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DISTANCE LEARNING CENTRE

AHMADU BELLO UNIVERSITY


ZARIA, NIGERIA.

COURSE MATERIAL

FOR

Course Code &Title: COSC 206 - Introduction to Human Computer


Interaction

Programme Title: B.Sc Computer Science

1
ACKNOWLEDGEMENT

We acknowledge the use of the Courseware of the National Open University of


Nigeria (NOUN) as the primary resource. Internal reviewers in the Ahmadu Bello
University have also been duly listed.

2
COPYRIGHT PAGE

© 2018 Ahmadu Bello University (ABU) Zaria, Nigeria

All rights reserved. No part of this publication may be reproduced in any form or
by any means, electronic, mechanical, photocopying, recording or otherwise
without the prior permission of the Ahmadu Bello University, Zaria, Nigeria.

First Published 2018 in Nigeria

ISBN:

Published and printed in Nigeria by:

Ahmadu Bello University Press Ltd,

Ahmadu Bello University

Zaria, Nigeria.

Tel: +234

E-mail:

3
COURSE WRITERS/DEVELOPMENT TEAM

Editor

Prof. M.I Sule

Course Materials Development Overseer

Dr. Usman Abubakar Zaria

Subject Matter Expert

Safinatu Ozohu Yisah

Subject Matter Reviewer

Mohammed Tanko Yahaya

Language Reviewer

Enegoloinu Adakole

Instructional Designers/Graphics

Emmanuel Ekoja / Ibrahim Otukoya

Proposed Course Coordinator

Emmanuel Ekoja

ODL Expert

Dr. Abdulkarim Muhammad

4
COURSE STUDY GUIDE
I. COURSE INFORMATION
Course Code: COSC206

Course Title: Introduction to Human Computer Interaction

Credit Units: Three (3)

Year of Study: 200 Level

Semester: Second Semester

II. COURSE INTRODUCTION AND DESCRIPTION

Introduction:

Often HCI professionals complain that they are called in too late. A system has
been designed and built, and only when it proves unusable do they think to ask
how to do it right! In other companies usability is seen as equivalent to testing –
checking whether people can use it and fixing problems, rather than making sure
they can from the beginning. In the best companies, however, usability is designed
in from the start. We will look in detail at the software development process and
how HCI fits within it. In this course, we’ll take a simplified view of four main
phases plus an iteration loop, focussed on the design of interaction.

Description:

This course provides an overview of a number of areas in human-computer


interaction (HCI). Broadly speaking, HCI is an interdisciplinary area concerned
with the design, evaluation, and implementation of interactive systems for human
use and with the study of major phenomena surrounding them. HCI addresses any

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interaction with computers by humans, as developers or as users, as individuals or
as groups. On completion of the course, students are expected to have theoretical
knowledge of and practical experience in the fundamental aspects of designing,
implementing, and evaluating interactive systems that are useful and usable.
Design of usable technology draws extensively on knowledge of informatics,
cognition, communication, and computation. It is expected that students will
become familiar with some of the literature in HCI and develop sufficient
background in HCI issues to do more advanced work in this area.

III. COURSE PREREQUISITES

You should note that although this course has no subject pre-requisite, you are
expected to have:

Satisfactory level of English proficiency

Basic Computer Operations proficiency

Basic Usage of any Graphic Design Software

Basic Understanding of HTML, or any Programming UI Library or Framework

IV. COURSE LEARNING RESOURCES


I. Course Textbooks
1. Dix, Finlay, Abowd& Beale, Human-Computer Interaction Pearson,
Practice-Hall, Third ed, 2004.

2. Preece, J., Roger, Y. & Sharp, H., Interaction Design: Beyond Human-
Computer Interaction, New York, NY: John Wiley & Sons, 2002.

3. Helen S., Yvonne R.& Jenny P., Interaction Design: Beyond human-
computer interaction(2nd Edition 2007)

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4. John C., HCI ModelsTheories and Frameworks: Toward a multidisciplinary
science (2003)

5. Paul C., and Anna C., Research methods for human-computer interaction.
2008

II. Course Journals

Julie A. Jacko, Human-computer Interaction: Interacting in various application


domains,13th International Conference, HCI International, Proceedings, Part IV,
springer, 2009.

III. Other Resources

V. COURSE AIM
The aim of this course is to perform user study, establish requirements,
design and evaluate interactive computer-based systems and products.
The purpose of the course is to give you a basic knowledge about human-
computer interaction.
VI. COURSE GOAL
The goal of Human Computer Interaction is to produce usable and safe
systems, as well as functional systems.

VII. COURSE OUTCOMES

After studying this course, you should be able to:

1. Develop your skills in the area of user-centred design


2. Provide background knowledge about how people think and process
information.

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3. Demonstrate techniques/heuristics necessary to evaluate systems for their
usability.
4. Give you the capability of executing a user-centred design process.
5. Give you experience in using paper-based design techniques.
6. Give you experience in the formal evaluation of user interfaces.
7. Give you experience in developing electronic prototypes of user interfaces.
8. Ensure that your design work includes user needs analysis.
9. Give you an awareness of user centred design tools, methods, and
techniques.
10.Above all, maintain a real-world perspective to applying this knowledge in
industry.
VIII. ACTIVITIES TO MEET COURSE OBJECTIVES

Specifically, this course shall comprise of the following activities:

a) Studying courseware
b) Listening to course audios
c) Watching relevant course videos
d) Field activities, industrial attachment or internship, laboratory or studio work
(whichever is applicable)
e) Course assignments (individual and group)
f) Forum discussion participation
g) Tutorials (optional)
h) Semester examinations (CBT and essay based)

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IX. TIME (TO COMPLETE SYLABUS/COURSE)
To cope with this course, you would be expected to commit a minimum of 3 hours
daily to the Course.

X. GRADING CRITERIA AND SCALE

Grading Criteria

A. Formative assessment

Grades will be based on the following:

Individual assignments/test (CA 1, 2, etc) 20

Group assignments (GCA 1, 2, etc) 10

Discussions/Quizzes/Out of class engagements, etc 10

B. Summative assessment (Semester examination)

CBT based 30

Essay based 30
TOTAL 100%

C. Grading Scale (as appropriate for the course):


A= 70-100

B= 60 -69

C= 50 - 59

D= 45-49

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F= 0-44

D. Feedback

Courseware based:

1. In-text questions and answers (answers preceding references)

2. Self-assessment questions and answers (answers preceding references)

Tutor based:

1. Discussion Forum tutor input

2. Graded Continuous assessments

Student based:

Online programme assessment (administration, learning resource, deployment, and


assessment).

10
XI. LINKS TO OPEN EDUCATION RESOURCES
OSS Watch provides tips for selecting open source, or for procuring free or open
software.
SchoolForge and SourceForge are good places to find, create, and publish open
software. SourceForge, for one, has millions of downloads each day.
Open Source Education Foundation and Open Source Initiative, and other
organisation like these, help disseminate knowledge.
Creative Commons has a number of open projects from Khan
Academy to Curriki where teachers and parents can find educational materials for
children or learn about Creative Commons licenses. Also, they recently launched
the School of Open that offers courses on the meaning, application, and impact of
"openness."
Numerous open or open educational resource databases and search engines
exist. Some examples include:
a. OEDb: over 10,000 free courses from universities as well as reviews of
colleges and rankings of college degree programmes
b. Open Tapestry: over 100,000 open licensed online learning resources for an
academic and general audience
c. OER Commons: over 40,000 open educational resources from elementary
school through to higher education; many of the elementary, middle, and
high school resources are aligned to the Common Core State Standards
d. Open Content: a blog, definition, and game of open source as well as a
friendly search engine for open educational resources from MIT, Stanford,
and other universities with subject and description listings
e. Academic Earth: over 1,500 video lectures from MIT, Stanford, Berkeley,
Harvard, Princeton, and Yale

11
f. JISC: Joint Information Systems Committee works on behalf of UK higher
education and is involved in many open resources and open projects
including digitising British newspapers from 1620-1900!

Other sources for open education resources


Universities
a. The University of Cambridge's guide on Open Educational Resources for
Teacher Education (ORBIT)
b. OpenLearn from Open University in the UK
Global
a. Unesco's searchable open database is a portal to worldwide courses and
research initiatives
b. African Virtual University (http://oer.avu.org/) has numerous modules on
subjects in English, French, and Portuguese
c. https://code.google.com/p/course-builder/ is Google's open source software
that is designed to let anyone create online education courses
d. Global Voices (http://globalvoicesonline.org/) is an international community
of bloggers who report on blogs and citizen media from around the world,
including on open source and open educational resources

Individuals (which include OERs)


a. Librarian Chick: everything from books to quizzes and videos here, includes
directories on open source and open educational resources
b. K-12 Tech Tools: OERs, from art to special education
c. Web 2.0: Cool Tools for Schools: audio and video tools

12
d. Web 2.0 Guru: animation and various collections of free open source
software
e. Live binders: search, create, or organise digital information binders by age,
grade, or subject (why re-invent the wheel?)

13
XII. ABU DLC ACADEMIC CALENDAR/PLANNER

PERIOD
Semester Semester 1 Semester 2 Semester 3
Activity JAN FEB MAR APR MAY JUN JUL AUG SEPT OCT NOV DEC
Registration
Resumption
Late Registn.
Facilitation
Revision/
Consolidation
Semester
Examination

N.B: - All Sessions commence in January


- 1 Week break between Semesters and 6 Weeks vocation at end of session.
- Semester 3 is OPTIONAL (Fast-tracking, making up carry-overs & deferments)

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XIII. COURSE STRUCTURE AND OUTLINE

Course Structure

WEEK/DAYS MODULE STUDY SESSION ACTIVITY

Read Courseware for the corresponding Study Session.


View the Video(s) on this Study Session

Study Session 1: Listen to the Audio on this Study Session


Week 1 Concepts, Theories View any other Video/YouTube
and History (address/sitehttp://bit.ly/2XruWj6 ,
http://bit.ly/2Nx7OeQ , http://bit.ly/2Jogn6k ,
Pp. 31
http://bit.ly/2xqpBcH , http://bit.ly/2JozXPI)
View referred OER (address/site)
View referred Animation (Address/Site)
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

STUDY
Read Courseware for the corresponding Study Session.
MODULE 1
View the Video(s) on this Study Session
Week 1 Study Session 2: Listen to the Audio on this Study Session

15
Survey of Human View any other Video/YouTube
Computer (address/sitehttp://bit.ly/2xqCL9A ,
Interaction Practices http://bit.ly/2JbqJYe , http://bit.ly/2YFQyVu ,
http://bit.ly/2XQSpJY)
Pp. 49
View referred OER (address/site)
View referred Animation (Address/Site)
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

Read Courseware for the corresponding Study Session.


View the Video(s) on this Study Session
Week 2 Study Session 3: Listen to the Audio on this Study Session

Basic Components View any other Video/YouTube


of Human Computer (address/sitehttp://bit.ly/2YwteK7 ,
Interaction http://bit.ly/2xw68Ya , http://bit.ly/32cvsAD ,
http://bit.ly/2JcmjR4)
Pp. 78
View referred OER (address/site)
View referred Animation (Address/Site)
Read Chapter/page of Standard/relevant text.
Any additional study material

16
Any out of Class Activity

Read Courseware for the corresponding Study Session.


View the Video(s) on this Study Session
Week 2 Study Session 4: Listen to the Audio on this Study Session
Critical Evaluation
View any other Video/YouTube
of Computer Based
(address/sitehttp://bit.ly/2RUfEh0 ,
Technology
http://bit.ly/2RRTAnb , http://bit.ly/2Jc5q8X ,
Pp. 98 http://bit.ly/2KXAICy)
View referred OER (address/site)
View referred Animation (Address/Site)
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

Read Courseware for the corresponding Study Session.


View the Video(s) on this Study Session
Week 3 Listen to the Audio on this Study Session

Study Session 1: View any other Video/YouTube


User Oriented (address/sitehttp://bit.ly/2KXFPmk ,
Perspective of http://bit.ly/2XvRaAU , http://bit.ly/2Xqw2Xy ,
Human Computer http://bit.ly/2xw68Ya)

17
Interaction-Social View referred OER (address/site)
Human Thrust
View referred Animation (Address/Site)
Pp. 110
STUDY Read Chapter/page of Standard/relevant text.

MODULE 2 Any additional study material


Any out of Class Activity

Read Courseware for the corresponding Study Session.


View the Video(s) on this Study Session
Week 4 Study Session 2: Listen to the Audio on this Study Session

User Oriented View any other Video/YouTube


Perspective of (address/sitehttp://bit.ly/2JoxbtR , http://bit.ly/2Xn4PtT
Human Computer , http://bit.ly/30dW16i . http://bit.ly/2JdbA90)
Interaction-
View referred OER (address/site)
Cognitive Human
Thrust View referred Animation (Address/Site)
Pp. 123 Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

Read Courseware for the corresponding Study Session.


View the Video(s) on this Study Session

Study Session 3: Listen to the Audio on this Study Session

18
Week 4 System Oriented View any other Video/YouTube
Perspective of (address/sitehttp://bit.ly/306l9Mm ,
Human Computer http://bit.ly/2XKStLs , http://bit.ly/2ORpZdQ ,
Interaction- http://bit.ly/2DJaQ7J )
Improving the User's
View referred OER (address/site)
Technological
Perspective View referred Animation (Address/Site )
Pp. 140 Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

Read Courseware for the corresponding Study Session.


View the Video(s) on this Study Session
Week 5 Study Session 4: Listen to the Audio on this Study Session
Devices
View any other Video/YouTube
Technological
(address/sitehttp://bit.ly/2FSNsX1 ,
Perspective-
http://bit.ly/2FSlWcl , http://bit.ly/30bX1I9 ,
Interaction Styles
http://bit.ly/30ahg9b)
and Devices
View referred OER (address/site)
Technological
Perspective View referred Animation (Address/Site)
Pp. 149 Read Chapter/page of Standard/relevant text.
Any additional study material

19
Any out of Class Activity

Read Courseware for the corresponding Study Session.

Study Session 1: View the Video(s) on this Study Session


Design Guidelines,
Week 6 Listen to the Audio on this Study Session
Rules and Principles
View any other Video/YouTube
Pp. 165
(address/sitehttp://bit.ly/2FSxPi6 ,
http://bit.ly/2LHRWmS , http://bit.ly/2L1eBLp ,
http://bit.ly/2XJZexc)

STUDY View referred OER (address/site )

MODULE 3 View referred Animation (Address/Site )


Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

20
Read Courseware for the corresponding Study Session.
View the Video(s) on this Study Session
Week 6 Study Session 2: Listen to the Audio on this Study Session
Evaluation Methods
View any other Video/YouTube
Pp. 180 (address/sitehttp://bit.ly/2JczUYs , http://bit.ly/2JprsE3
, http://bit.ly/30bXrhI , http://bit.ly/2KY7TG3)
View referred OER (address/site )
View referred Animation (Address/Site)
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

Read Courseware for the corresponding Study Session.


View the Video(s) on this Study Session
Week 7 Listen to the Audio on this Study Session

Study Session 3: View any other Video/YouTube


Participatory Design (address/sitehttp://bit.ly/2NMLw95 ,
http://bit.ly/2YwB71T, http://bit.ly/2P8Hbu8 ,
Pp. 197
http://bit.ly/2DHMs6G )
View referred OER (address/site )
View referred Animation (Address/Site )

21
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

Read Courseware for the corresponding Study Session.


View the Video(s) on this Study Session
Week 8 Study Session 4: Listen to the Audio on this Study Session
System Interactive
View any other Video/YouTube (address/site
Design Patterns
http://bit.ly/2DJb3Yz, http://bit.ly/2RjCDUo ,
Pp. 228 http://bit.ly/387CdXl , http://bit.ly/34Nfs92 )
View referred OER (address/site)
View referred Animation (Address/Site )
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

22
Read Courseware for the corresponding Study Session.
View the Video(s) on this Study Session
Week 9 Study Session 1: Listen to the Audio on this Study Session
Design of User
Interface Concepts View any other Video/YouTube
(address/sitehttp://bit.ly/2Xo7JK6 ,
Pp. 251 http://bit.ly/2Xo7JK6 , http://bit.ly/2FSxPi6 ,
http://bit.ly/2LHRWmS)
View referred OER (address/site)
View referred Animation (Address/Site)
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

STUDY Read Courseware for the corresponding Study Session.


Week 10 MODULE 4 Study Session 2: View the Video(s) on this Study Session
User Interface Design Listen to the Audio on this Study Session
Principles and
Criteria/Rationale View any other Video/YouTube
(address/sitehttp://bit.ly/2FSxPi6 ,
Pp. 267
http://bit.ly/2LHRWmS , http://bit.ly/2JbLpzd ,
http://bit.ly/2XJZexc)
View referred OER (address/site)

23
View referred Animation (Address/Site)
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

Read Courseware for the corresponding Study Session.

Study Session 3: View the Video(s) on this Study Session


User Interface Design
Week 11 Programming Tools Listen to the Audio on this Study Session

Pp. 287 View any other Video/YouTube


(address/sitehttp://bit.ly/2XrcT7Y ,
http://bit.ly/30bW1nn , http://bit.ly/389srUn ,
http://bit.ly/2YevR3R , http://bit.ly/386wuAO )
View referred OER (address/site)
View referred Animation (Address/Site)
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

24
Read Courseware for the corresponding Study Session.
View the Video(s) on this Study Session
Week 12 Study Session 4: Listen to the Audio on this Study Session
The Software Design
Process of Human View any other Video/YouTube
Computer Interaction (address/sitehttp://bit.ly/2XKStLs ,
http://bit.ly/2xw68Ya , http://bit.ly/2Jf7jC1 ,
Pp. 305
http://bit.ly/2Nz20S1)
View referred OER (address/site)
View referred Animation (Address/Site)
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

Read Courseware for the corresponding Study Session.

Study Session 5: View the Video(s) on this Study Session


Interactions In
Hypertext, Multimedia Listen to the Audio on this Study Session
And The World Wide
View any other Video/YouTube
Web
(address/sitehttp://bit.ly/2XpdgVC ,
Pp. 316 http://bit.ly/2Yz1OTC ,http://bit.ly/2XpdgVC ,
http://bit.ly/2YvKhvC , http://bit.ly/2XJcQIZ , )
View referred OER (address/site)

25
View referred Animation (Address/Site)
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity

Week 13 REVISION/TUTORIALS (On Campus or Online) & CONSOLIDATION


WEEK

Week 14 & 15 SEMESTER EXAMINATION

26
CONTENTS

Title Page…………………………………………………………….………………………1
Acknowledgement Page………………………………………………………………….....2
Copyright Page……………………………………………………………………………...3
Course Writers/Development Team…………………………………………………….....4

COURSE STUDY GUIDE…………………………………………………………….…...5


i. Course Information…………………………………………………………….5
ii. Course Introduction and Description………………………………………....5
iii. Course Prerequisites……………………………………………………………6
iv. Course Learning Resources……………………………………………………6
v. Course Aim……………………………………………………………………...7
vi. Course Goal……………………………………………………………………..7
vii. Course Objectives and Outcomes……………………………………………...7
viii. Activities to Meet Course Objectives………………………………………….8
ix. Time (To complete Syllabus/Course) …………………………………………9
x. Grading Criteria and Scale…………………………………………………...10
xi. OER Resources…………………………………………………………….…..11
xii. ABU DLC Academic Calendar……………………………………………….14
xiii. Course Structure and Outline………………………………………………...15
Table of Content………………………………..……………………………...27
Course Outline………………………………..………………………………..29
xiv. STUDY MODULES…………………………………………………………...31
Module 1: Survey of Human-Computer Interaction Concepts, Theories and
Practice ……………………………………………………………………….....31
Study Session 1: Concepts, Theories and History ………………………………………….31
Study Session 2: Survey of Human Computer Interaction Practices …………………….....49
Study Session 3: Basic Components of Human Computer Interaction……….........................78

Study Session 4: Critical Evaluation of Computer Based Technology……………………….98

Module 2: User Perspectives of Human-Computer Interaction ………..……………..110


Study Session 1: User Oriented Perspective of Human Computer Interaction-Social

27
Human Thrust…………………………………………………………………110

Study Session 2: User Oriented Perspective of Human Computer Interaction-Cognitive

Human Thrust…………………………………………………………………..123

Study Session 3: System Oriented Perspective of Human Computer Interaction-Improving

the User's Technological Perspective………………………………………140

Study Session 4: Devices Technological Perspective-Interaction Styles and Devices


Technological perspective…………………………………………………….149
Module 3: Designs of Human-Computer Interaction …………………………………165
Study Session 1: Design Guidelines, Rules and Principles…………………..………………165

Study Session 2: Evaluation Method…………………………………………………………...180

Study Session 3: Participatory Design…………………………………………………….........197

Study Session 4: System Interactive Design Patterns……………………...…………….........228


Module 4: Design of User and System Interfaces …………………………….………..251
Study Session 1: Design of User Interface Concepts………………………………………….251

Study Session 2: User Interface Design Principles and Criteria/Rationale…………………267

Study Session 3: User Interface Design Programming Tools………………………………..287

Study Session 4: The Software Design Process of Human Computer Interaction…………305

Study Session 5: Interactions in Hypertext, Multimedia and The World Wide Web……...316

Glossary…………………………………………………………………………………...341

28
Course Outline

MODULE 1: Survey of Human-Computer Interaction Concepts, Theories


and Practice

Study Session 1: Concepts, Theories and History

Study Session 2: Survey of Human Computer Interaction Practices

Study Session 3: Basic Components of Human Computer Interaction

Study Session 4: Critical Evaluation of Computer Based Technology

Module 2: User Perspectives of Human-Computer Interaction

Study Session 1: User Oriented Perspective of Human Computer Interaction-


Social Human Thrust

Study Session 2: User Oriented Perspective of Human Computer Interaction-


Cognitive Human Thrust

Study Session 3: System Oriented Perspective of Human Computer Interaction-


Improving The User's Technological Perspective

Study Session 4: Devices Technological Perspective-Interaction Styles and


Devices Technological perspective

Module 3: Designs of Human-Computer Interaction

Study Session 1: Design Guidelines, Rules and Principles

Study Session 2: Evaluation Method

Study Session 3: Participatory Design

Study Session 4: System Interactive Design Patterns

29
Module 4: Design of User and System Interfaces

Study Session 1: Design of User Interface Concepts

Study Session 2: User Interface Design Principles and Criteria/Rationale

Study Session 3: User Interface Design Programming Tools

Study Session 4: The Software Design Process of Human Computer Interaction

Study Session 5: Interactions in Hypertext, Multimedia and The World Wide


Web

30
Study Modules

Module 1: Survey of Human-Computer Interaction Concepts, Theories and


Practice

Contents:

Study Session 1: Concepts, Theories and History

Study Session 2: Survey of Human Computer Interaction Practices

Study Session3: Basic Components of Human Computer Interaction

Study Session 4: Critical Evaluation of Computer Based Technology

STUDYSESSION 1
Concepts, Theories and History

Section and Subsection Headings:

Introduction

1.0 Learning Outcomes

2.0 Main content

2.1- Definition of Human Computer Interaction

2.2- Overview of Human Computer Interaction

2.2.1- The goals of HCI Studies:

2.2.2- Research

2.3.9 Interaction technique

2.4- Interaction styles

2.5- Paradigms and History

31
2.5.1- Paradigms of interaction

2.5.2- The History of Paradigm Shifts

2.5.3- History of Basic Interactions

3.0 Tutor Marked Assignments (Individual or Group assignments)

4.0 Study Session Summary and Conclusion

5.0 Self-Assessment Questions

6.0 Additional Activities (Videos, Animations & Out of Class activities)

7.0 Self-Assessment Question Answers

8.0 References/Further Readings

Introduction:

This study session introduces you to the basic concepts of Human-computer

interaction and the theories driving it. It is meant as an overview towards

appreciating the early efforts made to improve upon human-computer

interaction. It therefore discusses the history, and the paradigm shifts. It is

meant to give you a general background for the understanding and design of

Human-computer interaction.

1.0 Study Session Learning Outcomes

After studying this session, you are expected you to be able to:

1. Analyse the concepts of Human-computer interaction.


2. Express the goals of Human-computer interaction research and study.

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3. Explain Human-computer interaction technique.
4. Describe the history and paradigms of Human-computer interaction

2.0 - Main Content

2.1 - Definition

The following definition is given by the Association for Computing


Machinery "Human-computer interaction is a discipline concerned with the
design, evaluation and implementation of interactive computing systems for
human use and with the study of major phenomena surrounding them."
Because of the interaction that occurs between users and computers at the
interface of software and hardware such as between computer peripherals and
large-scale mechanical systems in aircraft and power-plants, human-computer
interaction is the study of that interaction between people (otherwise called
users) and computers. It can also be regarded as the intersection of computer
science with other disciplines.

2.2 - Overview

Since human-computer interaction studies a human and a machine in

conjunction, it draws from supporting knowledge on both the machine and the

human side. On the machine side, techniques in computer graphics, operating

systems, programming languages, and development environments are

relevant. On the human side, communication theory, graphic and industrial

design disciplines, linguistics, social sciences, cognitive psychology, and

human performance are relevant. Engineering and design methods are also

relevant.

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The multidisciplinary nature of HCI enables people with different backgrounds

contribute to its success. HCI is also sometimes referred to as man—machine

interaction (MMI) or computer—human interaction (CHI).

2.2.1-The goals of HCI Studies:

A basic goal of HCI study is to improve the interactions between users and
computers by making computers more usable and receptive to the user's needs
in the following ways:

1. Methodologies and processes for designing interfaces in their related


styles (i.e., given a task and a class of users, design the best possible
interface within given constraints, optimizing for a desired property such
as learn ability or efficiency of use).
2. Methods or techniques for implementing interfaces (e.g. software toolkits
and libraries; efficient algorithms).
3. Techniques for evaluating and comparing interfaces.
4. Developing new interfaces and interaction techniques.
5. Developing descriptive and predictive models and theories of interaction.
6. Design systems that minimize the barrier between the human's cognitive
model of what they want to accomplish and the computer's understanding
of the user's task.

2.2.2 - Research

Part of research in human-computer interaction involves exploring easier-to-


learn or more efficient interaction techniques for common computing tasks.
This includes inventing new techniques and comparing existing techniques
using the scientific method as follows:

1. Designing graphical user interfaces and web interfaces. Developing new


design methodologies.

34
2. Experimenting with new hardware devices.
3. Prototyping new software systems.
4. Exploring new paradigms for interaction, and
5. Developing models and theories of interaction.

In-text Question 1.

From your own point of view how will you define Human Computer Interaction (HCI)?

Answer

Human-computer interaction is a discipline concerned with the design, evaluation and


implementation of interactive computing systems for human use and with the study of major
phenomena surrounding them.

2.3 - Interaction technique

An interaction technique or user interface technique is a combination of


input and output consisting of hardware and software elements that provides a
way for computer users to accomplish a simple task. For example, one can go
back to the previously visited page on a Web browser by either clicking a
designated button on current page, hitting a particular key on the keyboard,
performing a certain mouse gesture or uttering a specific speech command.

2.3.1 The computing perspective of interaction technique

Here, an interaction technique involves one or several physical input devices,


including a piece of code which interprets user input into higher-level
commands, possibly producing user feedback on one or several physical output
devices.

Let us consider for example, the process of deleting a file using a contextual
menu. This first requires a mouse and a screen (input/output devices). Then, a
piece of code needs to paint the contextual menu on the screen and animate the

35
selection when the mouse moves (user feedback). The software also needs to
send a command to the file system when the user clicks on the "delete" item
(interpretation).

2.3.2 The user view of interaction technique:

Here, an interaction technique is a way to perform a simple computing task and


can be described by the way of instructions or usage scenarios. For example
"right-click on the file you want to delete, then click on the delete item".

2.3.3. The conceptual view of interaction technique:

Here, an interaction technique is an idea and a way to solve a particular user

interface design problem. It does not always need to be bound to a specific input

or output device. For example, menus can be controlled with many sorts of

pointing devices. Interaction techniques as conceptual ideas can be refined,

extended, modified and combined. For example, pie menus are a radial variant

of contextual menus. Marking menus combine pie menus with gestures. In

general, a user interface can be seen as a combination of many interaction

techniques, some of which are not necessarily widgets.

