermittent User Nature of User Computer Skills & Knowledge DeSiaMorewww.desiamore.com/ifm28

29 A well designed system must support novice and expert behaviour at the same time Also must support all levels of behaviour in between the two extremes such as the knowledgeable intermittent user Impact on Design Nature of User Computer Skills & Knowledge DeSiaMorewww.desiamore.com/ifm29

30 Age Nature of User Impairments due to age vision hearing mobility memory Loss of confidence Difficulty in orientation Absorption of information Ageing User DeSiaMorewww.desiamore.com/ifm30

31 Age Design Guidelines (Hawthorn, 2003) Simplify screen design Provide users with simple linear search spaces with few options Increase size of fonts and controls Reduce both windows management tasks and scrolling Ensure contrast between text and background Menus can introduce problems, toolbars may be an alternative Nature of User Ageing User DeSiaMorewww.desiamore.com/ifm31

32 Ageing User PermanentTSB use “Browse Aloud” on their OPEN24 website Nature of User DeSiaMorewww.desiamore.com/ifm32

33 Age Young User Children are active learners drawing on physical and social experiences Learn by doing Require something that they can see, touch and hear Prior to the age of 8, children are pre-operational i.e. they rely on visual and auditory perception for knowledge Knowledge is usually learned through first hand experience Nature of User DeSiaMorewww.desiamore.com/ifm33

34 Age Young User Young User Design Guidelines (Wyeth & Purchase, 2003): Activities are open-ended and discovery-oriented, children can be actively involved in the learning process Interaction encourages child-initiated play Experiences involve active manipulation and transformation of real materials Entry-level knowledge and skill is kept to a minimum Provision is made for children’s varied skill and ability levels Construction activities that involve design, creation and evaluation processes form the basis of interactions Nature of User DeSiaMorewww.desiamore.com/ifm34

35 Young User Nature of User Lego Digital Designer Britannica Children’s Encyclopedia DeSiaMorewww.desiamore.com/ifm35

36 Disabilities Nature of User Designers must plan early to accommodate users with disabilities Needs are more critical Disabled users can be categorized as follows: Physically disabled users Cognitively disabled users DeSiaMorewww.desiamore.com/ifm36

37 Disabilities Nature of User Physically Disabled Impairments can include lack of mobility, low vision, blind and hearing Alternative channels of interactions: Speech recognition Tune recognition Lip-reading Body-electric sensors The more sophisticated and complex a system is, the more specialized its target group gets DeSiaMorewww.desiamore.com/ifm37

38 Disabilities Nature of User Physically Disabled (cont.) Design Guidelines (Nielsen, 1995) Provide keyboard access to application features Follow key-mapping guidelines or the local environment Provide keyboard and mouse access to functions Avoid placing frequently used functions deep in a menu structure Do not hard-code application colours, graphic attributes or font sizes and styles Provide visual information that is redundant with audible information Allow users to configure frequency and volume of audible cues DeSiaMorewww.desiamore.com/ifm38

39 Disabilities Nature of User Cognitively Disabled Examples of cognitive impairments would be learning disabilities, dyslexia and poor memory Changes can be made to accommodate these users by improving layouts, controlling vocabulary, and limiting short-term memory demand DeSiaMorewww.desiamore.com/ifm39

40 Disabilities Nature of User Cognitively Disabled Lewis (2004) made the following observations on these users: The top value for many people with cognitive disabilities is social inclusion Access to information is critical to social inclusion and increasingly reliant on technology Some research shows that these users have the same problems with web-sites as other users but with greater severity Access to textual information is difficult Advances in language technology should be applied to text simplification Access to human companionship and support is important DeSiaMorewww.desiamore.com/ifm40

41 Culture Nature of User Cultural and international diversity Characters, numerals, special characters, and diacriticals Left-to-right versus right-to-left versus vertical input and reading Date and time formats Numeric and currency formats Weights and measures Telephone numbers and addresses Names and titles (Mr., Ms., Mme.) Social-security, national identification, and passport numbers Capitalization and punctuation Sorting sequences Icons, buttons, colors Pluralization, grammar, spelling Etiquette, policies, tone, formality, metaphors DeSiaMorewww.desiamore.com/ifm41

42 Summary of Lecture Nature of User Introduction to the subject of HCI User types Computer skills & knowledge Non-discretionary Discretionary Novice Expert Age Ageing Young Disabilities Physically disabled Cognitively impaired Culture DeSiaMorewww.desiamore.com/ifm42

43 Terms of Reference Preece, J. et al. (2002) Interaction Design Shneiderman, B. & Plaisant, C. (2005) Designing the User Interface Benyon, D. et al (2005) Designing Interactive Systems Wyeth, P. & Purchase, H. (2003) Using Developmental Theories to Inform the Design of Technology for Children Hawthorn, D. (2003) How Universal is Good Design for Older Users Nielsen, J. (1995) Advances in Human-Computer Interaction References DeSiaMorewww.desiamore.com/ifm43


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