2.4-Interaction styles

Interaction techniques that share the same metaphor or design principles can be
seen as belonging to the same interaction style. Examples are command line
and direct manipulation user interfaces. More details are provided in subsequent
chapter of this guide.

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2.5- Paradigms and History

Paradigms are predominant theoretical frameworks or scientific world views


such as the Aristotelian, Newtonian, and Einsteinian (relativistic) paradigms in
physics. Understanding HCI history is largely about understanding a series of
paradigm shifts the study of paradigms is concerned about how an interactive
system is developed to ensure usability and how that usability can be
demonstrated or measured.

The history of interactive system designs also provides paradigms for usable
designs.

2.5.1- Paradigms of interaction

Paradigms of interaction conceptually outline the arrival of new technologies


creating a new perception of the human-computer relationship.

Some of these paradigms can be traced in the history of interactive technologies


as follows:

Batch processing

Timesharing

Networking

Graphical display

Microprocessor

World Wide Web (WWW)

Ubiquitous computing

The initial paradigm started with batch processing that signified the
impersonal computing.

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The paradigms shift comment from timesharing processing system that
signifies an interactive computing.

This was followed by another paradigm shift in networking that represents a


community computing. The graphical display was an innovation whose era
indicated a paradigm shift to direct a manipulation of devices.

The Microprocessor innovation opportunity for personal computing as an


example of another provided paradigm shift.

The World Wide Web (www) turned the world into a global village by
creating environment for a global information access and transmission. This
represents a significant paradigm shift in the life of educated humans all over
the world.

Ubiquitous computing can be regarded as another paradigm shift as it is


presently a symbiosis of physical and electronic worlds in service of everyday
activities.

Pictorial representations of the shifts are illustrated below:

Figure 1.1.1: Approximate time lines showing where work was performed on
some major technologies.
38
2.5.2- The History of Paradigm Shifts

Time-sharing:
1940s and 1950s witnessed explosive technological growth in computing and in
1960s, there was the need to channel the power.

Hence J.C.R. Licklider at ARPA introduced the single computer that supported
multiple users.

Video Display Units:

Video Display Units provided more suitable medium than paper and so in
1962, Sutherland introduced the Sketchpad computers for visualizing and
manipulating data. So, we can see that one person's contribution drastically
changed the history of computing. Programming toolkits Engelbart at Stanford
Research Institute in 1968 augmented man's intellect by demonstrating the NLS
Augment system. This became the right programming toolkit that provided the
building blocks to produce complex interactive systems.

Personal computing:

The era of personal computing came on board in 1970s with the introduction
of the Papert's LOGO language for simple graphics programming by children.
This system became popular as it became easier to use.

The era of computing in small but powerful machines dedicated to the


individual was witnessed such as was demonstrated by Kay at Xerox PARC
with the Dyna-book as the ultimate personal computer.

The Window systems and the WIMP interface:

The Window systems and the WIMP interface enabled humans to pursue
more than one task at a time such as in the windows used for dialogue
partitioning, to "change a topic". This became a reality in 1981 with the Xerox

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Star as the first commercial windowing system comprising windows, icons,
menus and pointers (WIMPs) as familiar interaction mechanisms.

Direct manipulation

In 1982, Shneiderman improved upon direct manipulation of objects on the


computer by introducing a graphically-based interaction of visibility of objects.
This provided incremental action and rapid feedback, its reversibility facility
encouraged exploration and syntactic correctness of all actions. It replaced
language with action.

In 1984 using the Apple Macintosh, the model-world metaphor 'What You See
Is What You Get (WYSIWYG) ' became popular.

This related Language with action to confirm that actions do not always speak
louder than words! The direct manipulation interface replaced underlying
system of language paradigm and interface as mediator. The interface acted as
the intelligent agent since programming by example is both action and
language.

In-text Question 2

List some of paradigms tracing to the history of interactive technologies

Answer

Batch processing, Timesharing, Networking, Graphical display, Microprocessor, World Wide


Web (WWW), Ubiquitous computing

Hypertext
In 1945, Vannevar Bush and the Memex gave the computing world the key to
success in managing explosion of information by introducing the hypertext. In
mid 1960s, Ted Nelson described hypertext as non-linear browsing structure.

40
Within the same period, Nelson Xanadu started a project on hypermedia and
multimedia; this gave bedrock for research in this area.

In the World Wide Web, the Hypertext, as originally realized, was a closed
system. It comprises simple, universal protocols (e.g. HTTP) and mark-up
languages (e.g. HTML) that made publishing and accessing easy. It allowed
emancipation of critical mass of users that led to a complete transformation of
our information economy.

Applying hypertext technology to browsers allows you to traverse a link across


the world with a click of the mouse.

2.5.2-History of Basic Interactions

The Mouse: The mouse was developed at Stanford Research Laboratory in


1965 as part of the NLS project to be a cheap replacement for light-pens, which
had been used at least since 1954. Many of the current uses of the mouse were
demonstrated by Doug Engelbart as part of NLS in a movie created in 1968

Drawing programs: Much of the current technology was demonstrated in


Sutherland's 1963 Sketchpad system. The use of a mouse for graphics was
demonstrated in NLS (1965). In 1968 Ken Pulfer and Grant Bechthold at the
National Research Council of Canada built a mouse out of wood patterned after
Engelbart's and used it with a key-frame animation system to draw all the
frames of a movie.

Text Editing: In 1962 at the Stanford Research Lab, Engelbart proposed, and
later implemented a word processor with automatic word wrap, search and
replace, user-definable macros, scrolling text, and commands to move, copy,
and delete characters, words, or blocks of text. Xerox PARC's Bravo was the
first WYSIWYG editor-formatter developed in 1974. It was designed by Butler
Lampson and Charles Simonyi who had started working on these concepts

41
around 1970 while at Berkeley. The first commercial WYSIWYG editors were
the Star, LisaWrite and then MacWrite.

Spread sheets: The initial spread sheet was VisiCalc which was developed by
Frankston and Bricklin between 1977 and 1978 for the Apple II while they were
students at MIT and the Harvard Business School. The solver was based on a
dependency-directed backtracking algorithm by Sussman and Stallman at the
MIT AI Lab.

Computer Aided Design (CAD): The same 1963 IFIPS conference at which
Sketchpad was presented also contained a number of CAD systems, including
Doug Ross's Computer-Aided Design Project at MIT in the Electronic Systems
Lab and Coons' work at MIT with Sketch Pad. Timothy Johnson's pioneering
work on the interactive 3D CAD system Sketchpad 3 was his 196 3 MIT MS
thesis.

Video Games: The first graphical video game was probably SpaceWar by Slug
Russel of MIT in 1962 for the PDP-1 including the first computer joysticks. The
early computer Adventure game was created by Will Crowther at BBN, and
Don Woods developed this into a more sophisticated Adventure game at
Stanford in 1966 Conway's game of LIFE was implemented on computers at
MIT and Stanford in 1970.

Gesture Recognition: The first pen-based input device, the RAND tablet, was
funded by ARPA. Sketchpad used light-pen gestures (196 3). Teitelman in 1964
developed the first trainable gesture recognizer. A very early demonstration of
gesture recognition was Tom Ellis' GRAIL system on the RAND tablet in 1964.
It was quite common in light-pen-based systems to include some gesture
recognition. A gesture-based text editor using proof-reading symbols was
developed at CMU by Michael Coleman in 1969. Gesture recognition has been
used in commercial CAD systems since the 1970s. Multi-Media: The FRESS

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project at Brown used multiple windows and integrated text and graphics in
1968. The Interactive Graphical Documents project at Brown was the first
hypermedia (as opposed to hypertext) system, and used raster graphics and text,
but not video between 1979 and 1983. The Movie Manual at the Architecture
Machine Group (MIT) was one of the first to demonstrate mixed video and
computer graphics in 1983

3-D: The first 3-D system was probably Timothy Johnson's 3-D CAD system in
196 3. The "Lincoln Wand" by Larry Roberts was an ultrasonic 3D location
sensing system, developed at Lincoln Labs in 1966. That system also had the
first interactive 3-D hidden line elimination. An early use was for molecular
modelling. Also, the military-industrial flight simulation work of between the
60's and the 70's led the way to making 3-D real-time with commercial systems
from some firms.

Virtual Reality and "Augmented Reality": The original work on VR was


performed by Ivan Sutherland when he was at Harvard between 1965 and 1968.

Computer Supported Cooperative Work. Doug Engelbart's 1968 demonstration


of NLS included the remote participation of multiple people at various sites.
Electronic mail, still the most widespread multiuser software, was enabled by
the ARPAnet, which became operational in 1969, and by the Ethernet from
Xerox PARC in 197 3. An early computer conferencing system was Turoff's
EIES system at the New Jersey Institute of Technology in 1975.

Natural language and speech: The fundamental research for speech and
natural language understanding and generation has been performed at CMU,
MIT, SRI, BBN, IBM, AT&T Bell Labs and Bell Core, much of it government
funded.

43
Software Tools and Architectures: The area of user interface software tools is
quite active now, and many companies are selling tools. Most of today's
applications are implemented using various forms of software tools.

UIMSs and Toolkits: The first User Interface Management System (UIMS)
was William Newman's ReactionHandler created at Imperial College, London
between 1966 and 1967. Most of the early work was done at the University of
Toronto, George Washington University and Brigham Young University. Early
window managers such as Smalltalk developed in 1974 and InterLisp, both
from Xerox PARC, came with a few widgets, such as popup menus and
scrollbars. The Xerox Star of 1981 was the first commercial system to have a
large collection of widgets. The Apple Macintosh (1984) was the first to
actively promote its toolkit for use by other developers to enforce a consistent
interface.

Interface Builders: These are interactive tools that allow interfaces composed
of widgets such as buttons, menus and scrollbars to be placed using a mouse.
The Steamer project at BBN carried out between 1979 and 1985 was probably
the first object-oriented graphics system. Trillium was developed at Xerox
PARC in 1981. Another early interface builder was the Menu Lay system and
was developed by Bill Buxton at the University of Toronto in 198 3. The
Macintosh in 1984 included "Resource Editor" which allowed widgets to be
placed and edited. Jean-Marie Hullot created "SOS Interface" in Lisp for the
Macintosh while working at INRIA in 1984.

Component Architectures: The idea of creating interfaces by connecting


separately written components was first demonstrated in the Andrew project by
Carnegie Mellon University's Information Technology Centre in 1983. It is
widely popularized by Microsoft's OLE and Apple's OpenDoc architectures.

44
Multimodality: A mode is a human communication channel. Hence
multimodality places emphasis on simultaneous use of multiple channels for
input and output.

Computer Supported Cooperative Work (CSCW): The Computer


Supported Cooperative Work (CSCW) removes bias of single user with
single computer system but one cannot neglect the social aspects.

Electronic mail is most prominent success of Computer Supported Cooperative


Work.

Agent-based Interfaces: Agent-based Interfaces are original interfaces with


commands given to computer and it is language-based. It involves direct
manipulation using the WIMP interface. Commands are performed on "world"
representation and it is action based.

The agents return to the language by instilling proactively and "intelligence" in


command processor. We can find a good example in Avatars, a natural language
processor.

Ubiquitous Computing: One example of ubiquitous computing is the


ubiquitous graphical interface used by Microsoft Windows 95, which is based
on the Macintosh, which is based on work at Xerox PARC, which in turn is
based on early research at the Stanford Research Laboratory (now SRI) and at
the Massachusetts Institute of Technology. Virtually all software written today
employs user interface toolkits and interface builders, concepts which were
developed first at universities. The spectacular growth of the World-Wide Web
is also a direct result of HCI research. Interface improvements more than
anything else has triggered this explosive growth. Computers will communicate
through high speed local networks, nationally over wide-area networks, and
portably via infrared, ultrasonic, cellular, and other technologies. Data and

45
computational services will be portably accessible from many if not most
locations to which a user travels.

Sensor-based and Context-aware Interaction

As we all know, humans are good at recognizing the "context" of a situation


and reacting appropriately. They are also good at automatically sensing physical
phenomena (e.g., light, temperature, location, identity) becoming easier Sensors
utilized the concept of senses of physical measures to interactions that behave as
if made "aware" of the surroundings.

Metaphor: The LOGO's turtle dragging its tail enabled an effective teaching
technique with file management on an office desktop, word processing for
typing, and financial analysis using the spreadsheets the problems with
metaphors are that some tasks do not fit into a given metaphor while some can
be culturally biased.

3.0 Tutor Marked Assignments (Individual or Group)

1. What do you understand by the expression Human Computer


Interaction?
2. Mention any 5 scientific methods of conducting research in human-
computer interaction.
3. Distinguish between an interaction technique and an interaction
style.
4. Explain what you understand as the paradigms of human Computer
interaction.
5. Explain any 5 innovations relating to the history of paradigm shifts

46
4.0 Conclusion/Summary

Human Computer Interaction is the interaction between computer users and


its interface of software and hardware. Its study requires the knowledge of
computer graphics, operating systems, programming languages, cognitive
psychology, and human performance among others.

Take note that the study of HCI paradigms concerns its development while the
history concerns the understanding of the paradigm shifts. Paradigms are
predominant theoretical frameworks or scientific world views. The study
session has looked at the concepts and techniques of HCI, the history of
paradigm shifts, the history of basic interactions and the personalities behind the
innovations of HCI.

The study of paradigms is concerned about how an interactive system is


developed to ensure its usability and how that usability can be demonstrated or
measured. The history of interactive system design also provides paradigms for
usable designs Paradigms of interaction conceptually outline the arrival of new
technologies creating a new perception of the human-computer relationship.
Understanding Human-computer interaction history is largely about
understanding a series of paradigm shifts. Some of these paradigms shifts can
be traced in the history of interactive technologies as outlined.

5.0 Self-Assessment Questions

Self-Assessment Question
1. What is an interaction technique?
2. What are interface builders?

47
6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.

a. Visit YouTube add http://bit.ly/2XruWj6 , http://bit.ly/2Nx7OeQ ,


http://bit.ly/2Jogn6k , http://bit.ly/2xqpBcH , http://bit.ly/2JozXPI. Watch the
video & summarise in 1 paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on Concepts, Theories and History; In
2 paragraphs summarise their opinion of the discussed topic. etc.

7.0 Self-Assessment Question Answers

1. An interaction technique or user interface technique is a combination of


input and output consisting of hardware and software elements that
provides a way for computer users to accomplish a simple task.
2. Interface builders are interactive tools that allow interfaces composed of
widgets such as buttons, menus and scrollbars to be placed using a
mouse.

8.0 References/Further Readings

Andrew Sears and Julie A. Jacko (Eds.). (2007). Handbook for Human Computer
Interaction (2nd Edition). CRC Press. ISBN 0-8058-5870-9

Julie A. Jacko and Andrew Sears (Eds.). (200 3). Handbook for Human Computer
Interaction. Mahwah: Lawrence Erlbaum & Associates. ISBN 0-8058-4468-6

Stuart K. Card, Thomas P. Moran, Allen Newell (198 3): The Psychology of
Human—Computer Interaction. Erlbaum, Hillsdale 198 3 ISBN 0-89859-24 3-7

Brad A. Myers: A brief history of human—computer interaction technology.


Interactions 5(2):44-54, 1998, ISSN 1072-5520 ACM Press.
http://doi.acm.org/10.1145/2744 30.2744 36

48
STUDY SESSION 2

Survey of Human Computer Interaction Practices

Section and Subsection Headings:

Introduction

1.0 Learning Outcomes

2.0 Main Content

2.1 Overview of the Computer System

2.2 Text entry devices

2.3 Handwriting, Speech Recognition, and other Devices

2. 3.1 Handwriting Recognition

2.3.2 Speech Recognition:

2.4 Positioning, Pointing and Drawing Devices

2.5 Display devices

2.6 Physical Controls, Sensors etc.

2.7 Print Technology

2.8 Scanners

2.9 Memory Interaction

2.10 Storage formats

2.11 Processing and Networks Interactions

3.0 Tutor Marked Assignments (Individual or Group assignments)

4.0 Study Session Summary and Conclusion

5.0 Self-Assessment Questions and Answers

49
6.0 Additional Activities (Videos, Animations &Out of Class activities)

7.0 Self-Assessment Question Answers

8.0 References/Further Readings

Introduction:

Nature of Interactivity

Long ago going down memory lane, 'remote computer interaction' was done
through batch processing involving punched card stacks or large data files
prepared with long wait for the line printer output. And if it is not right the wait
continued indefinitely. But now most computing is 'truly' interactive with rapid
feedback and the user is in control most of the time with the thinking taken over
by the computer.

A typical computer system interaction is carried out through input devices such
as: the screen or monitor, keyboard, mouse or track pad. The input devices exist
in variations of desktop, laptop, mainframe computers and Personal Digital
Assistants (PDAs). The devices dictate the styles of interaction that the system
supports.

If we use different devices, then the interface will support a different style of
interaction.
This study session sets out to remind you of the various nature of human-
computer interaction that you may have normally come across. In order to
understand the nature of human—computer interaction, you need to understand
the computer systems.

50
1.0 Study Session Learning Outcomes

After studying this session, I expect you to be able to:

1. Understand handwriting and speech recognition


2. Identify positioning, printing and drawing devices.
3. Explain display devices.
4. Recognise physical controls and sensors
5. Differentiate between printers and scanners.
6. Explain memory and storage formats

2.0 - Main Content

2.1 - Overview of the Computer System

The computer system is made up of various elements and each of these


elements affects the interaction in the following manner:

Input devices are used for text entry and pointing.

Output devices are used for display and print of processed data on Visual
Display Unit (screen) and printer on digital paper

Virtual reality affected using special interaction and display devices.

Physical interaction carried out through sound, haptic, and bio-sensing devices.

Paper is used for printing output and for scanning inputs.

Storage and memory utilised through accessing large capacity Random Access
Memory (RAM) and permanent storage media processing carried out using
high speed processing units and networks

See a pictorial representation below:

51
Figure 1.2.1: Computer System

You can therefore consider the types and variations of computers that help
operate your devices as follows:

In your house, these include

Personal Computers, TV, VCR, DVD, HiFi, Cable/satellite TV

Microwave, Cooker, Washing Machine, Central heating system

Security system

Can you think of more variations? And then portable ones that can be put in
your pockets

Personal Digital Assistants

Phone, Camera

Smart card and card with magnetic strip

Electronic car key with automatic opening and closing of doors

USB memory

52
2.2 - TEXT ENTRY DEVICES

Most of these common text input devices allow rapid entry of text by
experienced users and usually connected by cable but can also be wireless.
The richer interaction is enabled through faster text entry devices using
'QWERTY' keyboards, chord keyboards and phone pads.

Figure 1.2.2: QWERTY Layout KeyBoard

Standardised layout — QWERTY keyboard with non-alphanumeric keys are


placed differently because accented symbols are needed for different scripts.

An example of QWERTY arrangement is shown above:

This QWERTY arrangement is not optimal for typing because initial layout was
to prevent typewriters jamming! Alternative designs however allow faster
typing but large social base of QWERTY typists produces reluctance to change.
Alternative keyboard layouts introduced later, have the following
characteristics:

Alphabetic:
Here the keys are arranged in alphabetic order but are however neither faster for
trained typists nor for beginners too!

Dvorak:
This has common letters under dominant fingers with bias towards right hand.
Common combinations of letters alternate between hands resulting in 10-15%

53
improvement in speed and reduction in fatigue. Expectedly, large social base of
QWERTY typists produce market pressures not to change.

Special keyboards: These are designed to reduce fatigue for RSI and also for
one handed use.

Figure 1.2.3: Malron Left handed keyboard

Example is the Maltron left-handed keyboard shown above.

Chord keyboards:

These have only a few keys - four or five in number. Letters are typed as
combination of key presses; the key presses reflect the letter shape.

Its compact size makes it ideal for portable applications.

It has a short learning time, and it is fast once you have trained.

However, social resistance and fatigue creep in after extended use.

54
Phone pad and T9 entry:

Figure 1.2.4: Phone Pad

These use numeric keys with multiple presses as shown above and keys
extracted and shown below:

2—abc6-mno

3- d e f 7 - p q r s

4-ghi8-tuv

5-jkl9-wxyz

T9 predictive entry:

This allows typing as if single key for each letter. It uses dictionary to 'guess'
the right word Numeric keypads

These are also developed for easier human computer interaction since they
provide the means of entering numbers quickly. They could be found in
calculators, PC keyboards and telephones.

55
Figure 1.2.5: T9 Predictive Entry

If you compare your phone keyboard with your calculator keyboard, you would
notice the difference as shown above.

Figure 1.2.6: Cursor Keys

There are four keys (up, down, left, right) on keyboard.

The keys are very, very cheap, but slow and provide basic motion for text-
editing tasks.

There is no standardised layout, but inverted "T" that is most common with
discrete positioning controls.

56
2.3 - Handwriting, Speech Recognition and other Devices

2.3.1 - Handwriting Recognition.

Another initiative that improves human interaction is Handwriting recognition.


Here text can be input into the computer, using a pen and a digesting tablet
thereby producing natural interaction

However, this generates the following technical problems:

Difficulties may be experienced while capturing all useful information in a


natural manner and segmenting joined up writing into individual letters.

Also difficult in interpreting individual letters and coping with different styles
of handwriting. They are commonly used in PDAs (Personal Digital Assistants),
and tablet computers.

2.3.2- Speech Recognition:

This provides the advantage of leaving the keyboard on the desk, doing some
other thing and talking to the computer. The speech recognition is improving
rapidly and is most successful when a single user has initial training and learns
the peculiarities of limited vocabulary systems. The speech recognition system
may have problems with External noise interfering, imprecision of
pronunciation, large vocabulary different speakers. Other devices: Other classes
of human interaction devices are the positioning, pointing and drawing devices
that include the mouse, touchpad, trackballs, joysticks, touch screens, eye
gaze and cursors.

57
2.4-Positioning, Pointing and Drawing Devices

The Mouse

This is a human computer interaction medium and is a handheld pointing device


that is very common and easy to use. It has two characteristics, the planar
movement and the buttons. Usually from buttons on top, used for making a
selection, indicating an option, or to initiate drawing etc. The mouse is located
on desktop and requires no large physical space and no arm fatigue.

Figure 1.2.7: Computer Mouse

Relative movement only is detectable which moves the screen cursor. The
screen cursor is oriented in x and y plane while the mouse movement is in x and
z plane.

It is an indirect manipulation device that does not obscure screen, it is accurate


and fast.

There are two methods for detecting its motion

Mechanical

1. Ball on underside of mouse turns as mouse is moved rotating orthogonal


potentiometers

2. It can be used on almost any flat surface

58
Optical
1. Here light emitting diode is located on underside of mouse

2. It may use special grid-like pad placed on desk

3. It is less susceptible to dust and dirt

4. It detects fluctuating alterations in reflected light intensity to calculate


relative motion in (x, z) plane-It can be used even by foot using foot mouse
similar to car pedals, sewing machine speed control, organ and piano pedals

Trackball and thumbwheels: A Trackball has a ball rotated inside a static


housing like an upside down mouse. Its relative motion moves the cursor. It is
an indirect device and fairly accurate using separate buttons for picking. It is
very fast for gaming and used in some portable and notebook computers.

Thumbwheels are used for accurate Computer Aided Design ( CAD ). It has
two dials for X-Y cursor positioning. For fast scrolling, a single dial is used on
mouse.

Joystick and keyboard nipple Joystick has an indirect pressure of stick that
equals the velocity of movement.

It has buttons for selection on top or on front like a trigger.

It is often used for computer games, aircraft controls and 3D navigation

A Keyboard nipple is useful for laptop computers. It has a miniature joystick in


the middle of the keyboard.

Touchpad:
These are small touch sensitive tablets with 'stroke' to move mouse pointer used
mainly in laptop computers. It has 'acceleration' settings in form of fast stroke
with lots of pixels per inch moved and initial movement to the target

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i. Other types have slow stroke with less pixels per inch for accurate
positioning.
Touch-sensitive screen. A touch-sensitive screen detects the presence of
finger or stylus on the screen. It works by interrupting matrix of light
beams, capacitance changes or ultrasonic reflections. It is a direct
pointing device.
i. Advantages are:
i. It is fast, and requires no specialised pointer
ii. It is good for menu selection
iii. It is suitable for use in hostile environment; being clean and safe from
damage.
ii. Disadvantages:
i. Finger can mark the screen
ii. It could be imprecise because the finger is a fairly blunt instrument, hence
difficult to select small regions or perform accurate drawing
iii. The user lifting his arm can be tiring Stylus and light pen

Stylus is a small pen-like pointer to draw directly on screen which may use
touch sensitive surface or magnetic detection.

It is used in PDA, tablets PCs and drawing tables

Light Pen is now rarely used but uses light from screen to detect location.
Both stylus and light pen are very direct and obvious to use but they can
obscure the screen.

Digitizing tablet

This is a mouse like-device with cross hairs used on special surface and it is
rather like stylus.

It is very accurate and used for digitizing maps

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Eye gaze

This controls interface by eye gaze direction such as looking at a menu item to
select it.

It uses laser beam reflected off retina at a very low power laser!

It is mainly used for evaluation and has potential for hands-free control.

Its high accuracy requires headset. The cheaper and lower accuracy devices are
available under the screen like a small web cam.

In-text Question 1

List the problems with handwriting recognition highlighted in this study session.

Answer

Difficulties may be experienced while capturing all useful information in a natural manner
and segmenting joined up writing into individual letters.

Also difficult in interpreting individual letters and coping with different styles of handwriting.
They are commonly used in PDAs (Personal Digital Assistants), and tablet computers.

Discrete positioning controls

These can be found in phones, TV controls etc.

They have cursor pads or mini-joysticks with discrete left-right and up-down
movement used mainly for menu selection. See below.

Figure 1.2.8: Discrete Position Control

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2.5 - Display devices

These are bitmap screens Cathode Ray Tube (CRT) and Liquid Crystal
Displays (LCD).There are also large and situated displays.

Bitmap Screen displays

The screen contains vast number of coloured dots with the following resolution
and colour depth:

Resolution: This is the number of pixels on screen (width x height), for example
SVGA has 1024 x 768, PDA has around 240 x 400.

Density of pixels (in pixels or dots per inch - dpi) is typically between 72 and
96 dpi.

Aspect ratio: This is the ratio between width and height, for example ratio 4 to 3
for most screens, ratio 16 to 9 for wide-screen TV.

Colour depth: This expresses the number of different colours for each pixel.
E.g. black and white or greys only, 256 from a palette, 8 bits each for red, green,
and blue contains millions of colours.

Cathode Ray Tube (CRT)

Figure 1.2.9: Cathode Ray Tube

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Stream of electrons emitted from electron gun, focused and directed by
magnetic fields, hit phosphor coated screen which glows and used in TVs and
computer monitors.

Health hazards of CRT!

X-rays are largely absorbed by the screen though not from the rear.

Ultra Violet and Intra Red radiations emanate from phosphors in the tube but at
insignificant levels.

Radio frequency emissions, plus ultrasound about 16kHz, are common.

Electrostatic field leaks out through tube to the user. The Intensity is dependent
on distance and Humidity and this can cause rashes to the user.

Electromagnetic fields between 50Hz and 0.5MHz create induction currents in


conductive materials, including the human body. Two types of effects are
attributed to this: effect on visual system with high incidence of cataracts in
VDU operators, and concern over reproductive disorders such as miscarriages
and birth defects.

Health hints

Do not sit too close to the screen

Do not use very small fonts

Do not look at the screen for long periods without a break

Do not place the screen directly in front of a bright window

Work in well-lit surroundings

Take extra care if pregnant.

Also watch your posture, ergonomics and stress while using the system.

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Liquid Crystal Displays (LCD)

This is smaller, lighter, and without radiation problems.

They are found on PDAs (Personal Digital Assistants), portables and


notebooks, and increasingly on desktop and even home TV.

It is also used in dedicated displays such as in digital watches, mobile phones,


High Fidelity (HiFi) control sets.

How it works

Top plate is transparent and polarised. Bottom plate reflects the light that passes
through the top plate and crystal, and reflects back to user's eye. The voltage
applied to the crystal changes polarisation and hence the colour.

The light from the display is reflected and not emitted and so causes less eye
strain.

Special displays of LCD

Random Scan comprising directed-beam refresh and vector display

These draw the lines to be displayed directly without jaggiest. The lines need to
be constantly redrawn.

They are however rarely used except in special instruments

Direct view storage tube (DVST)

– Similar to random scan but persistent => no flicker

– Can be incrementally updated but not selectively erased

– Used in analogue storage oscilloscopes large displays

– used for meetings, lectures, etc.

– Technology

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– Plasma usually – wide screen

– Video walls – lots of small screens together

– Projected – RGB lights or LCD projector

– Hand/body obscures screen

– may be solved by 2 projectors + clever software

– Back-projected

– frosted glass + projector behind

Direct view storage tube (DVST)

Similar to random scan but persistent and has no flicker. It can be incrementally
updated but not selectively erased

It is used in analogue storage oscilloscopes

Has large displays used for meetings, lectures, etc.

The technology comprises plasma that is usually a wide screen. The video walls
contain lots of small screens together and have projected RGB lights or LCD
projector.

2.6- Print Technology:

The following elements of interaction are provided by the print technology


Fonts, Page description, What You See Is What You Get (WYSIWYG),
Scanning, Optical Character Reading (OCR) etc

Printing: This is an image made from small dots. It allows any character set or
graphic to be printed.

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Critical features are resolution expressed in size, spacing of the dots in dots per
inch (dpi).

Speed is usually measured in pages per minute.

Types of dot-based printers

Dot-matrix printers: These use inked ribbon (like a typewriter). They have line
of pins that can strike the ribbon hence dotting the paper.

Typical resolution is between 80 to 120 dots per inch (dpi).

Ink-jet and bubble-jet printers

These work by sending tiny blobs of ink from print head to paper. Resolution is
typically 300 dpi or more.

Laser printers

These are like photocopiers: Here dots of electrostatic charge are deposited on
drum, which picks up toner (black powder form of ink) rolled onto paper which
is then fixed with heat.

Typically 600 dpi or more.

Printing (aspect of human computer interaction) in the workplace


Shop tills:

Dot matrix printer uses same print head for several paper rolls; may also print
cheques.
Thermal printers use special heat-sensitive paper, paper heated by pins makes
a dot.

Though of poor quality, printing is simple and maintenance is low.

They are used in some fax machines.

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Fonts
Font is a particular style of text according to some examples given below;

Courier font, Helvetica font, Palatino font, Times Roman font, IIIITICIIIMITI
(special symbol) Size of a font is measured in points (1 point is about 1/72"),
about related to its height.

Pitch
Fixed-pitch: In this case, every character has the same width, e.g. Courier
Variable-pitched — some characters are wider e.g. Times Roman — compare
the 'i' and the "m"

Sans-Serif or Serif: Sans-serif contain square-ended strokes such as in in


Helvetica Serif these are characters with splayed ends such as in in Times
Roman or Palatino

Readability of text

Lowercase: easy to read shape of words

UPPERCASE: better for individual letters and non-words e.g. flight numbers:
BA79 3 vs. ba79 3.

Serif fonts: helps your eye on long lines of printed text but sans serif is often
better on screen.

Page Description Languages: Useful when pages become very complex with
different fonts, bitmaps, lines, digitised photos, etc.

Description languages can convert all into a bitmap and send to the printer.
Using a page description language sends a description of the page for example,
instructions for curves, lines, text in different styles, etc. can be sent.

It is like a programming language for printing!

PostScript is the most common form of Page description language

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2.7 - Scanners

These accept paper and convert it into a bitmap

Two sorts of scanner exist:

Flat-bed: Here paper is placed on a glass plate with whole page converted into
bitmap
Hand-held: Here scanner is passed over paper, digitising strip typically 3-4"
wide Shines light at paper and note intensity of reflection with colour or
greyscale.

Typical resolutions are from 600-2400 dpi

Scanners are used in desktop publishing for incorporating photographs and


other images.

They are used in document storage and retrieval systems thereby doing away
with paper storage.

Special scanners exist for slides and photographic negatives

Optical Character Recognition (OCR): Optical character recognition (OCR)


converts bitmap back into text with different fonts creating problems for simple
"template matching" algorithms.

However, more complex systems segment text, decompose it into lines and arcs,
and decipher characters that way.

Page formatting is done on columns, pictures, headers and footers.

Paper-based interaction

Paper is usually regarded as output only but can be input too in OCR, scanning,
etc. operations.

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Xerox Paper Works is a paper based interaction that involve glyphs containing
small patterns of /WW//WWW

Used to identify forms etc. and also used with scanner and fax to control
applications more recently, papers are micro printed - like watermarks.
Watermarks identify which sheet and where you are.

Special 'pen' can read locations to know where they are writing.

2.8 - Memory Interaction

Exists in form of short term and long term

One needs to have knowledge of the characteristics of a particular memory for


an effective and valuable interaction. Such include the speed, capacity, the
compression formats and mode of access.

Short-term Memory

Short-term Memory otherwise called Random access memory (RAM) are


made of silicon chips. Most RAMs have 100 nano-second access time and are
usually volatile, losing information if power is turned off.

Data transfer rate is around 100 Mbytes/sec

Some non-volatile RAMs (ROMs) are used to store basic set-up of information

Typical desktop computers have between 64 to 256 Mbytes of RAM.

Long-term Memory

These include magnetic disks comprising:

Floppy disks that can store up to 1.4 Mbytes and more; hard disks that can store
between 40 Gbytes to hundreds of Gbytes.

Access time approximate to 10 micro seconds while transfer rate is around 100k
bytes per second.

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Optical disks that use lasers to read and sometimes write. They are more robust
that magnetic media.

They include CD-ROMs that have same technology as home audio, with storage
capacity approximating 600 Gbytes and DVDs used for AV applications and for
very large files.

PDAs (Personal Digital Assistants) that often use RAM for their main memory.
iv. Flash-Memories used in PDAs, cameras etc.. They are silicon based but
persistent. Flash memories are

Virtual memory

Problems calling for the use of virtual memory include running lots of
programs. Each program could be very large but with insufficient RAM size to
run it, hence the need for the use of Virtual memory.
The solution provided by Virtual memory is to store some programs temporarily
on disk thereby making RAM appear bigger. But the program on disk that needs
to run again and copied from disk to RAM slows down processing.

Compression: This is the reduction in the amount of storage required. The two
types that could be identified are:

Lossless compression: Here, the exact text or image is recovered e.g. as in GIF,
ZIP formats.

By looking for commonalities in text as demonstrated below: If text=


AAAAAAAAAABBBBBCCCCCCCC then there are 10 As, 5Bs, and 8 Cs and
is written as 10A5B8C

Video: Here successive frames are compared and changes are stored.

Lossy compression: This recovers something like the original — e.g. as in


JPEG and MP 3 formats.

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Exploited perception: In JPEG, perception is exploited by losing rapid changes
and some colour while in MP 3, perception is exploited by reducing accuracy of
drowned out notes.

In-text Question 2

______________ memory is otherwise called Random access memory (RAM)

Answer

Short-term Memory

2.9 - Storage formats

Text formats:

ASCII: This is a 7-bit binary code that represents each letter and character

UTF-8: This is an 8-bit encoding of 16 bit character set

RTF (rich text format): This is a text plus formatting and layout information

SGML (standardized generalised mark-up language): These are documents


regarded as structured objects.

XML (extended mark-up language): This is a simpler version of SGML for


web-applications Media formats:

Many storage formats exist for images: Such formats include PostScript,
GIFF, JPEG, TIFF, PICT, etc. in addition to different compression techniques
that reduce their storage requirements.

For Audio/Video, there are lots of formats as well. Such include QuickTime,
MPEG, WAV, etc. Compression is even more important here to optimise
available storage space.

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For network delivery of data, 'streaming' formats are also available.
Methods of access:

For any of the data type above, a large information store takes long time to
search. Therefore, an index storage technique is used. Whatever is indexed is
what can be accessed. Simple index needs exact match.
Accessing without structure involves free text indexing all the words in a
document hence requires lots of space!!

2.10 - Processing and Networks Interactions

There is finite speed applicable to processing which is also governed by Moore's


law. There are also limits of interaction both in single user and networked
computing.

Finite processing speed: Designers tend to assume fast processors and


therefore make interfaces more and more complicated. But problems do occur,
because processing cannot keep up with all the tasks it needs to do for the
following reasons:

i. Cursor overshooting because system has buffered key presses.


ii. Icon wars here, the user clicks on an icon and nothing happens, clicks
on another, then system responds and windows fly everywhere.
iii. Also problems do occur if system is too fast. For example, help
screens may scroll through text much too rapidly to be read.

Moore's law: The Moore's law observes that computers get faster and faster!

In 1965, Gordon Moore, co-founder of Intel, noticed a pattern that processor


speed doubles every 18months e.g PC in1987, speed was 1.5 Mhz, up till 2002
when the speed became 1.5 GHz. Similar pattern also occurs for memory and
storage. But this doubles every 12 months!! e.g.

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Maximum Hard disk requirement in 1991 was 20 Megabytes but rose in 2002 to
30 Giga bytes

The myth of the infinitely fast machine: The implicit assumption here is that
there are no delays in processing on an infinitely fast machine.

This takes us to the question: What is a good design for real machines?
Networked computing

Networks allow access to large memory and processing, access to other people
(such as in groupware and email) and other shared resources especially the web

Issues relating to interaction in network computing are network delays which


cause slow feedback, and unexpected processing delay as a result of many
people updating data simultaneously.

Lastly is the unpredictability nature of networks.

The internet as an example of a network, (international network of computers)

Short History:

In 1969: DARPANET US Department of Defence had 4 sites. In 1971, the sites


increased to 2 3. In 1984, it became 1,000 and in 1989, it increased to 10,000 .

Common language protocols used are:

i. TCP — Transmission Control protocol: This operates at lower level


on packets (like letters) between machines.
ii. IP — Internet Protocol: This provides a reliable channel (like phone
call) between programs on machines.
iii. Email and HTTP (Hypertext Transmission Protocol) build on top of
these.

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3.0 Tutor Marked Assignments (Individual or Group)

1. What is the reason for the difference in the arrangement of Numeric


keypads existing between your phone keyboard and the calculator
keyboard
2. What are the specific difficulties experienced in handwriting recognition
as a human interaction medium
3. Mention 2 advantages and 2 disadvantages of the touch sensitive screen
interface
4. Explain the characteristics of the eye gaze interaction.
5. Mention 5 health hazards that may likely exist as a result of interacting
with the CRT
6. What do you know of haptic devices and biosensors?
7. Describe the function and value of Page Description language
8. What is Virtual memory and its benefit in Computer processing?

4.0 Conclusion/Summary

In spite of all the discussions about the various interactions above, some
limitations are placed on interactive performance as follows:

Computation bound: Computation may take a long time, causing frustration


for the user.

Storage channel bound: Bottlenecks may occur in the transference of data


from disk to memory.

Graphics bound: Here common bottleneck is that updating displays requires a


lot of effort, effort sometimes helped by adding a graphics co-processor
optimised to take on the burden

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Network capacity: Though many computers are networked with sharable
resources and files and access to printers etc. yet still have interactive
performance reduced by slow network speed.

The knowledge of the computer systems and the types of user interface devices
such as the text entry, hand writing and speech recognition, pointing and
drawing, display and storage together with the kind of network facilities have
their individual impacts on human computer interactions.

5.0 Self-Assessment Questions

i. Why is virtual memory necessary in memory management


ii. List where you can have Long-term Memory and Short-term Memory

6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.

a. Visit YouTube add http://bit.ly/2xqCL9A , http://bit.ly/2JbqJYe ,


http://bit.ly/2YFQyVu , http://bit.ly/2XQSpJY. Watch the video & summarise
in 1 paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on survey of human computer


interaction practices In 2 paragraphs summarise their opinion of the discussed
topic. etc.

75
7.0 Self-Assessment Question Answers

1. Virtual memory solves the problems running lots of programs with less
available RAM. Each program could be very large but with insufficient
RAM size to run it. The solution provided by Virtual memory is to store
some programs temporarily on disk thereby making RAM appear bigger.
But the program on disk that needs to run again and copied from disk to
RAM slows down processing.
2. Short-term Memory otherwise called Random access memory (RAM) are
made of silicon chips. Most RAMs have 100 nano-second access time
and are usually volatile, losing information if power is turned off.
Examples of where Short-term Memory can be found are
RAM on our systems like laptops, desktops etc, in traffic light, in phones
Long-term Memory
These include magnetic disks comprising:
Floppy disks; hard disks
Optical disks that use lasers to read and sometimes write.
CD-ROMs, DVDs, Flash-Memories used in PDAs, cameras etc.. They
are silicon based but persistent.

76
8.0 References/Further Readings
Card, S.K., "Pioneers and Settlers: Methods Used in Successful User Interface
Design," in Human Computer Interface Design: Success Stories,
Emerging Methods, and Real-World Context, M. Rudisill, et al., Editors.
1996, Morgan Kaufmann Publishers: San Francisco. pp. 122-169.

Baecker, R., et al., "A Historical and Intellectual Perspective," in Readings in


Human-Computer Interaction: Toward the Year 2000, Second Edition, R.
Baecker, et al., Editors. 1995, Morgan Kaufmann Publishers, Inc.: San
Francisco. pp. 35-47.

Brooks, F. "The Computer "Scientist" as Toolsmith--Studies in Interactive


Computer Graphics," in
IFIP Conference Proceedings. 1977. pp. 625-6 34.

Buxton, W., et al. "Towards a Comprehensive User Interface Management


System," in Proceedings S
IGGRAPH'83: Computer Graphics. 198 3. Detroit, Mich. 17. pp. 35-42.

Engelbart, D. and English, W., "A Research Center for Augmenting Human
Intellect." Reprinted in ACM S IGGRAPH Video Review, 1994., 1968.
106

Goldberg, A., ed. A History of Personal Workstations. 1988, Addison-Wesley


Publishing Company: New York, NY. 5 37.

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STUDY SESSION 3
Basic Components of Human Computer Interaction

Section and Subsection Headings:

Introduction

1.0 Learning Outcomes

2.0 Main Content

2.1 - The Interaction Models

2.1.1 - Terms of interaction

2.1.2 - Donald Norman's model:

2.2 - Ergonomics

2.3 - Common Interaction styles

2.3.1 - Command line interface

2.3.2 - Menus

2.3.3 - Natural language

2.3.4 - Query interfaces

2.3.5 - Form-fills and Spreadsheets

2.3.6 - WIMP Interface

2.3.7 - Three dimensional interfaces

2.4 - Context: Social and Organisational

3.0 - Tutor Marked Assignments (Individual or Group assignments)

4.0 - Study Session Summary and Conclusion

5.0 - Self-Assessment Questions and Answers

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6.0 - Additional Activities (Videos, Animations &Out of Class activities)

7.0 - Self-Assessment Question Answers

8.0 - References/Further Readings

Introduction:

The Components of Human Computer Interaction comprise the Interaction


models that concern translation between the user and the computer system,
Ergonomics that describe the physical characteristics of interaction, the
Interaction styles that express the nature of user and system dialog and finally
the context of the social, organizational and the motivational aspect of
interaction.
This study session, briefly describes each of these components with a desire of
giving an overview of the general requirements for the design of human
computer interaction systems.

1.0 Study Session Learning Outcomes

After studying this session, I expect you to be able to:

1. Understand the Interaction models of interface between the user and


system.
2. Describe the cycle of the execution and evaluation loop
3. Explain the concepts of ergonomics.
4. Describe the common interaction styles.
5. Understand the context of the social, organizational and the motivational
aspects of interaction.
6. Understand the usefulness of the WIMP Interface

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2.0 Main Content

2.1 - The Interaction Models

The interaction models comprise

The terms of Interaction,

The Donald Norman Model

The Interaction framework

2.1.1-Terms of interaction

Domain: This is the area of work under study e.g. a graphic design.

Goal: This is what you want to achieve e.g. to create a solid red triangle.

Task: Concerns how you go about doing it, ultimately in terms of


operations or actions e.g. select the fill tool, click over the triangle.

2.1.2- Donald Norman's model:

These are in seven stages as follow:

1. The user establishes the goal.


2. The user formulates intention.
3. The user specifies actions at interface.
4. The user executes the action.
5. The user perceives the system state.
6. The user interprets the system state.
7. The user evaluates the system state with respect to goal

Norman's model concentrates on the user's view of the interface Execution and
evaluation loop.

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Figure 1.3.1: Donald Norman’s Model

Interpretation:
Goal:
- The user establishes the goal

Execution:

- The user formulates intention.


- The user specifies actions at interface.
- The user executes the action.

Evaluation:

- The user perceives the system state.


- The user interprets the system state.
- The user evaluates the system state with respect to goal.

Donald Norman's model

Norman's model can be applied through:

Gulf of Execution that evaluates the user's formulation of actions where actions
are allowed by the system.

Gulf of Evaluation where the user's expectation of changed system state


represent actual presentation of this state

Interaction could harbour some human errors which may be slips and mistakes.

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Slips may include lack of understanding the system and goal, incorrect
formulation of action, incorrect action and mistake of not even having the right
goal!

To fix slips, better interface design should be carried out while to avoid
mistakes, one should better understand the system

To avoid some of the Human errors, Abowd and Beale framework is adopted.
Abowd and Beale framework is an extension of Norman model and it has 4
parts namely:

i. The user,

ii. The input,

iii. The system, and


iv. The output, while each framework has its own unique language.

If interaction is the translation between languages, and if there are problems in


interaction, then there would be problems in translation.

Using Abowd & Beale's model

The user intentions could be translated into actions at the interface, translated in
to alterations of state, reflected in the output display system or interpreted by the
user himself.

The general framework for understanding interaction are that interaction is not
restricted to electronic computer systems alone, all major component involved
in interaction should be identified. The comparative assessment of systems
should be allowed. The framework also considers as abstraction.

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2.2 Ergonomics
This considers both the physical aspects of interfaces and the industrial
interfaces.
Ergonomics is the study of the physical characteristics of interaction. It is
known as human factors.
Ergonomics is good at defining standards and guidelines for constraining the
way we design certain aspects of systems
Examples of Ergonomics include:
i. Arrangement of controls and displays such as the controls grouped
according to function, frequency and sequence of use.
ii. Surrounding environment such as the seating arrangements adaptable to
cope with all sizes of user, health issues such as the physical position,
environmental conditions (temperature, humidity), lighting, and noise.
iii. Use of colour such as the use of red for warning, green for okay, and
awareness of colour-blindness etc. The user interacts with real world
through interface issues, feedback and delays.

2.3 Common Interaction styles


Two major classes of interaction styles will be considered, they are:-
Dialogue Style of Interaction between computer and user
Distinct styles of interaction
Both are expressed in the following common forms of interfaces:
i. Command line interface
ii. Menus
iii. Natural language
iv. Question and answer, and query dialogue
v. Form-fills and spreadsheets
vi. WIMP
vii. Point and click

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viii. Three—dimensional interfaces

2.3.1 Command line interface


This is a way whereby we can express instructions to the computer directly
through the function keys, single characters, short abbreviations, whole words,
or a combination suitable for repetitive tasks.
The interface is better designed for expert users than novices because it offers
direct access to system functionality. However, the command names and
abbreviations used should be meaningful!
A typical example is the Unix system command line interface.

2.3.2 Menus
Menus are a set of options displayed on the screen. The Menu Options are
visible, it has a less recall characteristic that make it easier to use.
The visible options rely on recognition so the names should be meaningful. The
selection is done through numbers; letters, arrow keys, mouse and/or
combination of any of them e.g. mouse plus accelerators. Often, the options are
hierarchically grouped. But sensible grouping is needed.
Menus are restricted form of full WIMP system.

2.3.3 Natural language


This is the language familiar to the user. It may be in form of speech
recognition or a typed natural language.
Problems with this kind of interaction are that the language may be vague,
ambiguous, and hard to be recognised.
Design solutions to language interface problems are for the user to try to
understand a subset and pick on key words.

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2.3.4 Query interfaces
These comprise question and answer interfaces in which the user is led through
interaction via series of questions. Though with restricted functionality, this
kind of interface is suitable for novice users. It is often used in information
systems.
Query languages (e.g. SQL)
This is used to retrieve information from database. It requires understanding of
the database structure and language syntax, hence requires some expertise

2.3.5 Form-fills and Spreadsheets


Form-fills are primarily designed for data entry or data retrieval. It is a screen-
like paper form to which data is put in relevant place.
It requires a good design and obvious correction facilities.
See illustration below

Figure 1.3.2: Example of a form-fill

Spreadsheets
Spreadsheets are sophisticated variations of form-filling in which grid of cells
contain a value or a formula.
The formula can involve values of other cells e.g. sum of all cells in this
column.

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The user can enter and alter data in spreadsheet to maintain consistency.
The first spreadsheet introduced was VISICALC, followed by Lotus 1-2-3.
MicroSoft Excel is the most common today

2.3.6 WIMP Interface


This interface comprises Windows, Icons, Menus, and Pointers or Windows,
Icons, Mice, and Pull-down menus!
The interface is the default style for majority of interactive computer systems,
especially PCs and desktop machines.
In-text Question 1

______________is the study of the physical characteristics of interaction.

Answer

Ergonomics

Elements of the WIMP interface


The elements include windows, icons, menus, and pointers. In some other cases
they may be buttons, toolbars, palettes, and dialog boxes.
Understanding the concept of 'Look and feel'
WIMP systems have the same elements: as windows, icons, menus, pointers,
buttons, etc. but have different window systems that behave differently. For
example, Macintosh Operating System (MacOS) Compared with Windows
menus.
The combination of the appearance and the behaviour is the 'look and feel'

Windows: Windows are areas of the screen that behave as if they were
independent. They can contain text or graphics and can be moved or resized.

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They can overlap and obscure each other, or can be laid out next to one another
(tiled)
Icons: Icons are small pictures or images that represent some object in the
interface. They appear often as windows or as actions.
Windows can be 'iconised' that is closed down. They are small representations
that fit many accessible windows.
Icons can be many and various. They can be highly stylized with realistic
representations.
Menus: These are choice of operations or services offered on the screen
The required option is selected with the pointer. However, this takes a lot of
screen space
This problem is partly solved when a pop-up menu appears when needed.

Figure 1.3.3: Example of Menus

Kinds of Menus
i. Menu Bar at top of screen (normally), menu drags down.
ii. Pull-down menu - mouse hold and drag down menu.
iii. Drop-down menu - mouse click reveals menu.
iv. Fall-down menus - mouse just moves over bar!
v. Contextual menu appears where you are
vi. Pop-up menus take actions for selected object.

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vii. Pie menus are arranged in a circle such that it is easier to select item
over larger target area. Selection is also quicker because it can move
same distance to any option. Pie menus are not widely used!
Cascading menus
This has a hierarchical menu structure in which a menu selection opens new
menu and so in ad infinitum.
Keyboard accelerators
This comprises key combinations with same effect as menu item.
They operate in two modes
1. Active when menu open — usually first letter and
2. Active when menu closed — usually Ctrl + letter
Menus design issues
In order to design an effective menu, the following issues should be considered:
i. Which kind to use
ii. What to include in menus at all
iii. Words to use ( in action or description)
iv. How to group items
v. Choice of keyboard accelerators
Palettes and tear-off menus
i. Palettes are little windows of actions shown or hidden via menu option in
available shapes in drawing package
ii. In tear-off and pin-up menus, menu 'tears off' to become palette
Pointers
Pointers are important WIMP style components that point on and select. They
are activated by the use of mouse, track pad, joystick, trackball, cursor keys or
keyboard shortcuts. They are in wide variety of graphical images. See examples
below.

88
Figure 1.3.4: Examples of Pointers

Point and click interfaces: Point and click interfaces are used in multimedia,
web browsers, and hypertext. You just click something such as icons, text links
or location on map. It requires minimal typing.
Scrollbars: Scrollbars allow the user to move the contents of the window up
and down or from side to side.
Title bars: Title bars describe the name of the window
Buttons: This is an individual and isolated region within a display that can be
selected to invoke an action.
The Special kinds that exist are
The radio buttons with a set of mutually exclusive choices and the check boxes
with a set of non-exclusive choices.

Figure 1.3.5: Examples of Buttons

Toolbars: These are long lines of icons with fast access to common actions and
are often customizable:
You can choose which toolbars to see and choose what options are on it
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Dialogue boxes: These are information windows that pop up to inform of an
important event or requested information, for example when saving a file, a
dialogue box is displayed to allow the user to specify the filename and location.
Once the file is saved, the box disappears.
The interactivity of dialogue boxes
They are easy to focus on look and feel.
Other types of interaction styles are speech-driven interfaces
The development of this kind of interface is yet to be perfect and accurate;
though it is rapidly improving.
Example of speech driven interface dialogue on an airline reservation:
Reliable "yes" and "no"?
+ System reflects back its understanding
"You want a ticket from New York to Boston?"

2.3.7 Three dimensional interfaces


These are virtual reality 'ordinary' window systems highlighting visual
affordance. The indiscriminate use can however be confusing.

There are also three dimensional (3D) workspaces used for extra virtual space
with light and occlusion that give deep distance effects. For typical computer
displays, three-dimensional images are projected on them in two dimensions.
Three-dimensional graphics are currently mostly used in computer games, art
and computer-aided design (CAD).

There have been several attempts at making three-dimensional desktop


environments like Sun's Project Looking Glass. A three-dimensional computing
environment could be used for collaborative work. For example, scientists could
study three-dimensional models of molecules in a virtual reality environment, or
engineers could work on assembling a three-dimensional model of an airplane.
The Technologies, the use of three-dimensional graphics has become

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increasingly common in mainstream operating systems, but mainly been
confined to creating attractive interfaces—eye candy—rather than or functional
purposes only possible using three dimensions. For example, user switching is
represented by rotating a cube whose faces are each user's workspace, and
window management is represented in the form of Exposé on Mac OS X. In
both cases, the operating system transforms windows on-the-fly while
continuing to update the content of those windows.
Interfaces for the X Window System have also implemented advanced three-
dimensional user interfaces through compositing window managers such as
Beryl and Compiz using the AIGLX or XGL architectures, allowing for the
usage of OpenGL to animate the user's interactions with the desktop.

Another branch in the three-dimensional desktop environment is the three-


dimensional GUIs that take the desktop metaphor a step further, like the
BumpTop, where a user can manipulate documents and windows as if they were
"real world" documents, with realistic movement and physics.

The Zooming User Interface (ZUI) is a related technology that promises to


deliver the representation benefits of 3D environments without their usability
drawbacks of orientation problems and hidden objects. It is a logical
advancement on the GUI, blending some three-dimensional movement with
two-dimensional or "2.5D" vector objects.

2.4 Context: Social and Organisational


These issues and concerns involve all possible interactions between a user and a
system during its lifecycle, including the development stage, use in context, and
the impact of such use on individuals, organizations, society, and future systems
development.

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Context Analysis: Context analysis includes understanding the technical,
environmental and social settings where the information systems will be used. It
examines whether and how the interaction between physical and social
environment and the physiological and psychological characteristics of the user
would impact users interacting with the system.

There are four aspects in Context Analysis: physical context, technical context,
organizational context, and social and cultural context. Overall, context analysis
can provide ideas for design factors such as metaphor creation, selection and
patterns of communications between users and the system.

Physical context: This considers where the tasks carried out, what entities and
resources are implicated in task operation, what physical structures and entities
are necessary to understand observed task action. For example, an ATM
machine can be used in a mall outside a bank office, or in a night club. These
environments provide different levels of lighting, crowdedness, and noisiness.
Thus legibility of the screen, use of audible devices for input or output, or even
the size of the working space to prevent people nearly to see the screen could be
designed differently.
In-text Question 2

What are spreadsheets?

Answer

Spreadsheets are sophisticated variations of form-filling in which grid of cells contain a


value or a formula.

Technical context: This considers the technology infrastructure, platforms,


hardware and system software, wired or wireless network connection? For
example, an E-commerce website may be designed to allow access only to

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people with certain browser versions. The website may also be designed to
allow small screen devices such as PDA or mobile phone to access.
Organizational context: Organizational context may play different roles in
internal and external situations.

For an organizational information system to be used by the organization's own


employees, organizational context analysis answers questions such as:
i. What is the larger system where this information system is embedded?
ii. What are the interactions with other entities in the organization?
iii. What are the organizational policies or practice that may affect
individual's attitude and behavior towards using the system?

For example, assuming that Lotus Note is used by an organization as a


communication and collaboration tool, management may depend on using the
tool to set up meetings by checking employees' calendars on mutually available
time slots. The effectiveness of setting up meetings depends on whether
employees use the tool, and how they use it. The whether and how questions
can be enforced by organizational policies.

Social and cultural context: What are the social or cultural factors that may
affect user attitudes and eventual use of the information system? In an E-
Commerce website example, the website can be accessed from all over the
world. It thus is a design consideration that the website allows access by people
with any language and cultural background that can provide credit cards with
the foreign currency exchange, or it is only accessible to people who speak
certain languages and are from certain cultures.
Interactions are also affected by other social and organizational context as
follow:
i. By other people: A desire to impress, competition among stakeholders,
and fear of failure from management

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ii. Motivation from management as against fear, allegiance, ambition, self-
satisfaction that exist among employees.
iii. Existing inadequate systems that may cause frustration and lack of
motivation
The organizational, social and cultural context in which humans interact with IT
is largely the result of the broad adoption of IT by organizations and society to
support organizational functions and goals and to enhance society's
development. For example, organizational efficiency may be expected due to
redesign of workflows among critical business units that is affected by the
implemented IT; satisfaction and retention of customers/clients are anticipated
due to accurate and fast information gathering and presentations, to name a few.
Some of the organizational or societal impacts may not be tangible or directly
attributed to HCI considerations.

This assertion is in line with the issues of determining IT values in


organizations and societies.
While each of these HCI concerns may have its own importance in different
situations in relation to human motivation, it would be helpful for designers to
see an overview picture of the potential HCI concerns and goals. The purpose of
this picture is not to force every IT to be compliant with all the HCI concerns,
but to provide an overall framework so that designers can use it as a roadmap
and to apply it according to different situations.

3.0 Tutor Marked Assignments (Individual or Group)

1. Explain the three terms of Interaction.


2. Mention any 4 of the 7 stages of the Donald Normans model and briefly
describe each of the stages.

94
3. What do you understand as the execution and evaluation loop and how is
the loop useful in the user's participation in the design of interactive
systems?
4. What are slips and mistakes in human Computer interaction and how do
you avoid such slips and mistakes before they occur?
5. Briefly express your understanding of the term Ergonomics.
6. Describe any four common interaction styles.
7. What are Cascading menus and Keyboard accelerators?
8. What are the four constituent aspects of Context analysis? How are they
of benefits to the user interacting with the computer system?

4.0 Conclusion/Summary
The knowledge of the basic components of human computer interaction aids in
giving direction, focus and human considerations pertaining to interactive
design. There are variations of interaction models of the interface established
between the user and the computer system. These models are presented as a
loop in the execution and evaluation of an interactive design. These interaction
models together with the human ergonomics, the interaction styles, and the
social and organizational contexts are basic components of human computer
interaction.

5.0 Self-Assessment Question


1. List and explain The steps involved in interaction models
2. List briefly the steps involved in Donald Norman’s model

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6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.

a. Visit YouTube add http://bit.ly/2YwteK7 , http://bit.ly/2xw68Ya ,


http://bit.ly/32cvsAD , http://bit.ly/2JcmjR4. Watch the video & summarise in 1
paragraph.

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on Basic Components Of Human


Computer Interaction In 2 paragraphs summarise their opinion of the discussed
topic etc.

7.0 Self-Assessment Question Answers

1. The components of Human Computer Interaction comprise the


Interaction models that concern translation between the user and the
computer system, Ergonomics that describe the physical characteristics of
interaction, the Interaction styles that express the nature of user and
system dialog and finally the context of the social, organizational and the
motivational aspect of interaction.
2. To avoid some of the Human errors, Abowd and Beale framework is
adopted. Abowd and Beale framework is an extension of Norman model
and it has 4 parts namely: i. the user, ii. The input, iii. The system, and
iv. The output, while each framework has its own unique language.

If interaction is the translation between languages, and if there are


problems in interaction, then therewould be problems in translation.

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8.0 References/Further Readings

Licklider, J.C.R. and Taylor, R.W., "The computer as Communication Device."


Sci. Tech., 1968. April:pp. 21- 31.
Linton, M.A., Vlissides, J.M., and Calder, P.R., "Composing user interfaces
with InterViews." IEEE Computer, 1989. 22(2): pp. 8-22.
Meyrowitz, N. and Van Dam, A., "Interactive Editing Systems: Part 1 and 2."
ACM Computing Surveys, 1982. 14( 3): pp. 321- 352.
Myers, B.A., "The User Interface for Sapphire." IEEE Computer Graphics and
Applications, 1984.4(12): pp. 1 3-2 3.
Myers, B.A., "A Taxonomy of User Interfaces for Window Managers." IEEE
Computer Graphics and Applications, 1988. 8(5): pp. 65-84.

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STUDY SESSION 4
Critical Evaluation of Computer Based Technology
Section and Subsection Headings:
Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1 Multi-Sensory Systems
2.2 Multi-modal and Multi-media systems:
2.2.1 Speech
2.2.2 Problems in Speech Recognition.
2.2.3 Speech Related Human-Interaction Technologies.
2.3 Sounds
2.4 Recognition and Gestures
2.5 Devices for the Elderly and Disabled
3.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions
6.0 Additional Activities (Videos, Animations & Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

Introduction:
This session briefly describes some uncommon technologies associated with
human computer interaction. These are innovations that improve upon the user
interface, particularly those innovations benefiting the disabled. Technologies
such as the phonetic typewriter, the ear cons, the auditory icons, the recognition
and gesture devices for the disabled and the elderly are described.

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1.0 Study Session Learning Outcomes
After studying this session, I expect you to be able to:
1. Describe multi-modal, multi-media and multi-sensory systems.
2. Appreciate the speech and the Phonetic typewriter interfaces.
3. Understand the Ear cons and Auditory Icons as important components of
multi-modal systems.
4. Learn that Recognition and Gestures Devices are essential for the Elderly
and Disabled.

2.0 Main Content


2.1 Multi-Sensory Systems

Here, more than one sensory channels are involved in interaction as in sounds,
text, hypertext, animation, video, gestures and vision.

They are used in a range of applications particularly for users with special needs
and virtual reality. The components of Multi-Sensory systems are: Speech,
Non-speech sounds, Handwriting, together within their applications and
principles.

Usable Senses

The five senses: sight, sound, touch, taste and smell are used by us every day
and each is important on its own together, they provide a fuller interaction with
the natural world. We can ideally utilise the Computers to use all the available
senses but this becomes practically impossible because computers rarely offer
such a rich interaction.

We can use the sight, sound, and sometimes the touch senses, but we cannot yet
use the taste and smell.

99
2.2 Multi-modal and Multi-media systems:
Multi-modal systems

These use more than one sense (or mode) of interaction as in visual and aural
senses. For example, a text processor may speak the words as well as echo them
to the screen

Multi-media systems

These use a number of different media to communicate information. For


example, a computer-based teaching system may use video, animation, text and
still images; different media all using the visual mode of interaction. These may
also use sounds, both speech and non-speech. Of course two or more media now
use different modes.

2.1.2 Speech

Human beings have a great and natural mastery of speech which makes it
difficult to appreciate the complexities but it is an easy medium for
communication.

Simple terminologies used to describe speech: The structure of speech is


called phonemes and there are 40 of them. The phonemes as basic atomic units
that sound slightly different depending on the context they are in, the larger
units of phonemes are the Allophones. Allophones are the sounds in the
language between 120 and 130 and are formed into morphemes. The
morphemes are the smallest units of language that have meaning.

Prosody is the alteration in tone and quality. They are also variations in
emphasis, stress, pauses and pitch.

They impart more meaning to sentences.

Co-articulation is the effect of context on the sound. It transforms the phonemes


into allophones.

100
Syntax is the term used for the structure of sentences while semantics is the
collective term used for the meaning of sentences.

In-text Question 1
List all the usable senses we have.

Answer
Sight, sound, touch, taste and smell

2.2.3 Speech Related Human-Interaction Technologies.


The Phonetic Typewriter

This is developed for Finnish - a phonetic language. This machine trained on


one speaker, will generalize the training to others.

A neural network is trained to cluster together similar sounds, which are then
labelled with the corresponding character.

When recognising speech, the sounds uttered are allocated to the closest
corresponding output, and the character for that output is printed.

It requires large dictionary of minor variations to correct general mechanism.

Figure 1.4.1: The Phonetic Typewriter

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Usefulness of Speech Recognition:

It is useful for a single user or in a situation in which limited vocabulary


systems exist, for example in a computer dictation.

In the public and open places of limited vocabulary systems, it can work
satisfactorily e.g. in some voice activated telephone systems.

For the general user with wide vocabulary systems, problems do occur.

Its great potential value however manifests when user hands are already
occupied as in driving or during manufacturing particularly for users with
physical disabilities.

Another advantage is its lightweight and its use as a mobile device.

Speech Synthesis

This is a generation of speech. It is useful because of its natural and familiar


way of receiving information.

It is successful in certain constrained applications when the user has few


alternatives and is particularly motivated to overcome problems.

However, bear in mind that it has its own problems similar to speech
recognition particularly in prosody. Additional problems can arise from
intrusion calling the need for headphones particularly due to noise in the
workplace. Its transient nature is a problem when it becomes harder to review
and browse.

Few examples occur in screen reader that read the textual display to the user e.g.
as utilized by visually impaired people. Also in warning signals of spoken
information sometimes presented to pilots whose visual and haptic skills are
already fully occupied while flying.

102
2.3 Sounds
Non-Speech Sounds:

These are bongs, bangs, squeaks, click etc. that are commonly used for
warnings, and alarms. Fewer typing mistakes occur here with key clicks. It is
also useful in video games that become uninteresting without sound.

Unlike speech, it is language and culture independent.

Non-Speech Sounds provide dual mode displays in information presented along


two different sensory channels. It provides redundant presentation of
information in the resolution of ambiguity in one mode through information in
another. It is good for providing both transient and background status
information e.g. Sound can be used as a redundant mode in the Apple
Macintosh. Also, almost any user action (file selection window active, disk
insert, search error, copy complete, etc.) can have a different sound associated
with it.

Auditory Icons

These use natural sounds to represent different types of object or action. Natural
sounds have associated semantics which can be mapped onto similar meanings
in the interaction e.g. throwing something away such as the sound of smashing
glass.

Problem sometimes arise because not all things have associated meanings.

Additional information can also be presented on muffled sounds if object is


obscured or action is in the background. The use of stereo allows positional
information to be added.

103
Examples:

Sonic Finder for the Macintosh: Here, items and actions on the desktop and
have associated sounds. For example, folders have a papery noise moving files
produce a dragging sound

Copying sound gives a sound of a liquid being poured into a receptacle while
rising pitch indicates the progress of the copy.

Big files have louder sound than smaller ones.

In-text Question 2
____________use more than one sense (or mode) of interaction as in visual and aural
senses.

Answer
Multi-modal systems

Ear cons

These are synthetic sounds used to convey information. They comprise


structured combinations of notes or motives that represent actions and objects.
Motives are combined to provide rich information.

Compound ear cons are multiple motives combined to make one more
complicated ear con.

Figure 1.4.2: Examples of Ear cons

104
Family ear cons

Here, similar types of ear cons represent similar classes of action or similar
objects. The family of "errors ―would contain syntax and operating system
errors. Ear cons are easily grouped and refined due to compositional and
hierarchical nature.

It is harder to associate with the interface task since there is no natural mapping.

2.4 Recognition and Gestures


Touch recognition:

Comprises:

i. Haptic interaction made up of cutaneous perception that provides tactile


sensation and vibrations on the skin.
ii. Kinesthetic comprising movement and position and force feedback.

Touch recognition also include information on shape, texture, resistance,


temperature, and comparative spatial factors.

Examples of technologies on touch recognition include electronic Braille


displays and force feedback devices e.g. Phantom that recognizes resistance and
texture.

Handwriting recognition: Handwriting is another communication mechanism


which we are used to in day-to-day life

The technology of handwriting consists of complex strokes and spaces.

The handwriting is captured by digitizing tablet through strokes transformed to


sequence of dots.

Large tablets available are suitable for digitizing maps and technical drawings.

Smaller devices, some incorporating thin screens are used to display the
information. Such include PDAs such as Palm Pilot and tablet PCs.

105
The problems associated with handwriting recognition are personal differences
in letter formation and co-articulation effects.

The breakthroughs in this technology is the creation of stroke not just bitmap
found in special 'alphabet' like Graffeti on PalmOS

The technology is usable even without training though many people prefer to
use the keyboards.

Gesture technology: This can be found in its various applications such as in


gestural input - e.g. "put that there" and sign language.

The technology comprises data glove and position sensing devices such as MIT
Media Room.

Gesture provides the benefits of natural form of interaction by pointing.

It enhances communication between signing and non-signing users

The problems with gesture interaction are that it is user dependent due to the
variable nature of each user. Issues of co-articulation are also considered as
problems.

2.5 Devices for the Elderly and Disabled


The development of Technology on Human Computer Interaction has helped
users with disabilities as follow:

Visual impairment: Use of screen readers and Sonic Finder

Hearing impairment: Use of text communication, gesture and captions

Physical impairment: Use of speech input and output, eye gaze, gesture,
predictive systems (e.g. reactive keyboard)

Speech impairment: Use of speech synthesis and text communication

Dyslexia: Use of speech input and output

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Autism: Use of communication and education devices

Older people use disability aids, memory aids, and communication tools to
prevent social isolation

Others: Children use appropriate input and output devices for education, games
and fun.

In solving cultural differences, the influence of nationality, generation, gender,


race, sexuality, class, religion, political persuasion etc. are affected by the
interpretation of interface features, e.g. interpretation and acceptability of
language, cultural symbols, gesture and colour.

3.0 Tutor Marked Assignments (Individual or Group)


1. What are multisensory systems, their components, and their relevance
in the design of interactive systems?
2. What is speech Synthesis and how is it valuable to the computer user?
Give two examples of its application.
3. Distinguish between an auditory icon and an earcon. Explain the
limitation of their applications.
4. Explain the three types of Recognition and Gestures mode of
interaction. Mention areas where each is effectively applied.
5. Mention any 3 devices that aid the elderly and the disabled in human
computer interaction.

4.0 Conclusion/Summary
Since the basic goal of HCI study is to improve the interactions between users
and computers by making computers more usable and receptive to the user's
needs, there is continuous research in human computer interaction that involves
exploring easier-to-learn or more efficient interaction techniques for common

107
computing tasks. This includes inventing new techniques and comparing
existing techniques using scientific methods.

Uncommon technologies associated with human computer interaction include


consideration of the multimodal and multi-media systems that incorporate
speech recognition and synthesis, the phonetic typewriter, sound interface
facilities, recognition and gestures mechanisms. These facilities particularly aid
the elderly and the disabled to effectively and comfortably interact with the
computer system.

5.0 Self-Assessment Questions


1. Highlight the usefulness of speech recognition.
2. What are Non-Speech sounds..

6.0 Additional Activities (Videos, Animations & Out of Class activities) e.g.
a. Visit YouTube add http://bit.ly/2RUfEh0 , http://bit.ly/2RRTAnb ,
http://bit.ly/2Jc5q8X , http://bit.ly/2KXAICy Watch the video & summarise in 1
paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on Critical Evaluation Of Computer


Based Technology; In 2 paragraphs summarise their opinion of the discussed
topic. etc.

108
7.0 Self-Assessment Question Answers
1.
i. It is useful for a single user or in a situation in which limited
vocabulary systems exist, for example in a computer dictation.
ii. In the public and open places of limited vocabulary systems, it can
work satisfactorily e.g. in some voice activated telephone systems.
2. These are bongs, bangs, squeaks, click etc. that are commonly used for
warnings, and alarms.

109
8.0 References/Further Readings
Coons, S. "An Outline of the Requirements for a Computer-Aided Design
System," in AFIPS SpringJoint Computer Conference. 196 3. 2 3. pp. 299- 304.

Engelbart, D. and English, W., "A Research Center for Augmenting Human
Intellect." Reprinted inACM S IGGRAPH Video Review, 1994., 1968. 106

English, W.K., Engelbart, D.C., and Berman, M.L., "Display Selection


Techniques for Text.

Manipulation." IEEE Transactions on Human Factors in Electronics, 1967. HFE-8(1)

110
MODULE 2: User Perspectives of Human-Computer Interaction
Contents:
Study Session 1: User Oriented Perspective of Human Computer Interaction:
Social Human Thrust.
Study Session 2: User Oriented Perspective of Human Computer Interaction:
Cognitive Human Thrust.
Study Session3: System Oriented Perspective of Human Computer Interaction
Improving Upon the User's Technological Perspective.

Study Session 4: Devices Technological Perspective Interaction Styles and


Devices Technological Perspective.

STUDY SESSION 1
User Oriented Perspective of Human Computer Interaction: Social Human
Thrust
Section and Subsection Headings:
Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1 Organisational issues
2.2 Invisible workers
2.3 Socio-technical modelling
2.3.1 Stakeholders' Focus
2.3.2 ESTA (Eight Stage Task Analysis)
2.4 Soft systems methodology
2.5 Participatory design
2.6 Ethnography
2.7 Contextual inquiry

111
3.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions
6.0 Additional Activities (Videos, Animations & Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

Introduction:
This session concerns socio-organizational issues and stakeholder requirements.
Organizational issues affect acceptance of new computer systems because
where there are conflicts and power, the question arises on who benefits and
who encourages the use.

Stakeholders of a new computer system identify their requirements in


organisational context.

Organisational context may play different roles in internal and external


situations. For an organizational information system to be used by the
organisation's own employees, organisational context analysis answers
questions such as: What is the larger system where this information system is
embedded? What are the interactions with other entities in the organization?
What are the organizational policies or practice that may affect individual's
attitude and behavior towards using the system?

This event is the sociological, organisational, and cultural impact of computing.


In other words, the organisational, social and cultural context in which humans
interact with IT. This context is largely the result of the broad adoption of IT by
organizations and society to support organisational functions and goals and to
enhance society's development.

112
1.0 Study Session Learning Outcomes
After studying this session, I expect you to be able to:
1. Describe the socio-technical models that look at human and technical
requirements.
2. Analyse the soft systems methodology that considers the broader view of
human and organizational issues.
3. Demonstrate the participatory design that includes the user directly in the
design process.
4. Explain the ethnographic methods that study users in context with
unbiased perspective.

2.0 Main Content


2.1 Organisational Issues
Organisational factors: Organisational factors can make or break a system.
Studying the work group is not sufficient since any system is used within a
wider context and the crucial people need not be the direct users.

Therefore, before installing a new system, one must understand:

i. Who benefits?
ii. Who puts in effort?
iii. The balance of power in the organisation and how the system will be
affected.

Even when a system is successful, it may be difficult to measure that success

Conflict and power


In computer supported cooperative work (CSCW), people and groups have
conflicting goals hence the systems design assumes cooperation will fail! For
example, in a computerised stock control, the store man loses control of
information and may decide to subvert the system before or after it becomes

113
operational. Therefore, it is important to identify stakeholders — not just the
users.

Organisational structures: Groupware affects organisational structures so also


communication structures reflect line management.

For example, email is a cross-organisational communication.

Organisation structure can also disenfranchise lower management and


disaffected staff could 'sabotage'.

Since technology can be used to change management style and power


structures, the implementation of such technology would improve upon
organizational efficiency.

For example, organizational efficiency may be expected due to redesign of


workflows among critical business units that is affected by the implemented IT;
satisfaction and retention of customers/clients are anticipated due to accurate
and fast information gathering and presentations, to name a few. It is
noteworthy that some of the organizational or societal impacts may not be
tangible or directly attributed to HCI considerations. This assertion is in line
with the issues of determining IT values in organizations and societies.

2.2 Invisible workers


Telecommunications improvements allow neighbourhood work centres and
home-based tele-working.

Many ecological and economic benefits arise from tele-working such as reduced
travel and flexible family commitments.

But 'management by presence' is absent. The presence in the office increases


perceived worth and reduces problems for promotion.

Barriers to tele-working are both managerial and social but not technological.

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The new system should benefit all. Disproportionate effort should be avoided.
Examine who puts in the effort and who gets the benefit.

It is possible to get benefit without doing work, if everyone does it, system falls
into disuse.

To get started, look for cliques to form core user base and design to benefit an
initial small user base

i. Evaluating the benefits


ii. Assuming we have avoided the pitfalls!
iii. How do we measure our success?
iv. Job satisfaction and information flow and economic benefit should
diffuse throughout the organisation
v. There is the need to identify requirements within context of use and the
need to take account of stakeholders. Work groups and practices should
be identified in organisational context
vi. Many approaches including socio-technical modelling, soft system
modelling, participatory design and contextual inquiry are used.

Who are the stakeholders?

The system will have many stakeholders with potentially conflicting interests.
Stakeholder is anyone affected by success or failure of system. The primary
stakeholders actually use the system, the secondary receive output or provide
input, while the tertiary have no direct involvement but are those affected by the
success or failure of the new system.

Facilitators are those involved in the development or deployment of the system.

Example: Classifying stakeholders — an airline booking system

An international airline is considering introducing a new booking system for use


by associated travel agents to sell flights directly to the public.

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Primary stakeholders: The travel agency staff and the airline booking staff

Secondary stakeholders: Customers and the airline management

Tertiary stakeholders: Competitors, civil aviation authorities, customers'


travelling companions and, airline shareholders

Facilitating stakeholders: The design team and the Information Technology


department staff. Designers need to meet as many stakeholder needs as possible.
Usually needs may be in conflict so they have to priorities, often priority
decreases as one moves down the categories

2.3 Socio-technical modelling


This is a response to technological determinism and it is concerned with the
technical, social, organizational and human aspects of design. It also describes
the impact of specific technology on organization. It is concerned with
information gathering such as interviews, observation, discussion with focus
groups and document analysis.

Several approaches to be considered are the Stakeholders' Focus and the ESTA
(Eight Stage Task Analysis).

2.3.1 Stakeholders' Focus


This comprises six stage processes that focus on stakeholders

1. The first describes the organizational context, including primary goals,


physical characteristics, political and economic background
2. The second identifies and describes the stakeholders including personal
issues, role in the organization and their job.
3. The third identifies and describes the work-groups whether formally
constituted or not.
4. The fourth identifies and describe task—object pairs; these are tasks to be
performed and objects used

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5. The fifth identifies the stakeholder needs: Stages 2—4 described above
are in terms of both current and proposed system, the stakeholder needs
are identified from the differences between the two.
6. Lastly, we consolidate and check the stakeholder requirements against
earlier criteria.

In-text Question 1

Competitors, civil aviation authorities, customers' travelling companions and, airline


shareholders are examples of ______________ stakeholders.

Answer

Tertiary

2.3.2 ESTA (Eight Stage Task Analysis)

This is an eight stage model that focuses on task

1. The primary task is identified in terms of users' goals


2. Secondly, task inputs to the system are identified
3. Thirdly, the external environment into which the system will be
introduced is described, including physical, economic and political
aspects
4. Fourthly, the transformation processes within the system are described in
terms of actions performed on or with objects
5. In the fifth stage, the social system is analyzed by considering existing
internal and external work-groups and relationships
6. At the sixth stage, the technical system is described in terms of
configuration and integration with other systems
7. At the seventh stage, the performance satisfaction criteria are established,
indicating social and technical requirements of the system.
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8. The last stage specifies the new technical system.

2.4 Soft systems methodology

The soft systems methodology considers the broader view of human and
organizational issues

There is no assumption of technological solution here — emphasis is on


understanding the situation fully

This methodology was developed by Check land.

The seven stages involved here are:

i. Recognition of problem and initiation of analysis


ii. Detailed description of problem situation; it is a rich picture stage
iii. Generation of the root definitions of system: this is known as CATWOE
(see definition below)
iv. Conceptual model - this identifies transformations
v. This compares real world to conceptual model
vi. Identifies necessary changes
vii. Determines actions to effect changes

CATWOE (Clients, Actors, Transformation, World View, Owner, and


Environment) further defines and explains the soft systems methodology.

Clients: those who receive output or benefit from the system.

Actors: those who perform activities within the system.

Transformations: the changes that are affected by the system.

World View - how the system is perceived in a particular root definition.

Owner: those to whom the system belongs, to whom it is answerable and who
can authorize changes to it.

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Environment: the world in which the system operates and by which it is
influenced

2.5 Participatory design


In participatory design, workers enter into design context while in ethnography
(as used for design), the designer enters into work context. Both make workers
feel valued in design and encourages workers to 'own' the products. The user is
an active member of the design team.

Characteristics

Participatory design is context and work oriented rather than system oriented.

It is collaborative and iterative

Methods involved are: brain-storming, storyboarding, workshops, pencil and


paper exercises.

Ethics
The ethics involved the participatory socio-technical approach devised by
Mumford.

In-text Question 2

The soft systems methodology considers the broader view of human and organizational
issues. True or False?

Answer

True

It states that the system development is about managing change and that non-
participants are more likely to be dissatisfied.

There are three levels of participation: consultative, representative, and


consensus.

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Design groups including stakeholder representatives make design decisions and
job satisfaction is the key to solution

(See the study session on Participatory Design for more details)

2.6 Ethnography

This is very influential in CSCW

It is a form of anthropological study with special focus on social relationships


and does not enter actively into situation.

It seeks to understand social culture, it is unbiased and open ended.

2.7 Contextual inquiry


Here inquiry is conducted in ethnographic tradition but acknowledges and
challenges investigator focus.

It creates a model of investigator being apprenticed to the user in order to learn


about the work.

The investigation takes place in the workplace with detailed interviews,


observation, and analysis of communications, physical workplace, and artefacts.

Number of models created is according to sequence, physical, flow, cultural,


and artefact

The models are consolidated across users, while the output indicates task
sequences, the artefacts and communication channels needed, the physical and
cultural constraints

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3.0 Tutor Marked Assignments (Individual or Group)
1. What do you understand by a Computer Supported cooperative Work
(CSCW) in an organization? Why is it important to identify and consider
stakeholders when designing interactive systems in an organization?
2. What are the factors used in evaluating whether a designed and
implemented system is successful in an organization?
3. Who is a stakeholder in a human computer interaction? Differentiate
between a primary stakeholder, a secondary stakeholder and a facilitator
of a newly designed interactive system.
4. Differentiate between the different goals of the six stage model of
Stakeholders' focus and the eight stage model of ESTA within the human
aspects of interactive design.
5. What is the full meaning of the acronym "CATWOE"?
6. Explain what you understand by Participatory Design of Human
Computer Interaction. What are its characteristics and the Ethics
involved?
4.0 Conclusion/Summary
Work groups and practices should be identified in organisational context

Many approaches including socio-technical modelling, soft system modelling,


participatory design and contextual inquiry have been explained.

In concluding, there is the need to identify requirements within context of use


and the need to take account of stakeholders.

The socio human thrust analysis explains the socio-technical models of human
and technical requirements, the systems methodology that considers human and
organizational issues, the participatory design that includes the user directly in
the design process and the ethnographic methods that study users in context
with unbiased perspective.

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Before installing a new system, one must understand:

i. Who benefits?
ii. Who puts in effort?

The balance of power in the organisation and how the system will be affected.

5.0 Self-Assessment Questions


1. Highlight the seven stages involved in the soft systems methodology.
2. What is ethnography: It is a form of anthropological study with special
focus on social relationships and does not enter actively into situation.

6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.


a. Visit YouTube add http://bit.ly/2KXFPmk , http://bit.ly/2XvRaAU ,
http://bit.ly/2Xqw2Xy , http://bit.ly/2xw68Ya Watch the video & summarise in
1 paragraph.

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on User Oriented Perspective Of


Human Computer Interaction-Social Human Thrust. In 2 paragraphs summarise
their opinion of the discussed topic. etc.

122
7.0 Self-Assessment Question Answers
1.
i. Recognition of problem and initiation of analysis
ii. Detailed description of problem situation; it is a rich picture stage
iii. Generation of the root definitions of system: this is known as
CATWOE (see definition below)
iv. Conceptual model - this identifies transformations
v. This compares real world to conceptual model
vi. Identifies necessary changes
vii. Determines actions to effect changes
2. Ethnography is a form of anthropological study with special focus on
social relationships and does not enter actively into situation.

123
8.0 References/Further Readings
Reddy, R., "To Dream the Possible Dream (Turing Award Lecture)."
Communications of the ACM,1996. 39(5): pp. 105-112.

Robertson, G., Newell, A., and Ramakrishna, K., ZOG: A Man-Machine


Communication Philosophy. Carnegie Mellon University Technical
Report, Number, August, 1977.

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STUDY SESSION 2
User Oriented Perspective of Human Computer Interaction: Cognitive
Human Thrust
Section and Subsection Headings:
Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1 Cognitive Models
2.1.1 Parallel Design
2.1.2 GOMS
2.1.3 Human Processor Model
2.2 Inspection methods
2.2.1 Card Sorting
2.2.2 Ethnography
2.2.3 Heuristic Evaluation
2.2.4 Usability Inspection
2.2.5 Pluralistic Inspection
2.2.6 Consistency Inspection
2.2.7 Activity Analysis
2.3 Inquiry methods
2.3.1 Task Analysis
2.3.2 Focus Groups
2.3.3 Questionnaires/Surveys
2.4 Prototyping methods
2.4.1 Rapid Prototyping
2.4.2 Subject Testing methods
2.4.3 Remote usability testing
2.4.4 Thinking Aloud Protocol
2.4.5 Subjects-in-Tandem

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2.5 Other methods
2.5.1 Cognitive walkthrough
2.5.2 Benchmarking
2.5.3 Meta-Analysis
2.5.4 Persona
2.6 Evaluating with tests and metrics
2.6.1 Prototypes
2.6.2 Metrics
2.7 Benefits of usability
3.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions
6.0 Additional Activities (Videos, Animations & Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

Introduction:
Cognitive Human Thrust incorporates cognitive psychology and cognitive
modeling. Cognitive psychology plays an important role in Human-computer
Interaction.

Take note that perception, memory, mental models and metaphors,


knowledge representations, problem solving, errors and learning, are all
topics under cognitive psychology that have direct implications to HCI design.

Cognitive modeling involves creating a computational model to estimate how


long it takes people to perform a given task. Models are based on psychological
principles and experimental studies to determine times for cognitive processing
and motor movements. Cognitive models can be used to improve user interfaces
or predict problem errors and pitfalls during the design process.

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1.0 Study Session Learning Outcomes
After studying this session, I expect you to be able to:
1. Describe different types of Cognitive models
2. Analyse available inspection methods
3. Learn how to apply inquiry methods on problems of cognition
4. Explain prototyping methods
5. Carry out evaluation using the tests and metrics methods

2.0 Main Content


2.1 Cognitive Models
2.1.1 Parallel Design
With parallel design, several people create an initial design from the same set of
requirements. Each person works independently, and when finished, shares
his/her concepts with the group. The design team considers each solution, and
each designer uses the best ideas to further improve their own solution. This
process helps to generate many different, diverse ideas and ensures that the best
ideas from each design are integrated into the final concept. This process can be
repeated several times until the team is satisfied with the final concept.

2.1.2 GOMS
GOMS is an acronym that stands for Goals, Operator, Methods, and Selection
Rules. It is a family of techniques that analyzes the user complexity of
interactive systems. Goals are what the user has to accomplish. An operator is
an action performed in service of a goal. A method is a sequence of operations
that accomplish a goal. Selection rules specify which method should be used to
satisfy a given goal, based on the context.

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2.1.3 Human Processor Model
Sometimes it is useful for us to break a task down and analyze each individual
aspect separately. This allows the tester to locate specific areas for
improvement. To do this, it is necessary to understand how the human brain
processes information. A model of the human processor is shown below.

Figure 2.2.1: model of the human processor

Many studies have been done to estimate the cycle times, decay times, and
capacities of each of these processors. Variables that affect these can include
subject age, ability, and the surrounding environment.

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For a younger adult, reasonable estimates are:

Figure 2.2.2: human processor for younger adult

Keystroke level modeling: Keystroke level modeling is essentially a less


comprehensive version of GOMS that makes simplifying assumptions in order
to reduce calculation time and complexity.

In-text Question 1
What is cognitive modeling?

Answer
Cognitive modeling involves creating a computational model to estimate how long it takes
people to perform a given task.

2.2 Inspection methods


These usability evaluation methods involve observation of users by an
experimenter, or the testing and evaluation of a program by an expert reviewer.
They provide more quantitative data, as tasks can be timed and recorded.

2.2.1 Card Sorting


Card sorting is a way that involves users in grouping information for a website's
usability review.

Participants in a card sorting session are asked to organize the content from a
Website in a way that makes sense to them. Participants review items from a
Website and then group these items into categories. Card sorting helps to learn

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how users think about the content and how they would organize the information
on the Web site. Card sorting helps to build the structure for a web site, decide
what to put on the home page, and label the home page categories. It also helps
to ensure that information is organized on the site in a way that is logical to
users.

2.2.2 Ethnography
Ethnographic analysis is derived from anthropology. Field observations are
taken at a site of a possible user, which track the artifacts of work such as Post-
It notes, items on desktop, shortcuts, and items in trash bins. These observations
also gather the sequence of work and interruptions that determine the user's
typical day.

2.2.4 Heuristic Evaluation

Heuristic Evaluation is a usability engineering method for finding and assessing


usability problems in a user interface design as part of an iterative design
process. It involves having a small set of evaluators examining the interface and
using recognized usability principles (the "heuristics"). It is the most popular of
the usability inspection methods, as it is quick, cheap, and easy.

Heuristic evaluation was developed to aid in the design of computer user-


interface design. It relies on expert reviewers to discover usability problems and
then categorize and rate them by a set of principles (heuristics.) It is widely used
based on its speed and cost-effectiveness. Jakob Nielsen's list of ten heuristics is
the most commonly used in industry. By determining which guidelines are
violated, the usability of a device can be determined.

2.2.4 Usability Inspection

Usability Inspection is a review of a system based on a set of guidelines. The


review is conducted by a group of experts who are deeply familiar with the

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concepts of usability in design. The experts focus on a list of areas in design that
have been shown to be troublesome for users.

2.2.5 Pluralistic Inspection

Pluralistic Inspections are meetings where users, developers, and human


factors people meet together to discuss and evaluate step by step of a task
scenario. As more people inspect the scenario for problems, the higher the
probability to find problems. In addition, the more interaction in the team, the
faster the usability issues are resolved.

2.2.6 Consistency Inspection

In consistency inspection, expert designers review products or projects to ensure


consistency across multiple products to look if it does things in the same way as
their own designs.

2.2.7 Activity Analysis

Activity analysis is a usability method used in preliminary stages of


development to get a sense of a situation. It involves an investigator observing
users as they work in the field. Also referred to as user observation, it is useful
for specifying user requirements and studying currently used tasks and subtasks.

The data collected is qualitative and useful for defining the problem. It should
be used when you wish to frame what is needed, or "What do we want to
know?"

2.3 Inquiry methods

The following usability evaluation methods involve collecting qualitative data


from users. Although the data collected is subjective, it provides valuable
information on what the user wants.

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2.3.1 Task Analysis

Task analysis means learning about users' goals and users' ways of working.
Task analysis can also mean figuring out what more specific tasks users must do
to meet those goals and what steps they must take to accomplish those tasks.
Along with user and task analysis, we often do a third analysis: understanding
users' environments (physical, social, cultural, and technological environments).

2.3.2 Focus Groups

A focus group is a focused discussion where a moderator leads a group of


participants through a set of questions on a particular topic. Although typically
used as a marketing tool, Focus Groups are sometimes used to evaluate
usability. Used in the product definition stage, a group of 6 to 10 users are
gathered to discuss what they desire in a product. An experienced focus group
facilitator is hired to guide the discussion to areas of interest for the developers.
Focus groups are typically videotaped to help get verbatim quotes, and clips are
often used to summarize opinions. The data gathered not usually quantitative,
but can help get an idea of a target group's opinion.

2.3.3 Questionnaires/Surveys

Surveys have the advantages of being inexpensive, require no testing


equipment, and results reflect the users' opinions. When written carefully and
given to actual users who have experience with the product and knowledge of
design, surveys provide useful feedback on the strong and weak areas of the
usability of a design. This is a very common method and often does not appear
to be a survey, but just a warranty card.

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2.4 Prototyping methods

2.4.1 Rapid Prototyping

Rapid prototyping is a method used in the early stages of development to


validate and refine the usability of a system. It can be used to quickly and
cheaply evaluate user-interface designs without the need for an expensive
working model. This can help remove hesitation to change the design, since it is
implemented before any real programming begins. One such method of rapid
prototyping is paper prototyping.

2.4.2 Subject Testing methods

These usability evaluation methods involve testing of subjects for the most
quantitative data. Usually recorded on video, they provide task completion time
and allow for observation of attitude.

2.4.3 Remote usability testing

Remote usability testing is a technique that exploits users' environment (e.g.


home or office), transforming it into a usability laboratory where user
observation can be done with screen sharing applications.

2.4.4 Thinking Aloud Protocol

The Thinking Aloud Protocol is a method of gathering data that is used in both
usability and psychology studies. It involves getting a user to verbalize their
thought processes as they perform a task or set of tasks. Often an instructor is
present to prompt the user into being more vocal as they work. Similar to the

Subjects-in-Tandem method, it is useful in pinpointing problems and is


relatively simple to set up.

133
Additionally, it can provide insight into the user's attitude, which cannot usually
be discerned from a survey or questionnaire.

2.4.5 Subjects-in-Tandem

Subjects-in-tandem is pairing of subjects in a usability test to gather important


information on the ease of use of a product. Subjects tend to think out loud and
through their verbalized thoughts designers learn where the problem areas of a
design are. Subjects very often provide solutions to the problem areas to make
the product easier to use.

2.5 Other methods

2.5.1 Cognitive walkthrough

Cognitive walkthrough is a method of evaluating the user interaction of a


working prototype or final product. It is used to evaluate the system's ease of
learning. Cognitive walkthrough is useful to understand the user's thought
processes and decision making when interacting with a system, especially for
first-time or infrequent users.

2.5.2 Benchmarking

Benchmarking creates standardized test materials for a specific type of design.


Four key characteristics are considered when establishing a benchmark: time to
do the core task, time to fix errors, time to learn applications, and the
functionality of the system. Once there is a benchmark, other designs can be
compared to it to determine the usability of the system.

In-text Question 2
What is Rapid prototyping?

Answer
Rapid prototyping is a method used in the early stages of development to validate and refine
the usability of a system.

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2.5.3 Meta-Analysis

Meta-Analysis is a statistical procedure to combine results across studies to


integrate the findings. This phrase was coined in 1976 as a quantitative
literature review. This type of evaluation is very powerful for determining the
usability of a device because it combines multiple studies to provide very
accurate quantitative support.

2.5.4 Persona

Personas are fictitious characters that are created to represent the different user
types within a targeted demography that might use a site or product. Alan
Cooper introduced the concept of using personas as a part of interactive design
in 1998 in his book The Inmates Are Running the Asylum, but had used this
concept since as early as 1975. Personas is a usability evaluation method that
can be used at various design stages. The most typical time to create personas is
at the beginning of designing so that designers have a tangible idea of who the
users of their product will be. Personas are the archetypes that represent actual
groups of users and their needs, which can be a general description of person,
context, or usage scenario. This technique turns marketing data on target user
population into a few physical concepts of users to create empathy among the
design team.

2.6 Evaluating with tests and metrics

Regardless of how carefully a system is designed, all theories must be tested


using usability tests.

Usability tests involve typical users using the system (or product) in a realistic
environment. Observation of the user's behavior, emotions, and difficulties
while performing different tasks, often identify areas of improvement for the
system.

135
2.6.1 Prototypes

It is often very difficult for designers to conduct usability tests with the exact
system being designed. Cost constraints, size, and design constraints usually
lead the designer to creating a prototype of the system.

Instead of creating the complete final system, the designer may test different
sections of the system, thus making several small models of each component of
the system. The types of usability prototypes may vary from using paper
models, index cards, hand drawn models, or storyboards.

Prototypes are able to be modified quickly, often are faster and easier to create
with less time invested by designers and are more apt to change design;
although sometimes are not an adequate representation of the whole system, are
often not durable and testing results may not be parallel to those of the actual
system.

2.6.2 Metrics

Designers must use usability metrics to identify what it is they are going to
measure, or the usability metrics. These metrics are often variable, and change
in conjunction with the scope and goals of the project. The number of subjects
being tested can also affect usability metrics, as it is often easier to focus on
specific demographics. Qualitative design phases, such as general usability (can
the task be accomplished?), and user satisfaction are also typically done with
smaller groups of subjects. Using inexpensive prototype on small user groups,
provide more detailed information, because of the more interactive atmosphere,
and the designers ability to focus more on the individual user.

Testing the metrics

As the designs become more complex, the testing must become more
formalized. Testing equipment will become more sophisticated and testing

136
metrics become more quantitative. With a more refined prototype, designers
often test effectiveness, efficiency, and subjective satisfaction, by asking the
user to complete various tasks. These categories are measured by the percentage
that complete the task, how long it takes to complete the tasks, ratios of success
to failure to complete the task, time spent on errors, the number of errors, rating
scale of satisfactions, number of times user seems frustrated, etc. Additional
observations of the users give designers insight on navigation difficulties,
controls, conceptual models, etc.

The ultimate goal of analyzing these metrics is to discover a prototype design


that users like to successfully perform given tasks.

Documenting metrics

After conducting usability tests, it is important for a designer to record what was
observed, in addition to why such behavior occurred and modify the model
according to the results. Often it is quite difficult to distinguish the source of the
design errors, and what the user did wrong. However, effective usability tests
will not generate a solution to the problems, but provide modified design
guidelines for continued testing.

2.7 Benefits of usability

The key benefits of usability are:

i. Increased user efficiency


ii. Reduced development costs
iii. Reduced support costs
iv. Corporate integration

By working to improve said factors, corporations can achieve their goals of


increased output at lower costs, while potentially creating optimal levels of
customer satisfaction. There are numerous reasons why each of these factors

137
correlates to overall improvement. For example, making a piece of software's
user interface easier to understand would reduce the need for extensive training.
The improved interface would also tend to lower the time needed to perform
necessary tasks, and so would both raise the productivity levels for employees
and reduce development time and costs.

3.0 Tutor Marked Assignments (Individual or Group)


1. What is the full meaning of the acronym GOMS as a cognitive model?
Explain each of the terms in the GOMS

2. Distinguish between the following Cognitive models:


a. Parallel Design,
b. (ii) Human Processor and
c. Keystroke level
3. What is the primary benefit of the inspection methods used to evaluate
usability in HCI?

Briefly explain the following inspection methods:

i. Card sorting
ii. Ethnography
iii. Heuristic evaluation
iv. Usability inspection
v. Activity analysis

4. (a). What do you understand by the term Prototype as related to the design
of Human Computer Interaction?

(b). In designing and evaluating usability, prototyping methods have been


very valuable. Show your understanding of the following Prototyping
methods:

138
i. Rapid Prototyping,
ii. Testing methods,
iii. Remote Usability testing,
iv. Thinking aloud Protocol,
v. Subjects in Tandem

5. The following are methods used to evaluate the design of the user
interaction with the Computer before and /or after implementation:
Cognitive Walkthrough, Benchmarking Meta-analysis and Persona.

6. Which of the four above do you consider as the most suitable method and
why?

4.0 Conclusion/Summary
All the factors that we analysed above aid the design process and Increase
usability in the workplace. They aid in fostering several responses from
employees. Along with any positive feedback, workers who enjoy their work do
it better, stay longer in the face of temptation, and contribute ideas and
enthusiasm to the evolution of enhanced productivity.

Cognitive human thrust comprises cognitive psychology and modeling.


Cognitive psychology studies human traits such as perception, memory, mental
models and metaphors, among others- those that have direct implications to HCI
design.

Cognitive modeling enables estimation of how long it takes people to perform


a given task.

Inspection method is the process of observing users by an experimenter, or the


testing and evaluation of a program by an expert reviewer.

Inquiry methods involve collecting qualitative data from users; such data
provides valuable information on what the user wants.

139
Prototypes enable the designer test different sections of the system by making
several small models of each component of the system.

Evaluation methods test and correct errors in implemented design.

5.0 Self-Assessment Questions


1. What do you understand by meta-analysis?
2. List four key benefits of usability.

6.0 Additional Activities (Videos, Animations & Out of Class activities) e.g.
a. Visit YouTube add http://bit.ly/2JoxbtR , http://bit.ly/2Xn4PtT ,
http://bit.ly/30dW16i . http://bit.ly/2JdbA90 Watch the video & summarise in 1
paragraph.

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on user oriented perspective of human
computer interaction-cognitive human thrust; In 2 paragraphs summarise their
opinion of the discussed topic. etc.

7.0 Self-Assessment Question Answers


1. Meta-Analysis is a statistical procedure to combine results across studies
to integrate the findings.
2.
i. Increased user efficiency
ii. Reduced development costs
iii. Reduced support costs
iv. Corporate integration

140
8.0 References/Further Readings
Ronald M. Baecker, Jonathan Grudin, William A. S. Buxton, Saul Greenberg
(Eds.) (1995):Readings in human—computer interaction. Toward the
Year 2000. 2. ed. Morgan Kaufmann, San Francisco 1995 ISBN 1-558-
60246-1
Jakob Nielsen: Usability Engineering. Academic Press, Boston 199 3 ISBN 0-
12-518405-0Donald A. Norman: The Psychology of Everyday Things.
Basic Books, New York 1988 ISBN0-465-06709- 3

JefRaskin: The humane interface. New directions for designing interactive


systems. Addison-Wesley, Boston 2000 ISBN 0-201- 379 37-6

Ben Shneiderman and Catherine Plaisant: Designing the User


Interface:Strategies for Effective Human—Computer Interaction. 4th ed.
Addison Wesley, 2004 ISBN 0- 321-19786-0

141
STUDY SESSION 3
System Oriented Perspective of Human Computer Interaction Improving
Upon the User's Technological Perspective

Section and Subsection Headings:


Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1 Technical Support offered the System Users
2.2 User modelling
2.3 Designing user support
2.3.1 Presentation issues in designing user support:
2.3.2 Implementation issues in designing user support
3.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions and Answers
6.0 Additional Activities (Videos, Animations & Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

Introduction:
The input and output technological perspective of the system from the user's
view is enhanced by the kind of support given the users of the system.

There are different types of support available to the users at different times
particularly important during the implementation and presentation stages. Hence
the computer interaction components require careful design.

Types of user support that can be designed and offered include quick references,
task specific help, full explanation, and tutorials.

142
The kind of help solutions are provided on specific problem oriented operations
while documentation solutions are given on system oriented and general
operations. The same design principles apply to both.

1.0 Study Session Learning Outcomes


After studying this session, I expect you to be able to:
1. Understand help supports available to the users
2. Describe user modeling and knowledge representation
3. Demonstrate how to design user supports

2.0 Main Content


2.1 Technical Support offered the System Users

The following are the requirements of an effective design of technical support


that can be offered to the system users:

Continuous access concurrent to main application should be made available.

Help Support.

For accuracy and completeness, the help should match and cover actual system
behavior.

There must be consistency between different parts of the help system and paper
documentation.

Robustness should exist for correct error handling and unpredictable behavior.

There should be flexibility such that the system allows the user to interact in a
way appropriate to experience and task.

Encountering problems while operating the system should not prevent the user
continuing with the work.

143
The approaches to user support include the following:

Command assistance should enable the user to request help on a particular


command e.g., UNIX and DOS help can be good for quick reference.

If we assume that the user has knowledge of the command and what to look for,
then the command prompts should provide information about correct usage
when an error occurs and be good for simple syntactic errors

Context sensitive help:

Ensure that the help request is interpreted according to context in which it


occurs. e.g. tool tips. The on-line tutorials allow the user to work through the
basics of application in a test environment.

Though often inflexible, it can be useful.

The on-line documentation though available in paper documentation is also


made available on the computer. It should be continually available in common
medium as well.

In-text Question 1
Robustness should exist for correct error handling and unpredictable behavior. True or
False?

Answer
True

Since on-line documentation can be difficult to browse, then we can include


hypertext to support browsing.

144
Adaptive Help Systems:

These use knowledge of the context, the individual user, the task, the domain
and the instruction to provide help adapted to the user's needs.

The problems with adaptive help systems are that they require considerable
knowledge, the interaction is not controlled and it is difficult knowing what
should be adapted and the scope of the adaptation.

Issues concerned in adaptive help:

Initiative; the question is whether the user retain control or can the system
direct the interaction of the user, and can the system interrupt the user to offer
help?

Effect; the question is what is going to be adapted and what information is


needed to do this? Only what is needed is modelled.

Scope: Is the scope of the modelling at application or system level? It is more


complex at system level e.g. expertise varies between applications.

Wizards and assistants:

Wizards: Wizard is a task specific tool that leads the user through a task, step
by step, using the user's answers to specific questions.

Example is in the preparation of resume.

Wizard is useful for the safe completion of complex or infrequent tasks.

It has a limited flexibility in a constrained task execution so it must allow the


user to go back to the beginning of the task.

Assistants: Assistants monitor the user behaviour and offer contextual advice
though it can be irritating e.g. as in MSpaperclip.

They must be under the user control e.g. XP smart tags

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2.2 User modelling

In the user modelling of the knowledge representation, all help systems have a
model of the user. It may be a single or generic user (non-intelligent user). The
models could be an adaptable user-configured or adaptive system-configured.

Approaches to user modelling

Quantification: Here the user moves between levels of expertise based on


quantitative measure of what he knows.

Stereotypes: The user is classified into a particular category.

Overlay: The idealized model of an expert use is constructed and actual use
compared to ideal. The model may contain the commonality or difference. In a
special case, the user behaviour is compared to a known error catalogue.

Knowledge representation

Knowledge representation occurs when knowledge is presented as rules, and


facts are interpreted using inference mechanism.

The domain and task modelling of the knowledge representation covers


common errors and tasks particularly the current task.

It usually involves the analysis of command sequences.

However, the problems here are concerned on how to represent the tasks
particularly when interleaved, and how to know the user's intention.

Knowledge representation: Advisory strategy

The advisory strategy for knowledge representation involves choosing the


correct style of advice for a given situation in form of a reminder, tutorial, etc.

Few intelligent help systems model advisory strategy, but choice of strategy is
still important.

146
Techniques for knowledge representation
The techniques for knowledge representation are rule based (e.g. logic,
production rules) when knowledge are presented as rules and facts are
interpreted using inference mechanism. They can also be used in relatively large
domains.

It is frame based (such as a semantic network) when knowledge stored in


structures with slots are to be filled but useful for a small domain.

In-text Question 2
List some approaches for user modelling

Answer
Quantification
Stereotypes
Overlay

Network based

The knowledge is network based when represented as relationships between


facts and can be used to link frames.

It is example based when the knowledge is represented implicitly within


decision structure and trained to classify rather than programmed with rules.
This one requires little knowledge acquisition

Problems with knowledge representation and modelling

The problems here include knowledge acquisition, the resources and the
interpretation of user behaviour.

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2.3 Designing user support

User support is not an 'add on' but should be designed integrally with the
system.

The designer should concentrate on content and context of help rather than on
technological issues.

2.3.1 Presentation issues in designing user support:

How is help requested? Is it at the command level, by button, by on/off


function, or by separate application?

How is help displayed? Is it through a new window, or a whole screen, a split


screen, pop-up boxes, or hint icons?

The designer should note that effective presentation requires clear, familiar, and
consistent language. It should contain instructional rather than descriptive
languages. Blocks of text should be avoided.

2.3.2 Implementation issues in designing user support

Implementation issues are whether the help is in form of an operating system


command, a Meta command or an application.

There should be a clear indication of summary and example information.

What are the resources available in terms of screen space, the memory capacity
and the speed of processing?

Is the structure of help data in form of a single file, a file hierarchy or a


database?

Other issues concern the flexibility and extensibility of implementation and


whether it is made in hard copy or by browsing.

148
3.0 Tutor Marked Assignments (Individual or Group)
1. Mention three kinds of Help Support that can be designed for the
Computer System Users. What are their demerits?
2. What is Knowledge representation? Describe the rule based, the frame
based and the networked based techniques of Knowledge representation.

4.0 Conclusion/Summary
Computer interaction components require careful design. The design should
ensure that there are different types of support available to the users at different
times particularly during the implementation and presentation stages.

Help solutions should be provided on specific problem-oriented operations,


while documentation solutions are given on system oriented and general
operations.

Effective design of technical support reflects in continuous access concurrent to


main application being made available. Accuracy and completeness are
guaranteed when the help support matches and covers actual system behavior.

Wizard is a task specific tool that leads the user through a task, step by step,
using the user's answers to specific questions while assistants monitor the user
behaviour and offer contextual advice.

User modelling occurs when all help systems have a model of the user.
Knowledge representation is the presentation of knowledge as rules and facts,
and interpreted using inference mechanism.

User support should be designed integrally with the system. The designer
should concentrate on content and context of help rather than on technological
issues.

149
5.0 Self-Assessment Questions
1. What are wizards?
2. The knowledge is ____________ based when represented as relationships
between facts and can be used to link frames.

6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.


a. Visit YouTube add http://bit.ly/306l9Mm , http://bit.ly/2XKStLs ,
http://bit.ly/2ORpZdQ , http://bit.ly/2DJaQ7J Watch the video & summarise in
1 paragraph.

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on system oriented perspective of


human computer interaction-improving the user's technological perspective In 2
paragraphs summarise their opinion of the discussed topic. etc.

7.0 Self-Assessment Question Answers


1. Wizard is a task specific tool that leads the user through a task, step by
step, using the user's answers to specific questions.
2. Network based

8.0 References/Further Readings


Henderson Jr, D.A. (1986) "The Trillium User Interface Design Environment,"
in Proceedings SIGCH I'86: Human Factors in Computing Systems.
Boston, MA. pp. 221-227.

Myers, B.A., et al., (1990) "Garnet: Comprehensive Support for Graphical,


Highly-Interactive User Interfaces." IEEE Computer, 2 3(11): pp. 71-85.

Stallman, R.M., (1979) Emacs: The Extensible, Customizable, Self-


Documenting Display Editor. MIT Artificial Intelligence Lab Report,
Number.

150
STUDY SESSION 4
Devices Technological Perspective

Interaction Styles and Devices Technological Perspective

Section and Subsection Headings:


Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1 Interaction styles
2.2 Menus design issues
2.3 Understanding and choosing widgets
3.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions
6.0 Additional Activities (Videos, Animations & Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

Introduction:
We can define an Interaction style as an interaction technique that shares the
same metaphor or design principle. Examples are command line and direct
manipulation user interfaces.

Two major classes of interaction styles that will be considered are the dialogue
style of Interaction between computer and user and the distinct styles of
interaction.

151
1.0 Study Session Learning Outcomes
After studying this session, I expect you to be able to:
1. Understand the various available interaction styles
2. Distinguish among the interaction styles
3. Understand elements of WIMP interface
4. Understand and be able to choose Widgets

2.0 Main Content


2.1 Common Styles of Interaction are:

Command line interface, Menus, Natural language, Question and answer,


and query dialogue, Form-fills and Spreadsheets, WIMP (Widows, Icons,
Menus, Pointers) Interface, Point and Click, three—dimensional interfaces,
Graphical User Interface (GUI), Copy and paste, Cut and paste, Single
Document Interface, Multiple Document Interface, Tabbed Document
Interface, Drag-and-drop, Cursor, Widgets (computing), Direct
Manipulation Interface, Zooming User Interface (ZUI),

Interaction paradigms include:

Hypertext, hypermedia and hyperlinks, Speech recognition, Speech


synthesis, Natural Language Processing, Non-speech audio input, Mouse
gestures and handwriting recognition, Haptics and Telehaptics, Computer-
mediated reality,

Virtual Reality (VR), Augmented Reality (AR), CSCW: Computer


Supported Collaborative (or Cooperative) Work, collaborative software,
Ubiquitous Computing ("ubicomp"), Wearable computers, Brain-Computer
Interface

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Miscellaneous

Handheld devices, Human Computer Information Retrieval, Information


retrieval, Internet and the World Wide Web, Multimedia, Software agents,

Universal usability, User experience design, Visual programming languages

Brief explanation will be given on each of the common interfaces:

Command line interface

This is the way of expressing instructions to the computer directly and it


comprises the function keys, single characters, short abbreviations, whole
words, or a combination of them.

The characteristics of command line interface are as follow:

i. It is suitable for repetitive tasks


ii. It is more valuable for expert users than novices
iii. It offers direct access to system functionality
iv. The command names and abbreviations should however be meaningful
for an effective interface.

A typical example is found in the Unix Operating System Menus

These are set of options displayed on the screen

Its characteristics include the following:

The Menu Options are visible, have less recall and it is easier to use

Because it relies on recognition the names should be meaningful

Menu Selection is done by either clicking numbers, letters, using the arrow keys
or mouse or combination (e.g. mouse plus accelerators)

Menu options are often hierarchically grouped in a sensible manner.

It is a restricted form of full WIMP system

153
Natural language: This is a language that should be familiar to the user. It is in
a form of speech recognition or typed natural language.

Problems with the use of natural language are that it could be vague,
ambiguous, and hard to use.

Part of the solutions to this is for the user to try and to understand a subset of the
language thereby picking on key words.

Query interfaces: This basically comprises Question and answer interfaces


where the user is led through interaction via series of questions to be answered.

It is suitable for novice users but has restricted functionality. It is often used in
information systems

Some of these Query languages include the SQL used to retrieve information
from database. This requires understanding of database structure and language
syntax, hence requires some expertise

In-text Question 1
What are interaction styles?

Answer
Interaction style as an interaction technique that shares the same metaphor or design
principle.

Form-fills:

i. This is primarily used for data entry or data retrieval.


ii. It is like a screen like paper form in which data is input in relevant place.
iii. It requires good design and obvious correction facilities

154
An example of a Form-fill:

Figure 2.4.1: example of a form-fill

Spreadsheets: The first spreadsheet was VISICALC followed by Lotus 1-2- 3.


However MS Excel is the most common spreadsheet today having a
sophisticated variation of form-filling.

It has grid of cells containing a value or a formula. The formula can involve
values of other cells e.g. sum of all cells in this column. The user can enter and
alter data in the spreadsheet with considerable consistency.

Point and click interfaces: This is used in multimedia, web browsers and
hypertext. It is sometimes called 'just click something'! Using icons, text links
or location on map. It requires minimal typing.

Three dimensional interfaces: This is made up of virtual reality, 'ordinary'


window systems and 3D workplace.

The 'ordinary' window systems comprises highlighting, visual affordance and


indiscriminate use.

The 3D workspaces have uses for extra virtual space; it is light and occlusion to
give depth and distance effects

155
Figure 2.4.2: Example of 3 dimensional interfaces

WIMP Interface: 'WIMP' stands for Windows, Icons, Menus and Pointers
(or Windows, Icons, Mice, and Pull-down menus!)

It is a default style interface for majority of interactive computer systems,


especially PCs and desktop machines.

WIMP Interface

Windows

Icons

Menus

Pointers

... or windows, icons, mice, an d pull-down menus!

Elements of WIMP interface:

The elements of the WIMP interface are:

Windows, Icons, Menus and Pointers

Buttons, Toolbars, Palettes and Dialog boxes

156
Details are given below:

Windows

These are areas of the screen that behave as if they were independent and can
contain text or graphics which can be moved or resized. They can overlap and
obscure each other, or can be laid out next to one another (tiled)

They are made up of

i. Scrollbars that allow the user to move the contents of the window up and
down or from side to side.
ii. Title bars that describe the name of the window.

Icons: Icons comprise small picture or image that represents some object
in the interface. It often represents a window or action. The windows can be
closed down or 'iconised'

A small representation may fit into many accessible windows. The icons can be
many and various.

They are highly stylized with realistic representations.

In-text Question 2
List some common styles of interactions.

Answer
Menus, Natural language, Question and answer, and query dialogue, Form-fills and
Spreadsheets, WIMP (Widows, Icons, Menus, Pointers) Interface, Point and Click, three—
dimensional interfaces, Graphical user interface (GUI), Copy and paste, Cut and paste,
Single Document Interface, Multiple Document Interface, Tabbed Document Interface, Drag-
and-drop, Cursor, Widgets (computing), Direct manipulation interface, Zooming User
Interface (ZUI),

157
Pointers

These are important component WIMP style that relies on pointing and
selecting things It uses mouse, trackpad, joystick, trackball, cursor keys or
keyboard shortcuts to access wide variety of graphical images

Menus: These are choice of operations or services offered on the screen.

The required option is selected with pointer. However, this takes a lot of screen
space.

This problem is partly solved when a pop-up menu appears when needed

Kinds of Menus

Menu Bar at top of screen (normally), menu drags down

i. Pull-down menu - mouse hold and drag down me


ii. Drop-down menu - mouse click reveals men
iii. Fall-down menus - mouse just moves over bar!

Contextual menu appears where you are

Pop-up menus take actions for selected object

Pie menus are arranged in a circle

This is easier to select item over larger target area

158
It is also quicker because it can move same distance to any option but this is not
widely used.

Menus extras

Cascading menus:

This has a hierarchical menu structure in which a menu selection opens new
menu and so in ad infinitum.

Keyboard accelerators

This comprises key combinations with same effect as menu item.

They are of two kinds:

i. Active when menu open — usually first letter and


ii. Active when menu closed — usually Ctrl + letter

2.2 Menus design issues

In order to design an effective menu, the following issues should be considered:

i. Which kind to use


ii. What to include in menus at all
iii. Words to use in action or description
iv. How to group items
v. Choice of keyboard accelerators

Buttons

This is an individual and isolated region within a display that can be selected to
invoke an action

The Special kinds that exist are:

159
The radio buttons with a set of mutually exclusive choices and the check boxes
with a set of non-exclusive choices.

Toolbars

These are long lines of icons with fast access to common actions and are often
customizable:

You can choose which toolbars to see and choose what options are on it

Palettes and tear-off menus

Palettes are little windows of actions shown or hidden via menu option in
available shapes in drawing package.

In tear-off and pin-up menus, menu 'tears off' to become palette.

Dialogue boxes
These are information windows that pop up to inform of an important event or
request information, for example when saving a file, a dialogue box is displayed
to allow the user to specify the filename and location.

Once the file is saved, the box disappears.

2.3 UNDERSTANDING AND CHOOSING WIDGETS

Widgets are bits that make the Graphical User Interface. They are the individual
items on a Graphical User Interface (GUI). They can also be called the
elements of the WIMP interface.

160
Examples of widgets include the check boxes, the tool bars, the buttons, etc. See
the pictorial illustration below.

Three aspects of widgets can be identified in the following ways:

i. By appearance in the way they look like


ii. By the nature of their interaction as to how they behave and
iii. By their semantics as regards their meaning italicize.

They could also be adjectives that describe the state of those words such as
bold, italic etc.

They could be nouns that represent the name of the appearance such as Times
New Roman, etc.

They could be combination of verbs and adjectives e.g. embolden + italic

161
By behavior

This describes the action the toolkit carries out on your behalf and this can be
controlled. Examples are drawing and such interactions between the widgets
themselves. But timing issues of this behavior should be watched such as the
large selections under Windows applications.

See the pictorial example below.

By semantics

Semantics are menus, buttons, etc that do things as desired by the user.

An example is ' let’s make it bold italic'

The semantics assignment is determined by the designer or user; YOU say what
it means. The semantics is usually up to you.

162
Although widgets may link direct to database, even then, you say what links to
the database.

So to choose the widget for the job, assign meaning first on what you want it to
do, followed by appearance and then how you want it done.

You may for example want actions carried out through menu, buttons, or
toolbar or you want to set the status of options using checkbox, radio button,
or combo-box.

3.0 Tutor Marked Assignments (Individual or Group)


1. Mention 8 of the interaction styles available in HCI
2. Distinguish between the following pairs of interfaces
i. Widgets and Graphical User Interface
ii. Menus and Dialogue boxes
iii. Drag — and- Drop and Copy or Cut and paste
iv. Speech Recognition and Natural Language
v. Command Line Interface and Direct manipulation Interface
vi. Query Dialogue and Form- fills
vii. Mouse gestures and handwriting recognition
viii. Buttons and Palettes
3. Differentiate between the following types of widgets
i. Widgets by appearance.
ii. Widgets by behavior.
iii. Widgets by semantics

163
4.0 Conclusion/Summary
Designing interaction styles should be based on the following criteria:

Domain — this considers the area of work under study e.g. graphic design

Goal — what the designer wants to achieve e.g. create a solid red triangle

Task — how you go wish to present the style ultimately in terms of


operations or actions, e.g. select fill tool, click over triangle

The style should be easy to focus on look and feel because if you want someone
to do something, make it easy for them and understand their values.

Interaction styles are the nature of dialogs between the user and the system.

A graphical user interface (GUI) is a type of user interface which allows


people to interact with electronic devices like computers, hand-held devices
through graphical icons, and visual indicators by direct manipulation of the
graphical elements.

In WIMP Interface, 'WIMP' stands for Windows, Icons, Menus and Pointers (or
Windows, Icons, Mice, and Pull-down menus!)

It is a default style interface for majority of interactive computer systems,


especially PCs and desktop machines

Widgets are bits that make the Graphical User Interface. They are the individual
items on a Graphical User.

Interface (GUI). They can also be called the elements of the WIMP interface.

Menus are choice of operations or services offered on the screen

A button is an individual and isolated region within a display that can be


selected to invoke an action.

164
Toolbars are icons with fast access to common actions and are often
customizable:

Palettes are little windows of actions shown or hidden via menu option in
available shapes in drawing package.

Dialogue boxes are information windows that pop up to inform of an important


event or request information such as saving a file.

5.0 Self-Assessment Questions


1. What are keyboard accelerators?
2. In designing menus, what are the issues that should be considered?

6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.


a. Visit YouTube add http://bit.ly/2FSNsX1 , http://bit.ly/2FSlWcl ,
http://bit.ly/30bX1I9 , http://bit.ly/30ahg9b. Watch the video & summarise in 1
paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on devices technological perspective-


interaction styles and devices technological perspective In 2 paragraphs
summarise their opinion of the discussed topic. etc.

7.0 Self-Assessment Question Answers

1. Key accelerators are a composition of key combinations with same effect


as menu item.
2.
i. Which kind to use
ii. What to include in menus at all
iii. Words to use in action or description
iv. How to group items

165
v. Choice of keyboard accelerators

8.0 References/Further Readings


Myers, B.A. (1990) "All the Widgets." SIGGRAPH Video Review. 57.

Meyrowitz, N. and Van Dam, A. (1982) "Interactive Editing Systems: Part 1


and 2." ACM Computing Surveys. 14(3): pp. 321- 352.

Koved, L. and Shneiderman, B. (1986) "Embedded menus: Selecting items in


context." Communications of the ACM, 4(29): pp. 312- 318.

Myers, B.A. (1988) ―A Taxonomy of User Interfaces for Window Managers ."
IEEE Computer Graphics and Applications. 8(5): pp. 65-84.

Andrew Sears and Julie A. Jacko (Eds.). (2007). Handbook for Human
Computer Interaction (2ndEdition). CRC Press. ISBN 0-8058-5870-9

Brooks, F. (1977) "The Computer "Scientist" as Toolsmith--Studies in


Interactive Computer Graphics," in IFIP Conference Proceedings. pp.
625-6 34.

166
MODULE 3: Designs of Human-Computer Interaction

Contents:
Study Session 1: Design Guidelines, Rules and Principles

Study Session 2: Evaluation Methods

Study Session 3: Participatory Design


Study Session 4: System Interactive Design Patterns

STUDY SESSION 1
Design Guidelines, Rules and Principles

Section and Subsection Headings:


Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1 Design guidelines
2.1.1Selection of design guidelines
2.1.2 Expertise experience versus guidelines
2.1. 3 Monitoring guidelines and prototype testing
2.1.4 Translation of selected guidelines into design rules
2.2 Design rules
2.2.1 Types of design rules
2.2.2 Documentation, implementation and evaluation of design
rules
2.2.3 Using design rules
2.2.4 The Shneiderman’s 8 Golden Rules
2. 3 Design principles
2 3.1 Norman's 7 design principles

167
2. 3.2 Design principles formulated to support usability:
3.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions
6.0 Additional Activities (Videos, Animations & Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

Introduction:
This session will give you guidelines for design of user interface software in six
functional areas: data entry, data display, sequence control, user guidance, data
transmission, and data protection.

The guidelines are proposed here as a potential tool for designers of user
interface software.

Guidelines can help establish rules for coordinating individual design


contributions; can help to make design decisions just once rather than leaving
them to be made over and over again by individual designers. It can also help to
define detailed design requirements and to evaluate user interface software in
comparison with those requirements.

The design of user interface software will often involve a considerable


investment of time and effort. Design guidelines can help ensure the value of
that investment.

1.0 Study Session Learning Outcomes


After studying this session, I expect you to be able to:
1. Select design guidelines
2. Understand how to monitor guidelines and carry out prototype tests

168
3. Understand the concept of translating selected guidelines into design
rules
4. Identify the importance of documenting design rules
5. Explain various types of design rules
6. Know how to use design rules
7. Learn some design principles

2.0 Main Content


2.1 DESIGN GUIDELINES

Guidelines are more suggestive and general. Take note that there are two types
of guidelines, they are:

i. Abstract guidelines or principles that are applicable during early design


life cycle activities
ii. Detailed guidelines otherwise called style guides that are applicable
during the later system life cycle activities

Understanding justification for guidelines aids in resolving conflicts

2.1.1 SELECTION OF DESIGN GUIDELINES

Not all of the guidelines can be applied in designing any particular system. For

any particular system application, some of the guidelines will be relevant and

some will not. Design guidelines must be generally worded so that they might

apply to many different system applications. Thus generally-worded guidelines

must be translated into specific design rules before they can actually be applied.

Bear in mind that the process of selecting relevant guidelines for application and

translating them into specific design rules is referred to here as "tailoring". Who

will do this guidelines tailoring? It should be the joint responsibility of system

169
analysts and human factors specialists assessing design requirements, of

software designers assessing feasibility, and of their managers. It may also be

helpful to include representatives of the intended system users in this process, to

ensure that proposed design features will meet operational requirements.

Once all relevant guidelines have been identified, a designer must review them

and decide which ones actually to apply.

There are two reasons why a designer might not wish to apply all relevant

guidelines.

First, for any given application, some guidelines may conflict, and the designer

must therefore choose which are more important.

Second, budgetary and time restrictions may force the designer to apply only

the most important guidelines -- those that promise to have the greatest effect on

system usability.

2.1.2 EXPERTISE EXPERIENCE VERSUS GUIDELINES


Guidelines cannot take the place of expertise experience.

An experienced designer, one skilled in the art, might do well without any

guidelines. An inexperienced designer might do poorly even with guidelines.

Few designers will find time to read an entire book of guidelines. If they do,

they will find it difficult to digest and remember all of the material. If guidelines

and/or the rules derived from guidelines are to be helpful, they must be kept

continually available for ready reference.


170
You will notice that guidelines cannot take the place of expert design

consultants, or at least not entirely. A design expert will know more about a

specific topic than can be presented in the guidelines. An expert will know what

questions to ask, as well as many of the answers. An expert will know how to

adapt generally-stated guidelines to the specific needs of a particular system

design application. An expert will know how to trade off the competing

demands of different guidelines, in terms of operational requirements.

2.1.3 MONITORING GUIDELINES AND PROTOTYPE TESTING

For maximum effectiveness, guideline tailoring must take place early in the

design process before any actual design of user interface software. In order to

tailor guidelines, designers must have a thorough understanding of task

requirements and user characteristics. Thus task analysis is a necessary

prerequisite of guidelines tailoring.

The result of guidelines application will be a design for user interface software

that may incorporate many good recommendations. However, take note that

even the most careful design will require testing with actual users in order to

confirm the value of good features and discover what bad features may have

been overlooked.

Thus prototype testing must follow initial design, followed in turn by possible

redesign and operational testing.

171
Indeed, testing is so essential for ensuring good design that some experts

advocate early creation of an operational prototype to evaluate interface design

concepts interactively with users, with iterative design changes to discover what

works best. But prototyping is no substitute for careful design. Prototyping will

allow rapid change in a proposed interface; however, unless the initial design is

reasonably good, prototyping may not produce a usable final design.

When we consider the system development process overall, guidelines

application will not necessarily save work in user interface design, and in fact

may entail extra work, at least in the initial stage of establishing design rules.

But guidelines application should help us to produce a better user interface.

Because guidelines are based on what is known about good design, the resulting

user interface is more likely to be usable. Certainly the common application of

design rules by all designers working on a system should result in more

consistent user interface design. And the single objective on which experts

agree is design consistency.

2.1.4 TRANSLATION OF SELECTED GUIDELINES INTO DESIGN


RULES

Because guidelines are intended for use on a variety of systems, they are

worded in general terms. Before a guideline can actually be applied it must be

translated into specific design rules. For instance, a guideline which states that

displays should be consistently formatted might be translated into design rules

172
that specify where various display features should appear, such as the display

title, prompts and other user guidance, error messages, command entries, etc.

Any guideline can have different possible translations. A guideline which states

that each display should be uniquely identified could be translated into a design

rule that display titles will be bolded and centered in the top line of the display.

Or it could be translated into a design rule that display titles will be capitalized

in the upper left corner of the display.

In-text Question 1
What is the difference between Abstract and Detailed guidelines?

Answer
Abstract guidelines or principles are applicable during early design life cycle activities while
detailed guidelines otherwise called style guides are applicable during the later system life
cycle activities

What would happen if guidelines were not translated into design rules, but

instead were given directly to interface designers? If designers do not decide as

a group what design rules will be used, then each designer will decide

separately in the course of applying guidelines. The result will surely be an

inconsistent design.

2.2 DESIGN RULES


2.2.1 TYPES OF DESIGN RULES

Rules based on principles: These comprise abstract design rules, rules based
on low authority, and those based on high generality.
173
Rules based on standards: These are specific design rules from high authority
but with limited application.

Rules derived from guidelines: These are rules of lower authority but of more
general application

2.2.2 DOCUMENTATION, IMPLEMENTATION AND EVALUATION


OF DESIGN RULES

After design rules have been specified for each selected guideline, those rules

should be documented for reference by software designers and others involved

in system development. Documentation of agreed rules, subject to periodic

review and revision as necessary, will help coordinate the design process.

Documented rules can then be applied consistently for a given application. With

appropriate modifications, rules that we adopted for one application might later

be used for other applications.

In the course of design, it may be determined that a particular design rule cannot

be used. Therefore, we must provide some means to deal with exceptions. If a

design rule is not appropriate for one particular display, then an exception can

be made by whoever has been appointed to make such decisions. But if a design

rule cannot be implemented at all, perhaps due to other design constraints, then

all designers for that particular system must be notified, and perhaps another

design rule must be substituted.

Finally, after the design is complete, it must be evaluated against the original
design requirements to ensure that all design rules have indeed been followed.

174
To help in the exception process and in the evaluation process, it may be useful
to assign different weights to the various rules, indicating which are more
important than others. Such weighting will help resolve the trade-offs that are
an inevitable part of the design process.

2.2.3 USING DESIGN RULES

Since design rules suggest how to increase usability, they may differ in
generality and authority; therefore, we must note that there exist various
standards that guarantee uniformity of application. Some of those existing
standards are:

i. The standards set by national or international bodies to ensure compliance


by a large community of designers. These standards require sound
underlying theory particularly on this slowly changing technology.
ii. Hardware standards: These are more common than software standards.
They are of high authority and low level of detail
iii. ISO 9241 standards that define usability as the effectiveness, the
efficiency and the satisfaction with which users accomplish tasks
iv. "Broad brush" design rules
v. Useful check list for good design
vi. Better design using these than using nothing!
vii. Different collections e.g.
- Nielsen's 10 Heuristics (see Chapter 9)
- Shneiderman's 8 Golden Rules
- Norman's 7 Principles

There are Golden rules and heuristics governing designs.

These are regarded as "Broad brush" design rules that provide a useful check list
for good design. A better design is achieved using these than using nothing.

175
The different collections include: The Nielsen's 10 Heuristics rules, the
Shneiderman's 8 Golden Rules and the Norman's 7 Principles.

In-text Question 2
Mention those responsible for selecting relevant guidelines for application and translation
into design rules. Indicate specific area of responsibility for each professional.

Answer
It is the joint responsibility of system analysts and human factors specialists assessing design
requirements, of software designers assessing feasibility, and of their managers.
Representatives of the intended system users may also be included in this process, to ensure
that proposed design features will meet operational requirements.

2.2.4 The Shneiderman's 8 Golden Design Rules

1. Strive for consistency


2. Enable frequent users to use shortcuts
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple error handling
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load

2. 3 DESIGN PRINCIPLES

2.3.1 The Norman's 7 Design Principles

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.
176
5. Exploit the power of constraints, both natural and artificial.
6. Design for error.
7. When all else fails, standardize.

2.3.2 DESIGN PRINCIPLES FORMULATED TO SUPPORT


USABILITY:
Principle of Learnability: This is the ease with which new users can begin
effective interaction and achieve maximal performance

Principle of Flexibility: These are the multiplicity of ways the user and system
exchange information

Principle of Robustness: This is the level of support provided the user in


determining successful achievement and assessment of goal-directed behaviour

The Principles of learnability are broken down into:

Predictability: This is determining effect of future actions based on past


interaction history and its operation visibility

Synthesizability: This is assessing the effect of past actions, its immediate and
its eventual honesty

Familiarity: This is how prior knowledge applies to new system and how easy
one can guess its affordance Generalizability: This is extending specific
interaction knowledge to new situations

Consistency: This concerns the likeness in input and output behaviour arising
from similar situations or task objectives

Principles of flexibility comprise:

Dialogue initiative: This is the freedom from system imposed constraints on


input dialogue and it compares the system against the user pre-emptiveness.

177
Multithreading: This is expressing the ability of the system to support user
interaction for more than one task at a time. It also looks at the concurrent and
interleaving multimodality.

Task migratability: This is passing responsibility for task execution between


user and system

Substitutivity: This allows equivalent values of input and output to be


substituted for each other. It compares representation multiplicity and equal
opportunity

Customizability: This is the modifiability and adaptability of the user interface


by user or the modifiability and adaptivity of the user interface by the system.

Principles of robustness are made up of:

Observability: This is the ability of the user to evaluate the internal state of the
system from its perceivable representation. It considers the browsability, the
defaults, the reachability, the persistence, and the operation visibility.

Recoverability: This concerns the ability of the user to take corrective action
once an error has been recognized. It looks at the reachability, the forward and
backward recovery and the commensurate effort.

Responsiveness: This is how the user perceives the rate of communication with
the system and how stable is the response.

Task conformance: This explains the degree to which system services support
all of the user's tasks, the task completeness and its adequacy.

3.0 Tutor Marked Assignments (Individual or Group)


1. Why is it necessary to translate selected guidelines into design rules?
2. What are the advantages derivable from documenting design rules, why is
the evaluation of the design necessary?

178
3. When is it most appropriate to monitor design guidelines and carry out
prototype testing and why?
4. Distinguish between rules based on principles, those based on standards
and those derived from guidelines.

4.0 Conclusion/Summary
The goal of interaction design is to design for maximum usability

Design rules comprise the principles of usability which look at the general
understanding of the design, the standards and guidelines which set the direction
for design, and the design patterns that capture and reuse design knowledge.

In designing computer-based information systems, we must pay special


attention to software supporting the user interface.

Guidelines are more suggestive and general. There are two types of guidelines;
Abstract guidelines and detailed guidelines.

Understanding justification for guidelines aids in resolving conflicts.

Before a guideline can be applied, it must be translated into specific design


rules. Those rules should be documented for reference by software designers
and others involved in system development.

There are Golden rules and heuristics governing designs.

For maximum effectiveness, guideline monitoring must take place early in the
design process before any actual design of user interface software.

Guidelines cannot take the place of expertise experience.

There should be early creation of an operational prototype to evaluate interface


design concepts interactively with users.

There are certain design principles of learnability, flexibility, and robustness


that are formulated to support usability.

179
5.0 Self-Assessment Questions
1. Mention any 6 of the Shneiderman's 8 Golden rules that govern
interactive designs.
2. What is Multithreading?

6.0 Additional Activities (Videos, Animations & Out of Class activities) e.g.
a. Visit YouTube add http://bit.ly/2FSxPi6 , http://bit.ly/2LHRWmS ,
http://bit.ly/2L1eBLp , http://bit.ly/2XJZexc Watch the video & summarise in 1
paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on design guidelines, rules and
principles In 2 paragraphs summarise their opinion of the discussed topic. etc.

7.0 Self-Assessment Question Answers

1.
i. Strive for consistency
ii. Enable frequent users to use shortcuts
iii. Offer informative feedback
iv. Design dialogs to yield closure
v. Offer error prevention and simple error handling
vi. Permit easy reversal of actions
vii. Support internal locus of control
viii. Reduce short-term memory load
2. Multithreading is expressing the ability of the system to support user
interaction for more than one task at a time.

180
8.0 References/Further Readings
Brown, C. (1989) Human-Computer Interface Design Guidelines. Ablex.

Galitz, W. (1989) Handbook of Screen Format Design. QED.

Gram, C and Cockton, G. (eds.) (1996) Design principles for interactive


software. Capman& Hall.

Hix, D and Hartson, R. Developing user interfaces. Wiley, 1993.ISO 9241 (Part
10: Dialogue principles, Part 12: Presentation of information, Part 14: Menu
dialogues, Part 15: Command dialogues, Part 16: Direct manipulation dialogues,
Part 17: Form fill-in dialogues)

Mayhew, D (1992) Principles and guidelines in software user interface design.


Prentice.

181
STUDY SESSION 2
Evaluation Methods

Section and Subsection Headings:


Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1Evaluation Techniques
2.1.1Cognitive Walkthrough
2.1.2 Heuristic Evaluation
2.1. 3 Review-based evaluation
2.1.4 Evaluating through user Participation
2.2 Evaluating Implementations
2.2.1 Experimental evaluation
2.2.2 Analysis of data
2.2. 3 Experimental studies on groups
2.2.4 The Data gathering and Analysis processes
2. 3 Field studies
2. 3.1 Observational Methods
2. 3.2 Query Techniques
2. 3. 3 Physiological methods
5.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions and Answers
6.0 Additional Activities (Videos, Animations & Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

182
Introduction:
Evaluation tests usability and functionality of system and can be carried out in
the laboratory, in the field and/or in collaboration with users.

The evaluation technique which covers both design and implementation should
be considered at all stages in the design life cycle.

The goals of evaluation are to assess extent of system functionality, to assess


effect of interface on user, and to identify specific problems from design and
implementation.

1.0 Study Session Learning Outcomes


After studying this session, I expect you to be able to:
1. Express your understanding of the three main evaluation techniques viz a
viz the cognitive walkthrough, the heuristic, and the review-based
evaluations.
2. Master available methods of evaluating interaction design and its
implementation.
3. Select the best evaluation methods among the options available.

2.0 Main Content


2.1 Evaluation Techniques

The Evaluation Design Techniques include:

1. The Cognitive Walkthrough


2. The Heuristic Evaluation
3. The Review-based evaluation
4. User Participation

183
2.1.1 Cognitive Walkthrough

This technique was proposed by Polson et al. It evaluates design on how well it
supports user in learning task and is usually performed by expert in cognitive
psychology.

The design expert 'walks through' the design to identify potential problems
using psychological principles with forms used to guide the analysis

For each task, the walkthrough considers what impact the interaction will have
on the user, the cognitive processes required and the learning problems that may
occur.

The analysis focuses on goals and knowledge to establish whether the design
leads the user to generate the correct goals.

2.1.2 Heuristic Evaluation

This was proposed by Nielsen and Molich. Here, usability criteria (heuristics)
are identified; the designs are examined by experts to see if these are violated.

Examples of heuristics include:

i. Testing whether the system behaviour is predictable


ii. Testing whether the system behaviour is consistent
iii. Testing whether a feedback is provided
iv. Heuristic evaluation 'debugs' design.

2.1.3 Review-based evaluation

This evaluation reviews results from the literature that are used to support or
refute parts of the design.

However, care is needed to ensure the results are transferable to new design.

It is a model-based evaluation which in addition encompasses cognitive models


that can be used to filter design options

184
An example is the GOMS prediction of user performance.

The design rationale can also provide useful evaluation information

2.1.4 Evaluating through user Participation

Evaluation could be carried out in two ways;

1. Through laboratory studies and


2. Through the field studies

Laboratory studies: Laboratory studies are appropriate if system location is


dangerous or impractical for constrained single user systems to allow controlled
manipulation of use

The advantages of carrying out laboratory studies are appropriate specialist


equipment available and are utilised in an uninterrupted environment.

Disadvantages could be lack of context and difficulty in observing several users


cooperating.

Field Studies approach: This approach is appropriate where context is crucial


for longitudinal studies

The advantages are that studies are carried out in a natural environment where
context of evaluation is retained. Though observation may alter such context.
Advantageously, longitudinal studies are also possible.

Obvious disadvantages are that there could be distractions and noise particularly
in which the location of the field is within a public place.

2.2 Evaluating Implementations

To evaluate implementations, the evaluator uses artefacts such as simulation,


prototypes and the full implementation.

185
2.2.1 Experimental evaluation

This is a controlled evaluation of specific aspects of interactive behaviour. Here


the evaluator chooses the hypothesis to be tested with a number of experimental
conditions considered different only in the value of some controlled variable.

The changes in behavioural measure are attributed to the different conditions.

Experimental evaluation factors

In-text Question 1
List the four types of Evaluation Design techniques you know.

Answer
The Cognitive Walkthrough
The Heuristic Evaluation
The Review-based evaluation
User Participation

The following experimental factors are given consideration:

Subjects: This identifies who the representative is, and the measure of the
sufficient sample for the experiment.

Variables: These are the things to modify and measure

Hypothesis: This considers what you would like to show

Experimental design: This looks at how you are going to do it

Variables experimental factors

There are two variables; Independent variable (IV) and Dependent variable
(DV)

186
The independent variable characteristics are changed to produce different
conditions. Examples of the characteristics include the interface style and
number of menu items.

The dependent variable (DV) characteristics are those measured in the


experiment. Examples of such characteristics include the time taken and number
of errors.

Hypothesis experimental factor

This is a prediction of outcome framed in terms of IV and DV. For example,


"error rate will increase as font size decreases".

For example, if the null hypothesis states that there is no difference between
conditions, our aim is to disprove this e.g. A null hypothesis may be stated that
there is "no change with font size". So we disprove.

Experimental design factors

Within groups design: Here each subject performs experiment under each
condition.

The advantage here is that transfer of learning is made possible. It is also less
costly and less likely to suffer from user variation.

Between groups design: Each subject here performs under only one condition
hence there is no transfer of learning. Also more users are required and variation
can bias results.

2.2.2 Analysis of data

It is necessary that before you start to do any statistics, you have to look at the
data and you have to save the original data.

The choice of statistical technique depends on type of data and the information
required.

187
Type of data: This could either be discrete, that is, comprising finite number of
values or continuous, comprising any value.

Analysis - types of test

Parametric test:

This assumes a normal distribution and it is robust and powerful.

Non-parametric test:

This does not assume a normal distribution. It is less powerful but more reliable

Contingency table test: This classifies data by discrete attributes. It counts


number of data items in each group.

The information required is to establish whether there is a difference and how


big the difference is. It also seeks to establish how accurate the estimate is.

However, parametric and non-parametric tests are used to mainly establish


whether there is a difference.

2.2.3 Experimental studies on groups

These are more difficult than single-user experiments.

These studies identify problems associated with subject groups, choice of task,
the data gathering and the analysis of the data gathered.

Some of the problems identified with subject groups are:

The larger the number of subjects the more expensive the experimental design
becomes. It also takes a longer time to 'settle down'. It creates an even more
variation that makes it difficult to adhere to timetable.

Therefore, only three or four groups are recommended.

The tasks involved in experimental studies on groups are the needs to encourage
cooperation among the groups through the use of multiple channels.

188
The options that may be adopted are:

Creative task such as writing a short report on a particular experiment

Decision games such as desert survival task games modelling a decision


phenomenon

Control task such as demonstrated in a particular firm.

2.2.4 The Data gathering and Analysis processes

We can do this by using several video cameras with direct logging of


application data.

The problems with data gathering are synchronisation of data and the sheer
volume of data required.

The one solution to this is to record from each perspective.

Analysis of data

i. Because of the vast variation between groups,


ii. Carry out experiments within groups
iii. Conduct a micro-analysis such as gaps in speech.
iv. Conduct anecdotal and qualitative analysis and look at interactions
between group and media. Realise that controlled experiments may
'waste' resources!

2. 3 Field studies

In field studies, experiments are dominated by group formation but are more
realistic because:

i. There is a distributed cognition with the work studied in context


ii. The real action is a situated action having both the physical and social
environment being crucial.

189
Contrast:

i. Psychology — controlled experiment.


ii. Sociology and anthropology comprises open study and rich data

2.3.1 Observational Methods

These involve the following:

i. Think Aloud
ii. Cooperative evaluation
iii. Protocol analysis
iv. Automated analysis
v. Post-task walkthroughs
vi. Think Aloud method
vii. The user observed performing task as he is asked to describe what he is
doing and why, what he thinks is happening etc.

The advantages of this method are:-

i. It is simple and requires little expertise


ii. It can provide useful insight
iii. It can show how system is actually in use

The disadvantages are:-

i. It is subjective and selective


ii. The act of describing may alter task performance Cooperative evaluation
method
iii. This is a variation on think aloud. The user collaborates in evaluation
such that both the user and the evaluator can ask each other questions
throughout.

190
Additional advantages here are that:-

It is less constrained and easier to use

The user is encouraged to criticize the system

Clarification is possible between the user and collaborator

In-text Question 2
The data type that can have a finite number of values is called ________

Answer
Continuous data

Protocol analysis method

This requires paper and pencil; it is therefore cheap and limited to writing
speed.

It uses audio that is good for think aloud but difficult to match with other
protocols.

It uses video that enables an accurate and realistic analysis but needs special
equipment. It is obtrusive.

Other analysis tools involve computer logging that is automatic and unobtrusive
in which large amounts of data may be difficult to analyze.

It requires a user notebook that is coarse and subjective, providing useful


insights and good for longitudinal studies.

However, mixed use of these tools is carried out in practice.

The audio or video transcription is difficult and requires skill. Some automatic
support tools are similarly available.

191
Automated analysis

This is a workplace project involving a post task walkthrough where the user
reacts on action after the event. It is used to fill in intention.

Advantages

i. The analyst has time to focus on relevant incidents


ii. It helps avoid excessive interruption of task

Disadvantages

i. There is a lack of freshness


ii. There may be post-hoc interpretation of events
iii. Post-task walkthroughs
iv. Here transcript is played back to participant for comment

The advantages are that the response to transcript playback is immediate and is
fresh in mind.

The evaluator has time to identify questions and hence useful to identify reasons
for actions and alternatives considered

It is mostly necessary in cases where think aloud is not possible.

2.3.2 Query Techniques

Query technique comprises Interviews and Questionnaires

Interviews

The analyst questions the user on one-to-one basis and is usually based on
prepared questions.

The interviews are informal, subjective and relatively cheap to conduct.

The advantages are:

192
i. It can be varied to suit context
ii. Issues can be explored more fully
iii. It can elicit user views and identify unanticipated problems

The disadvantages are;

i. That it is very subjective and time consuming.

Questionnaires

In this method, set of fixed questions are given to users.

The advantages are;

i. That it is quick and reaches large user group.


ii. It can be analyzed more rigorously.

The disadvantages are;

i. It is less flexible and less probing


ii. There is a need for a careful design on what information is required and
how answers are to be analyzed.

Styles of question are: general, open-ended, scalar, multi-choice, and ranked.

2.3. 3 Physiological methods

These comprise Eye tracking and Physiological measurement

Eye tracking

With this method, the head or desk mounted equipment tracks the position of
the eye. The eye movement reflects the amount of cognitive processing a
display requires.

Measurements include

Fixations: Here, the eye maintains a stable position. The number and duration
of measurements indicate level of difficulty with display

193
Saccades: In this case, there is a rapid eye movement from one point of interest
to another.

Scan paths: This involves moving straight to a target with a short fixation at the
target being optimal.

Physiological measurements: In physiological measurement, the emotional


response is linked to physical changes which may help determine a user's
reaction to an interface.

The measurements include:

Heart activity, including blood pressure, volume and pulse.

Activity of sweat glands such as in Galvanic Skin Response (GSR)

Electrical activity in muscle called electromyogram (EMG)

Electrical activity in brain called electroencephalogram (EEG)

However, some difficulties are always experienced in interpreting these


physiological responses; therefore, more research is required in this area.

3.0 Tutor Marked Assignments (Individual or Group)


1. What is the purpose of carrying out evaluation tests? Enumerate the
available techniques used in carrying out the evaluation.
2. What is the objective of the "Cognitive walkthrough" and how is it
carried out?
3. Provide 3 examples of Heuristics
4. Explain the two ways by which evaluation is carried out through user
participation
5. Carrying out evaluation through the laboratory and field studies has some
obvious advantages and disadvantages. What are they?

194
6. Describe the 4 experimental factors to consider while carrying out an
experimental evaluation.

4.0 Conclusion/Summary
Guides towards choosing an evaluation method comprise:

Commencement of evaluation process: Design versus Implementation

Style of evaluation: Laboratory versus Field

Nature of evaluation: Subjective versus Objective

Type of measures: Qualitative versus Quantitative

Level of information: High level versus Low level

Level of interference: Obtrusive versus Unobtrusive

Resources available: Time, Subjects, Equipment and Expertise

Cognitive Walkthrough evaluates design on how well it supports user in


learning task and is usually performed by expert in cognitive psychology.

In heuristic evaluation, usability criteria (heuristics) are identified and the


designs are examined by experts to see if these are violated.

Review-based evaluation reviews results from the literature which are used to
support or refute parts of design.

User participation evaluation is carried out through laboratory studies and field
studies

Experimental evaluation is a controlled evaluation of specific aspects of


interactive behaviour by choosing the hypothesis to be tested with a number of
experimental conditions.

Analysis of data is done through parametric test, non-parametric test, and


contingency table test of data.

195
Experimental studies on groups identifies problems associated with subject
groups, choice of task, the data gathering and the analysis of the data gathered.

Observational methods involve think aloud, cooperative evaluation, protocol


analysis, automated analysis, and post-task walkthroughs.

Query technique comprises Interviews and Questionnaires

Physiological methods of evaluation comprise Eye tracking and Physiological


measurements.

5.0 Self-Assessment Questions


1. Highlight the disadvantages of automated analysis.
2. Describe the Query techniques of evaluating design. What are their
advantages and disadvantages?

6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.


a. Visit YouTube add http://bit.ly/2JczUYs , http://bit.ly/2JprsE3 ,
http://bit.ly/30bXrhI , http://bit.ly/2KY7TG3 Watch the video & summarise in 1
paragraph.

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on Evaluation Methods In 2


paragraphs summarise their opinion of the discussed topic. etc.

7.0 Self-Assessment Question Answers


1.
i. There is a lack of freshness
ii. There may be post-hoc interpretation of events
iii. Post-task walkthroughs
iv. Here transcript is played back to participant for comment

196
2.
Interviews
The analyst questions the user on one-to-one basis and is usually based on
prepared questions.
The interviews are informal, subjective and relatively cheap to conduct.
The advantages are:
i. It can be varied to suit context
ii. Issues can be explored more fully
iii. It can elicit user views and identify unanticipated problems
The disadvantages are;
i. That it is very subjective and time consuming.
Questionnaires
In this method, set of fixed questions are given to users.
The advantages are;
i. That it is quick and reaches large user group.
ii. It can be analyzed more rigorously.
The disadvantages are;
i. It is less flexible and less probing
ii. There is a need for a careful design on what information is required
and how answers are to be analyzed.

197
8.0 References/Further Readings
Dumas, J. and Redish, J. (1993) A practical guide to usability testing. Ablex.

Freedman, D. and Weinberg, G (1990) Walkthroughs, Inspections, and


technical reviews. Dorset. ISO 9241 (Part 11: Guidance on usability, Part
1 3: User guidance)

Monk, P. et al (1993) Improving your Human-Computer Interface: a practical


technique. Prentice Hall.

Nielsen, J. and Mack, R. (ed.) (1994) Usability inspection methods. Wiley.

Norman, D (1988) The psychology of everyday things. Basic Books.

198
STUDY SESSION 3
Participatory Design

Section and Subsection Headings:


Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1 Major concepts of participatory design:
2.2 Characteristics of participatory design
2. 3 Hybridism and the third space concepts of participatory design
2.4 Participatory design in HCI software development
2.5 Negotiation, shared construction, and collective discovery in pd and hci
2.5.1 Site Selection
2.5.2 Workshops
2.5. 3 Narrative Structures
2.6 Games
2.7 Constructions
2.8 Brainstorming
2.9 Unresolved issues in participatory design:
3.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions
6.0 Additional Activities (Videos, Animations &Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

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Introduction:
Participatory design is an approach to design that attempts to actively involve
the end users in the design process to help ensure that the product designed
meets their needs and is usable.

In participatory design, end-users are invited to cooperate with researchers and


developers during a system interaction design process. They participate during
several stages of the design process such as in the initial exploration and
problem definition both to help define the problem and to focus ideas for
solution. During development, they help evaluate proposed solutions.

We can also see participatory design as a move of end-users into the world of
researchers and developers, while a move of researchers and developers into the
world of end-users is known as empathic design. In this study session, we will
look at both as necessarily participatory design.

1.0 Study Session Learning Outcomes


After studying this session, I expect you to be able to:
1. Know the meanings of user centered design, distributed participatory
design, and ethnography
2. Describe the characteristics of Participatory Design(PD)
3. Understand Hybridism and the Third Space concept
4. Explain the diversity of Participatory Design techniques operating in third
spaces
5. Appreciate the unresolved issues in Participatory Design

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2.0 Main Content
2.1 Major Concepts of Participatory Design:

User-design versus User-centered design:

There is a very significant differentiation between user-design and User


centered design.

There is an emancipatory theoretical foundation and systems theory bedrock on

which user-design is founded.

In user-centered design, users are taken as centers in the design process,

consulting with users heavily, but not allowing users to make the decisions, nor

empowering users with the tools that the experts use. For example, most of the

internet documentation and information content are user-designed. Users are

given the necessary tools to make their own entries. While users are allowed to

propose changes or have input on the design, a smaller and more specialized

group decide about features and system design.

Ethnography and Participatory design

In participatory design, workers enter into design context while in ethnography

(as used for design), the designer enters into work context. Both make workers

feel valued in design and encourages workers to 'own' the products. The user is

an active member of the design team.

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Participatory design in software development

This is the user involvement in design, with more emphasis on the involvement
of a broad population of users rather than a small number of user
representatives.

Many groups and projects apply participatory design research methods on a


regular basis, and, hence, are part of the development and appropriation of the
methods, as well as of disseminating the methods to industrial practice.

Distributed participatory design

Distributed Participatory design (DPD) is a design approach and philosophy


that supports the direct participation of users and other stakeholders in system
interaction analysis and design work. Nowadays design teams most often are
distributed, which stress a need for support and knowledge gathered from
design of distributed systems. Distributed Participatory design aims to
facilitate understanding between different stakeholders in distributed design
teams by giving each the opportunity to engage in hands-on activities Ethics

The ethics involve a participatory socio-technical approach devised by


Mumford.

It states that the system development is about managing change and that non-
participants are more likely to be dissatisfied.

There are three levels of participation: consultative, representative, and


consensus.

Design groups including stakeholder representatives make design decisions and


job satisfaction is the key to solution

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2.2 CHARACTERISTICS OF PARTICIPATORY DESIGN

Participatory design is context and work oriented rather than system oriented. It
is collaborative and iterative.

Hence the study session focuses on participatory practices that share these
attributes, including

a) Site-selection of PD work;
b) Workshops;
c) Story collecting and storytelling through text, photography, and drama;
d) Games for analysis and design;
e) The correlation of descriptive and functional prototypes and
f) Brainstorming, pencil and paper exercises

Participatory design (PD) is a set of theories, practices, and studies related to


end users as full participants in activities leading to software and hardware
computer products and computer based activities

The field is extraordinarily diverse, drawing on fields such as

a) User-centered design,
b) Graphic design,
c) Software engineering,
d) Architecture,
e) Public policy,
f) Psychology,
g) Anthropology,
h) Sociology,
i) Labor studies,
j) Communication studies, and
k) Political science.

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Researchers and practitioners are brought together—but are not necessarily
brought into unity—by a pervasive concern for the knowledge, voices, and
rights of end users, often within the context of software design and
development, or of other institutional settings (e.g., workers in companies,
corporations, universities, hospitals, and governments).

This study session primarily addresses methods, techniques, and practices in


participatory design, with modest anchoring of those practices in theory with the
involvement of software professionals and the end users.

2.3 HYBRIDITY AND THE THIRD SPACE CONCEPTS OF


PARTICIPATORY DESIGN

This is concerned with participatory methods that occur in the hybrid space
between software professionals and end users.

Why is this hybrid space important? An influential argument was made that the
border or boundary region between two domains, or two spaces, is often a
region of overlap or hybridism— that is a "third space" that contains an
unpredictable and changing combination of attributes of each of the two
bordering spaces. In such a hybrid space, enhanced knowledge exchange is
possible, precisely because of those questions, challenges, reinterpretations, and
renegotiations.

These dialogues across differences and within differences—are stronger when


engaged in by groups, emphasizing not only a shift from assumptions to
reflections, but also from individuals to collectives.

Guides and Expectations of Hybridism or Third Space Concept

There is an overlap between two or more different regions or fields (in


betweenness)

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It is not "owned" by any reference field but partaking of selected attributes is
done in reference fields.

Potential site of conflicts exists between or among reference fields, hence


questioning and challenging of assumptions are unavoidable.

Mutual learning and synthesis of new ideas are core benefits when agreed
working language among the participants is ensured.

When working assumptions and dynamics are ensured, understandings,


relationships and collective actions emerge while dialogues across and within
different disciplines exist.

Considerations in the design process:

What are considered to be data are posers

The rules of evidence may become challenges to overcome

How are the conclusions drawn become issues to be resolved

Reduced emphasis on authority and increased emphasis on interpretation are


norms

Reduced emphasis on individualism and increased emphasis on Collectivism


result in Heterogeneity.

Organizations comprise multiple constituencies each with their own


professional identities and views of others. By contrast, the methods allow for
the creation of new perspectives and new locations, and they acknowledge the
possibility that each participant can make different choices at different moments
about where to locate his or her perspective, standpoint, and thus,
accountability.

There is a need for "a new set of skills and competencies that go beyond
technical design skills to create conditions that encourage a collaborative

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design process and active reflection for working with groups. These push on the
traditional boundaries between the users and designers."

A large part of the design process, especially in large-scale projects and

organizations involving several actors, is not dedicated to analytical work to

achieve a solution but mostly to efforts at reconciling conflicting [conceptual]

frames or at translating one frame into another. Much work of the designer is

concerned with defining collectively what the relevant problem is and how to

evaluate such problem.

2.4 PARTICIPATORY DESIGN IN HCI SOFTWARE DEVELOPMENT

Participatory design desires to bridge the gap between two spaces—the world of

the software professionals, and the world of the end users. Each world has its

own knowledge, practices and well-defined boundaries. Movement from one

world to the other is known to be difficult. This difficulty is manifested in our

elaborate methods for requirements analysis, design, and evaluation—and in the

frequent failures to achieve products and services that meet users' needs and/or

are successful in the marketplace.

Traditional scientific practice in HCI has focused on instruments and

interventions that can aid in transferring information between the users' world

and the software world. Most of the traditional methods are relatively one-

directional; for example, we analyze the requirements from the users, we deliver

a system to the users, and we collect usability data from the users.

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While there are many specific practices for performing these operations,

relatively few of them involve two-way discussions, and fewer still afford

opportunities for the software professionals to be surprised— to learn something

that we didn't know we needed to know.

The PD tradition has, from the outset, emphasized mutuality and reciprocity—
often in a hybrid space that enabled new relationships and understandings.

"The mutual validation of diverse perspectives": Floyd (1987) analyzed

software practices into two paradigms, which she termed product-oriented

(focused on the computer artifact as an end in itself) and process-oriented

(focused on the human work process, with the computer artifact as means to a

human goal). In her advocacy of balancing these two paradigms, Floyd noted

that the process-oriented paradigm required mutual learning among users and

developers

Most of PD theories and practices require the combination of multiple

perspectives—in part, because complex human problems require multiple

disciplines (e.g., software expertise and work-domain expertise) for good

solutions and in part because the workplace democratic tradition reminds us that

all of the interested parties should have a voice in constructing solutions

methods suitable for a software professional's organization with concrete

methods suitable for work with end users.

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Muller and colleagues elaborated on this taxonomic dimension by asking whose
work domain serves as the basis for the method

At the abstract end of the continuum, the users have to enter the world of the
software professionals in order to participate—e.g., rapid prototyping. At the
concrete end of the continuum, the software professionals have to enter the
world of the users in order to participate; for example, ethnography and end-
user "design" by purchasing software for small companies.

"What about the practices that did not occur at the abstract or concrete end-
points of the continuum? What about the practices in between?" These practices
turn out to occur in an uncertain, ambiguous, overlapping disciplinary
domain that does not "belong" to either the software professionals or the end
users (e.g., these practices occur in neither the users' turf nor the software
professionals' turf). The practices in-between the extremes are hybrid practices,
and constitute the third space of participatory design.

In-text Question 1
What is participatory design?

Answer
Participatory design: is an approach to design that attempts to actively involve the end users
in the design process to help ensure that the product designed meets their needs and is
usable.

2.5 NEGOTIATION, SHARED CONSTRUCTION, AND COLLECTIVE


DISCOVERY IN PD AND HCI

This describes a diversity of participatory design techniques, methods, and


practices that provide hybrid experiences or that operate in intermediate third
spaces in HCI. Because the theme is hybridism, these descriptions are
organized in terms, strategies, and moves that introduce novelty, ambiguity, and

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renewed awareness of possibilities, occurring at the margins of existing fields or
disciplines.

A storytelling method provides a space in which we can negotiate the naming


and defining of workplace activities

2.5.1 Site Selection

You will notice that one of the simplest parameters that can be manipulated to
influence hybridism is the site of the work.

There are two approaches to participatory design:

1. Bring the designers to the workplace or


2. Bring the workers to the design room at a site different from the work
place.

The selection of the site can be important in a discussion of participatory


architectural practice,

Work place site selection

Being in a foreign environment and with other users, users will tend to take a
more general view of things; however, when collaborating with users in their
work context, users tend to feel more at ease as they are on their home ground—
the designers are the visitors. Tools and environment are physically present and
easy to refer to. This makes for a conversation grounded in concrete and
specific work experiences. The idea was born to create a type of design event
with activities in both environments and with two sets of resources to support
design collaboration.

New site selection

In terms of hybridism, the selection of site can be a deliberate strategy to


introduce new experiences and perspectives to one or more parties in the design

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process— a de-centering move that can bring people into positions of
ambiguity, renegotiation of assumptions, and increased exposure to
heterogeneity.

Site selection initially appears to be a matter of moving across the boundary


between different work cultures, rather than living within the boundary. The use
of common design practices across sites, however, makes those practices (and
the membership of the design group) into a kind of movable third space. The
practices and the group membership become stable features that persist across
multiple sites.

At the same time, the practices, and even the membership grow and evolve with
exposure to new sites and new understandings. In these ways, the practices
become an evolutionary embodiment of the knowledge of the learning of the
group.

Benefits of using new site:

i. Improved learning and understanding.

This is a move from "symmetry of ignorance" toward "symmetry of knowledge"


as diverse parties educate one another through a "symmetry of learning"—and
even a kind of "transformation" through exposure to new ideas.

The selection of site can also lead to the strengthening of the voices that were
comfortable at each site.

ii. Greater ownership.

The procedures could strengthen the user involvement in their projects. There
would also be increases in commitment and ownership of the evolving
knowledge and design of the group.

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2.5.2 Workshops

Workshops may serve as another alternative to other site selection. Workshops


are usually held to help diverse parties ("interested parties" or "stakeholders")
communicate and commit to shared goals, strategies, and outcomes (e.g.,
analyses, designs, and evaluations, as well as workplace-change objectives).
Workshops are often held at sites that are in a sense neutral—they are not part
of the software professionals' workplace, and they are not part of the workers'
workplace.

More importantly, workshops usually introduce novel procedures that are not
part of conventional working practices. These novel procedures take people
outside of their familiar knowledge and activities, and must be negotiated and
collectively defined by the participants. Workshops are thus a kind of hybrid or
third space, in which diverse parties communicate in a mutuality of
unfamiliarity, and must create shared knowledge and even the procedures for
developing that shared knowledge.

The best-known workshop format in PD is the Future Workshop

A Future Workshop proceeds through three stages:

a) Critiquing the present,


b) Envisioning the future, and
c) Implementing, or moving from the present to the future. These three
activities involve participants in new perspectives on their work, and help
to develop new concepts and new initiatives.

A number of workshops have focused on simple materials and informal


diagrams, rather than on formal notations. The tools are simple diagrams or
drawings with no special formalisms because staff members participating in the
workshops, as well as those to whom the results are later presented, typically
have no experience.

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Using technical descriptions, we can describe a workshop as a family of
"generative tools" of activities that are selectively combined into strategic
design, under an overall conceptual strategy that combines market research
("what people say"), ethnography ("what people do"), and participatory
design ("what people make").

The activities include the construction of collages focused on thinking (e.g.,


"how do you expect your work to change in the future?"), mapping (e.g., laying
out an envisioned work area on paper), feeling ("use pictures and words to show
a health-related experience in your past"), and storytelling.

A type of storyboarding workshop format is described as that in which people


create narratives using photographs, putting them in sequences and in many
cases altering (typically through the addition of speech bubbles to show what
people were thinking or doing).

The various workshop approaches have several commonalities. Each workshop


brings together diverse participants to do common work, to produce common
outcomes and to develop a plan of joint action. They are thus opportunities that
require mutual education, negotiation, creation of understanding, and
development of shared commitments. Each workshop takes place in an
atmosphere and often in a site that is not "native" to any of the participants.
Thus, all of the participants are at a disadvantage of being outside of their own
familiar settings, and they must work together to define their new circumstances
and relationships. The combination of diverse voices leads to syntheses of
perspectives and knowledge.

Benefits, Advantages claimed for this type of hybridism include:

i. Development of new concepts that have direct, practical value for product
design

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ii. Engagement of the interested parties ("stakeholders") in the process and
outcome of the workshop.
iii. Combinations of different people's ideas into unified concepts.
iv. Production of artifacts that are the expected and useful "inputs" to the
next stage of the development process

2.5.3 NARRATIVE STRUCTURES


Stories and Story telling

Stories and storytelling have played a major role in ethnographic work since
before there was a field called "HCI". Stories have also had an important history
in HCI.

Stories in participatory work may function in at least three ways. First, they may
be used as triggers for conversation, analysis, or feedback. Second, they may be
told by end users as part of their contribution to the knowledge required for
understanding product or service, opportunities, and for specifying what
products or services should do. Third, they may be used by design teams to
present their concept of what a designed service or product will do, how it will
be used, and what changes will occur as a result.

Hypermedia technologies can be utilized to enable communities tell their own


stories with the intention that "plurality, dissent, and moral space can be
preserved. It enables multiple authors reuse community materials selectively,
telling different stories within a common context.

The different accounts were organized according to themes, and laid out
spatially on the image of a fictitious island for navigation by end users.

The work enters several areas or aspects of hybridism. First, the authors of the
stories (e.g., community members) were using hypermedia technology for the
first time, and were thus in the role of learners, even while they were the owners
of the stories, and were thus in the role of experts. Second, the authors wrote
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from their own perspectives, which were sometimes in strong conflict with one
another. Third, the authors could make use of one another's materials,
effectively moving away from single-author narratives and into a kind of
collaborative collage of materials, which conveyed interlinked stories.

Fourth, just as the community members were negotiating and defining their
roles as learner-experts, the software professionals/researchers were negotiating
and defining their roles as expert's facilitator’s students.

Using Paper and Pencil to tell stories:

A second line of practice and research has emphasized end users telling their
stories using a system of paper and- pencil, card-like templates. The earliest
version was the Collaborative Analysis of Requirements and Design (CARD)
technique later developed into a more general tool.

The card-based practices used pieces of cardboard about the size of playing
cards. Each card represents a component of the user's work or life activities,
including user interface events (e.g., screen shots), social events
(conversations, meetings) and cognitive, motivational, and affective events
(e.g., the application of skill, the formation of goals or strategies, surprises and
breakdowns, evaluations of work practices). The cards were used by diverse
teams in analysis, design, and evaluation of work and technology. Because the
cards were novel object to all the participants, they occasioned third-space
questionings and negotiations, resulting in new shared understandings and co-
constructions. Often, teams used the cards to prepare a kind of story board,
narrating the flow of work and technology used and annotating or innovating
cards to describe that work. The resulting posters formed narratives of the work
that were demonstrated to be understandable to end users, corporate officers,
and software professionals, and which led to insights and decisions of large
commercial value

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Using Photographs for story telling
Stories can be told in many ways. One approach that has informed recent PD
work is end-user photography through:

a) Taking pictures and


b) Organizing pictures into albums. These activities allow end users to enter
into a kind of native ethnography, documenting their own lives. In
keeping with the issues raised in the preceding "Stories" section, it is
important that the informants themselves (the end users) control both the
camera and the selection of images. They thus become both authors and
subjects of photographic accounts of their activities. This dual role leads
to one kind of hybridity, in which the photographic activities partake of
both the world of common social life, and the world of documenting and
reporting on working conditions.

Photo documentaries were used as a means of providing familiar, concrete


artifacts to enable design collaborations. Photo documentaries are used as one
component of a set of user-composed diary techniques, with a subsequent user
created collages to serve as a rich source of discussions.

End-user photography is an interesting case of hybridity and the production of


third spaces. Photography is a good example of an "in-between" medium—one
that is part of many people's informal lives but that is also an intensively studied
medium of communication and argumentation. Photography occurs at the
margin of most people's work, and yet can easily be incorporated into their
work.

Discussions around the photographs and combination of the photographs into


photo narratives or collages can lead to mutual learning and new ideas,
particularly through the inclusion of the voices of the photographers, the
viewers, and especially the people depicted in the photographs.

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Benefits: The use of end-user photographs appears to be new and experimental,
and there are few strongly supported claims of benefits. Informal claims of
success and contribution include the following:

i. Richer, contextualized communication medium between end users and


designers. (In some cases, the designers were not, themselves, software
professionals.)
ii. Stronger engagement of designers with end-users' worlds.
iii. Enhanced sharing of views and needs among end users, leading to
stronger articulation by them as a collective voice.

The informants should make their own decisions about what was important, and
therefore what they should photograph.

Dramas and Videos

Drama provides another way to tell stories—in the form of theatre or of video.
One of the important tensions with regard to drama in PD is the question of
whether the drama is considered a finished piece, or a changeable work-in-
progress.

Many PD drama-practitioners make reference to Boal's Theatre of the


Oppressed. Boal described theatrical techniques whose purpose was explicitly
to help a group or a community find its voice(s) and articulate its position(s).

The most influential of Boal's ideas was his Forum Theatre, in which a group
of nonprofessional actors performs a skit in front of an audience of interested
parties. The outcome of the skit is consistent with current events and trends—
often to the dissatisfaction of the audience. The audience is then invited to
become authors and directors of the drama, changing it until they approve of the
outcome.

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Changes in work patterns and work-group relations were acted out by software
professionals in the end-users' workplace, using cardboard and plywood
prototypes, in anticipation of new technologies, the workers served as the
audience, and critiqued the envisioned work activities and working
arrangements. The drama was carried out iteratively, with changes, until it was
more supportive of the skilled work of the people in the affected job titles. The
researchers made repeated visits with more detailed prototypes, again using the
vehicle of a changeable drama, to continue the design dialogue with the
workers. This work was widely credited with protecting skilled work from
inappropriate automation, and leading to a product that increased productivity
while taking full advantage of workers' skills.

Muller et al. (1994) presented a related tutorial demonstration piece called


Interface Theatre, with the stated goal of engaging a very large number of
interested parties in a review of requirements and designs (e.g., in an
auditorium). In Interface Theatre, software professionals acted out a user
interface "look and feel" using a theatrical stage as the screen, with each actor
playing the role of a concrete interface component.

In-text Question 2
Differentiate between Ethnography and participatory design?

Answer
In participatory design, workers enter into design context while in ethnography, the designer
enters into work context.

Dramatic approach brings a strong overlap of the world of end users and the
world of software developers, showing concrete projections of ideas from one
world into the other world—and, in most uses, allowing modification of those
ideas. Drama is marginal to the work domains of most software professionals

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and most end users, and thus moves all parties into an ambiguous area where
they must negotiate meaning and collaboratively construct their understandings.
Agreements, conflicts, and new ideas can emerge as their multiple voices and
perspectives are articulated through this rich communication medium.

Benefits
i. Building bridges between the worlds of software professionals and users.
ii. Enhancing communication through the use of embodied (e.g., acted-out)
experience and through contextualized narratives.
iii. Engaging small and large audiences through direct or actor-mediated
participation in shaping the drama (influencing the usage and design of
the technology).
iv. Increasing designers' empathy for users and their work.
v. Simulating use of not-yet-developed tools and technologies to explore
new possibilities.
vi. Fuller understanding by focus group members, leading to a more
informed discussion.

2.6 GAMES

From theory to practice, you’ll notice that the concept of games has had an
important influence in participatory methods and techniques.

Ehn's theoretical work emphasized the negotiation of language games in the


course of bringing diverse perspectives together in participatory design. In this
view, part of the work of a heterogeneous group is to understand how to
communicate with one another.

The work of heterogeneous teams is, in part, the "mutual validation of diverse
perspectives"

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Games have been an important concept in designing practices, with the
convergent strategies of enhanced teamwork and democratic work practices
within the team.

When properly chosen, we can see that games can serve as levelers, in at least
two ways. First, games are generally outside of most workers' jobs and tasks.
They are therefore less likely to appear to be "owned" by one worker, at the
expense of the alienation of the non-owners. Second games are likely to be
novel to most or all of the participants. Design group members are more likely
to learn games at the same rate, without large differences in learning due to
rank, authority, or background. This in turn can lead to greater sharing of ideas.
In addition, games can help groups of people to cohere together and
communicate better.

One of the purposes of games is enjoyment of self and others—and this can
both liven a project and build commitment among project personnel.

"Design-by-playing" approach, introducing several games into PD practice:


Examples include:

i. Specification Game, a scenario-based game based on a set of "situation


cards," each of which described a workplace situation. Players (members
of the heterogeneous analysis/design team) took turns drawing a card and
leading the discussion of the work situation described on the card.
ii. Organization Kit and Desktop Publishing Game, in which cards
illustrating components of work or outcomes of work were placed on
posters, with annotations.
iii. CARD, a card game for laying out and/or critiquing an existing or
proposed work/activity flow •PICTIVE, a paper-and-pencil game for
detailed screen design

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iv. Icon Design Game, a guessing game for innovating new ideas for icons
(this game assumes subsequent refinement by a graphic designer).
v. Interface Theatre, for design reviews with very large groups of interested
parties. The games emphasize hands-on, highly conversational
approaches to discussing both the user interface concept itself and the
work processes that it was intended to support.

The Technology Game adds simple shapes that stand for technologies, again
playing those shapes onto the work environment in the Landscape Game.

Finally, the Scenario Game moves back to the real world, enacting possibilities
based on new ideas from the preceding three games. The enactments may be
video recording, both for documentary purposes and to generate further video
material for another cycle of the four games.

Each of these games would take all of its players outside of their familiar
disciplines and familiar working practices, but strategically reduced the anxiety
and uncertainty of the situation by using the social scaffolding of games. Each
game requires its players to work together through mutual learning to
understand and define the contents of the game, and to interpret those contents
to one another in terms of multiple perspectives and disciplines. The
conventional authority of the software professionals was thus replaced with a
shared interpretation based on contributions from multiple disciplines and
perspectives.

Benefits: Participatory design work with games has been claimed to lead to the
following benefits:

i. Enhanced communication through the combination of diverse


perspectives.
ii. Enhanced teamwork through shared enjoyment of working in a game-like
setting.

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iii. Greater freedom to experiment and explore new ideas through flexible
rules and redefinition of rules during the game.
iv. Improved articulation of the perspectives, knowledge, and requirements
of workers.
v. New insights leading to important new analyses and designs with
documented commercial value.

2.7 CONSTRUCTIONS

In preceding sections, we considered hybridism in participatory activities, such


as site selections, workshops, stories, photography, dramas, and games. This
section continues the survey of participatory practices that bring users and
software professionals into unfamiliar and ambiguous "third space" settings.

Collaborative construction of various concrete artifacts comprising:

i. Low-tech prototypes for analysis and design.


ii. Cooperative Prototyping

Low-Tech Prototypes that includes participatory prototyping:

Low-tech prototypes may lead to "third space" experiences because they bring
people into new relationships with technologies—relationships that are "new" in
at least two important ways. First, the end users are often being asked to think
about technologies or applications that they have not previously experienced.
Second, in participatory work with low-tech prototypes, end users are being
asked to use the low-tech materials to reshape the technologies—a "design-by-
doing" approach

In this way, participatory work with low-tech prototypes involves much more
user contribution and user initiative than the more conventional use of "paper
prototypes" as surrogates for working systems in usability testing

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The UTOPIA project provided impressive demonstrations of the power of low-
tech cardboard and plywood prototypes to help a diverse group to think about
new technologies, office layouts, and new working relations that might result
from them.

Benefits: The low-tech participatory prototyping approaches benefits include:

Enhanced communication and understanding through grounding discussions in


concrete artifacts.

i. Enhanced incorporation of new and emergent ideas through the ability of


participants to express their ideas directly via the low-tech materials, and
through the construction of artifacts that can be used in other techniques,
especially drama and video documentaries.
ii. Enhanced working relations through a sense of shared ownership of the
resulting design.
iii. Practical application with measured successes in using low-tech design
approaches to real product challenges, achieving consequential business
goals.

Cooperative Prototyping

In this last section on participatory methods, we will be concerned with


software prototyping. The potential of cooperative prototyping in several
projects, using different technology infrastructures led to enhanced
communication with end users, improved incorporation of end-user insights into
the prototypes, and stronger collective ownership and collective action planning
by the team. Also observed is the time consuming breakdowns in the design
process itself, when new ideas required significant programming effort.

In a different prototyping approach, a system is delivered to its end users as


series of iterative prototypes, each of which gradually adds functionality

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What appears to be critical is that the prototype functions as a crucial artifact in
the end-users' work, such as,

a) A resource of documents for librarians


b) An online event checklist that served as the crucial coordination point for
the work of diverse contributions or (c) a database supporting funding
work in a nonprofit organization. Trigg (2000) provided a series of
observations and tactical recommendations about how to engage the users
in the evaluations that both they and the software professionals had
agreed were needed.

This very brief survey of cooperative prototyping and "iterative delivery"


approaches shows several aspects of hybridity. In the case of cooperative
prototyping, the cooperative work may be done in a physical third space that is
neither the end-users' office nor the software developers' office.

In the case of the delivery of iterated prototypes, each prototype is presented in


the end users' setting, but is unusual and only partially functional, and thus
occasions reflection about its nature, its role in the end users' work, and,
ultimately, the work itself. In both cases, the invitation (and perhaps the
necessity) of the end-users' actions to help shape the technology becomes an
important means of refocusing their attention, as well as the attention of the
software developers. The ensuing conversations are concerned with the
interlinked feasibility of changes to technology and to work practices, with
attributes of hybridity including poly-vocal dialogues, challenging one another's
assumptions, and developing plans for collective actions.

Benefits: Some of the virtues of the low-tech prototyping approaches have also
been claimed for the cooperative prototyping and "iterative delivery"
approaches as follow:

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i. Enhanced communication and understanding through grounding
discussions in.
ii. Enhanced working relations through a sense of shared ownership of the
resulting design.

Additional claims for software-based prototypes include:

i. Earlier understanding of constraints posed by the practical limitations of


software.
ii. Improved contextual grounding of the design in the end-users' work
practices.

2.8 Brainstorming

The most well-known idea generation technique is brainstorming, introduced


by Osborn (1957). His goal was to create synergy within the members of a
group: ideas suggested by one participant would spark ideas in other
participants. Subsequent studies challenged the effectiveness of group
brainstorming, finding that aggregates of individuals could produce the same
number of ideas as groups. They found certain effects, such as production
blocking, free riding, and evaluation apprehension, were sufficient to outweigh
the benefits of synergy in brainstorming groups.

Brainstorming, is an important group-building exercise for participatory


design; designers may brainstorm ideas by themselves.

Brainstorming in a group is more enjoyable and, if it is a recurring part of the


design process, plays an important role in helping group members share and
develop ideas together.

The simplest form of brainstorming involves a small group of people. The goal
is to generate as many ideas as possible on a pre-specified topic: quantity, not
quality, is important.

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Brainstorming sessions have two phases: the first for generating ideas and the
second for reflecting upon them. The initial phase should last no more than an
hour. One person should moderate the session, keeping time, ensuring that
everyone participates, and preventing people from critiquing each other's ideas.
Discussion should be limited to clarifying the meaning of a particular idea.

A second person records every idea, usually on a flipchart or transparency on an


overhead projector.

After a short break, participants are asked to reread all the ideas and each person
marks their three favorite ideas.

One variation is designed to ensure that everyone contributes, not just those
who are verbally dominant.

Participants write their ideas on individual cards or Post-it notes for a pre-
specified period. The moderator then reads each idea aloud.

Authors are encouraged to elaborate (but not justify) their ideas, which are then
posted on a whiteboard or flipchart.

Group members may continue to generate new ideas, inspired by the others they
hear.

Another variant of brainstorming, called "video brainstorming" is a very fast


technique for prototyping interaction: instead of simply writing or drawing their
ideas, participants act them out in front of a video camera. The goal is the same
as other brainstorming exercises, i.e., to create as many new ideas as possible,
without critiquing them. However, the use of video, combined with paper or
cardboard mock ups, encourages participants to experience the details of the
interaction and to understand each idea from the perspective of the user, while
preserving a tangible record of the idea.

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Each video brainstorming idea should take two to five minutes to generate and
capture, allowing participants to simulate a wide variety of ideas very quickly.
The resulting video clips provide illustrations of each idea that are easier to
understand and remember than hand-written notes.

Video brainstorming requires thinking more deeply about each idea than in
traditional oral brainstorming.

It is possible to stay vague and general when describing an interaction in words


or even with a sketch, but acting out the interaction in front of the camera forces
the author of the idea and the other participants to consider seriously the details
of how a real user would actually interact with the idea. Video brainstorming
also encourages designers and users to think about new ideas in the context in
which they will be used. Video clips from a video brainstorming session, even
though rough, are much easier for the design team to interpret than written ideas
from a standard brainstorming session. Unlike standard brainstorming, video
brainstorming encourages even the quietest team members to participate.

2.9 UNRESOLVED ISSUES IN PARTICIPATORY DESIGN:

i. Participation by non-organized workforce. The field of PD has long been


concerned about how to engage in meaningful participative activities with
workers or others who are not organized into a group with collective
bargaining power or other collective representation.
ii. Evaluation and metrics. One of the weaknesses of the literature on
participatory practices is the dearth of formal evaluations.

There is a small set of papers that have examined software engineering projects
across companies, and have found positive outcomes related to end-user
participation.

There are no formal experiments comparing participatory methods with non-


participatory methods in a credible workplace context. Such studies would be

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difficult to perform, because they would require that a product be implemented
and marketed twice (once with participation, and once without).

The problem is made more difficult because measurements and metrics of the
problem is made more difficult because measurements and metrics of
organizational outcomes, user participation, and user satisfaction are currently
vexing research issues.

3.0 Tutor Marked Assignments (Individual or Group)


1. What are the benefits derivable from a distributed participatory design
exercise?
a) Briefly describe the characteristics of the Participatory design
2. What do you understand as the "Third Space Concept" and "Hybridism"
in participatory design?
3. Describe the workshops of participatory design as an alternative to other
site selection. What are the obvious benefits of this alternative
arrangement on participatory design?

4.0 Conclusion/Summary
Participatory Design (PD) is a set of theories, practices, and studies related to
end users as full participants in activities leading to software and hardware
computer products and computer based activities

Hybridism is at the heart of PD, fostering the critical discussions and reflections
necessary to challenge assumptions and to create new knowledge, working
practices, and technologies. When we consider HCI as a set of disciplines that
lie between the space of work and the space of software development, we see
that the hybrid third spaces developed within PD have much to offer HCI in
general.

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In user-centered design, users are taken as centers in the design process,
consulting with users heavily. In participatory design, workers enter into design
context while in ethnography; the designer enters into work context. Both make
workers feel valued in design and encourages workers to 'own' the products.

Participatory design in software development is the user involvement in design,

Distributed Participatory design (DPD) is a design approach and philosophy


that supports the direct participation of users and other stakeholders in system
interaction analysis and design work.

The ethics involved in the participatory socio-technical approach devised by


Mumford, states that the system development is about managing change and
that non-participants are more likely to be dissatisfied. There are three levels of
participation: consultative, representative, and consensus.

Design groups including stakeholder representatives make design decisions and


job satisfaction is the key to Solution.

5.0 Self-Assessment Questions


1. What are the benefits of using dramas and videos to tell stories?
2. Participatory design desires to bridge the gap between the world of the
software professionals, and the world of the end users. True or False?

6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.


a. Visit YouTube add http://bit.ly/2NMLw95 , http://bit.ly/2YwB71T,
http://bit.ly/2P8Hbu8 , http://bit.ly/2DHMs6G Watch the video & summarise in
1 paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on participatory design In 2


paragraphs summarise their opinion of the discussed topic. etc.

228
7.0 Self-Assessment Question Answers
1.
i. Building bridges between the worlds of software professionals and
users.
ii. Enhancing communication through the use of embodied (e.g.,
acted-out) experience and through contextualized narratives.
iii. Engaging small and large audiences through direct or actor-
mediated participation in shaping the drama (influencing the usage
and design of the technology).
iv. Increasing designers' empathy for users and their work.
v. Simulating use of not-yet-developed tools and technologies to
explore new possibilities.
vi. Fuller understanding by focus group members, leading to a more
informed discussion.
2. True

8.0 References/Further Readings


Grudin, J. (1993) Obstacles to Participatory Design in Large Product
Development Organizations: Schuler, D. & Namioka, A. (1993).
Participatory design: Principles and practices. Hillsdale, NJ: Erlbaum.

Kensing, F. (2003) Methods and Practices in Participatory Design. ITU Press,


Copenhagen, Denmark.

Kensing, F. & Blomberg, J. (1998) Participatory Design: Issues and Concerns in


Computer Supported Cooperative Work, Vol. 7, pp. 167-185.

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STUDY SESSION 4
System Interactive Design Patterns

Section and Subsection Headings:


Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1 Characteristics of Patterns
2.2 Guides at developing effective design patterns
2.2.1 Commencement of design process:
2.2.2 Design Considerations:
2. 3 Design processes
2. 3.1 The design life cycle
2. 3.2 User focuses
2. 3. 3 Navigation design
2.4 Screen designs and layout:
2.4.1 Principles of design
2.4.2 Grouping and Structure design
2.4. 3 Alignment of text
2.5 Presentation and Physical controls of data
2.5.1 Grouping and Ordering of Items
2.5.2 Forms and dialogue boxes
2.5. 3 Creating 'affordances' in designs
2.5.4 Aesthetics and Utility
2.5.5 Using Colour and 3D in presentation.
2.6 Prototyping
3.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions and Answers

230
6.0 Additional Activities (Videos, Animations & Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

Introduction:
A pattern is an invariant solution to a recurrent problem within a specific
context.

An HCI design pattern is an approach to reusing knowledge about successful


design solutions. Patterns do not exist in isolation but are linked to other
patterns in languages which enable complete designs to be generated

1.0 Study Session Learning Outcomes


After studying this session, I expect you to be able to:
i. Capture the design practice and not the theory
ii. Capture the essential common properties of good examples of design
iii. Represent design knowledge at varying levels of social, organizational,
and conceptual framework
iv. Embody values and express what is humane in interface design.
v. Patterns are intuitive and readable and can therefore be used for
communication between all stakeholders.
vi. A pattern language should be generative and assist in the development of
complete designs.

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2.0 MAIN CONTENT
2.1 Guides at Developing Effective Design Patterns

2.2.1 Commencement of Design Process:

The human interaction designer would commence his design process by asking
the following questions:

The design:

i. What is the design all about?


ii. What are the interventions?
iii. What are the goals?
iv. What are the constraints?

The design process:

i. What happens when?

The Users:

i. Who are the users?


ii. What are their likes and dislikes on interactivity?

Navigation of Interaction:

i. How does the user find his way around a system?

2.2.2 Design Considerations:

Scenarios of interaction

Part of the scenarios is a probe of rich stories relating to design issues that
include users' experiences and expectations.

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Iteration and prototypes

Remember that the designer never gets it right the first time.

Interactions and Interventions: The designer should design interactions not just
interfaces and not just the immediate interaction because technology changes

The designer should design interventions not just artefacts and not just the
system, but also related documentation such as manuals and tutorials.

What is design?

Design is achieving goals within constraints, so the design should consider


those to benefit from the goals and for what purpose.

The design should consider the constraints in terms of materials and platforms
and the corresponding trade-offs.

The Golden rule of design is for the designer to understand his materials for
Human Computer Interaction

Understanding materials means understanding computer's limitations, its


capacities, its tools and platforms.

It also means understanding people, their psychological and social aspects.

The design should consider the possibility of human error and their interaction,
since to err is human 'To err is human' example:

Example of accident reports on air crash, industrial accident, hospital mistake,


reveal the enquiry blaming 'human error' on all. But concrete lintel breaks
because of too much weight applied on it so the blame goes to 'lintel error' not
design error since we know how concrete behaves under stress

So human 'error' is normal and we know how users behave under stress hence
design for it to treat the user at least as well as physical materials. The Central
focus is the user.

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In-text Question 1
What is design?

Answer
Design is achieving goals within constraints, so the design should consider those to benefit
from the goals and for what purpose.

2.2 THE DESIGN PROCESSES

2.3.1 The design life cycle

Figure 3.4.1: The design lifecycle

Explanation of processes in the diagram:

Requirements: This is identifying what is there and what is wanted

Analysis: This is on ordering and understanding

Design: This concerns what to do and how to decide on what to do

Interaction and prototyping: Means getting it right and finding what is really
needed

Implementation and deployment: Making it happen and delivering

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To carry out the above, consider the limited time available as a design. The
trade-off usability: Find out problems that may work against the ultimate usage
of the designed interaction and ensure such problem(s) are tackled right from
the onset.

Always remember that a perfect system is one that was badly designed; so do
not expect to design a perfect system. Systems are dynamic.

2.3.2 User focuses

It is essential that you know your user, their personality and cultural probes.

Talk to those class of users, watch them and use your imagination of their
perception of the system they want.

Innovate a 'user' model not necessarily a real person but carry out a prototype of
a system.

Design's cultural probes

Cultural probes can be carried out as follows:

ii. By direct observation though sometimes hard; for example, on psychiatric


patients.
iii. By giving out probe packs that consist of items to prompt responses.
These are given to people to open in their own environment and to record
what is meaningful to them. These probe packs are used to inform
interviews, prompt ideas and en-culture designers.
iv. Gathered stories for the design are used and reused.
v. By communicating with others to validate models and understand
dynamics.

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vi. Finding out what will users want to do by step-by-step walkthrough on
what they can see using sketches, screen shots etc or what they are used
to doing e.g. manipulating keyboard and mouse etc.
vii. Find out their thinking on the proposed interaction design.
viii. Explore the depths by exploring interaction to determine what happens
when.
ix. Explore cognition to determine the users thinking
x. Explore architecture of the system to determine what is happening inside
xi. Use particular scenarios to communicate with other designers, clients and
users.
xii. Validate other models by comparing them with your models.
xiii. Express dynamics through screenshots appearances and scenario
behaviours.
xiv. Use several scenarios and use several methods since scenarios provide
one linear path through system design,

An example of a personality probe for a design

Shola is 37 years old, she has been the Warehouse Manager for five years and

worked for an Engineering company for twelve years. She didn't go to the

university, but has studied in her evenings for a business diploma. She has two

children aged 15 and 7 and does not like to work late. She did part of an

introductory in-house computer course some years ago, but it was interrupted

when she was promoted and could no longer afford to take the time. Her vision

is perfect, but her right-hand movement is slightly restricted following an

industrial accident 3 years ago. She is enthusiastic about her work and is happy

to delegate responsibility and take suggestions from her staff. However, she

236
does feel threatened by the introduction of yet another new computer system

(the third in her time at the Engineering company).

2.3.3 Navigation design

i. Within the local structure, utilise a single screen

ii. Within the global structure, utilise a whole site

iii. Levels of design to guide the designer include:-

iv. Widget choice level containing menus, buttons etc.

v. Screen design level

vi. Application navigation design


vii. Environment design level that comprises other applications and operating
systems.

Example of a web design:

A web interaction design comprises:

i. The widget choice level containing elements and tags e.g<a href = li...." >
ii. The screen design such as page design
iii. The application navigation design such as site structure
iv. The environment design such as the web, the browser, and external links

The physical devices interaction design comprises:

i. The widget choice level comprising the controls such as buttons, knobs
and dials
ii. The screen design such as the physical layout
iii. The application navigation design such as the modes of device •The
environment design such as the real world

Structure of design should be viewed from the following platforms:

237
i. Within a screen
ii. Locally looking from one screen looking out
iii. Globally from the structure of the site and movement between screens
within application
iv. And wider still, consider relationship with other applications

The four golden rules of the design are;

i. Knowing where you are


ii. Knowing what you can do will happen at
iii. Knowing where you are going or what you have done
iv. Knowing where you have been or where

Example of where you are of a Website address:

Figure 3.4.2: path through website hierarchy

The following Hierarchical diagram is how parts of application with screens or


groups of screens typically showing a Functional separation.

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Figure 3.4.3: Hierarchical diagram showing a Functional separation

Drawing navigating hierarchies enables short term memory but not the menu

size. It also shows many items on each screen with the items structured within

Dialogue in User Interaction design interaction between users and system but

details differ each time a computer dialogue having patterns of Network

diagrams show different paths through system including branches that are more

task oriented than the hierarchy.

It shows the relationship between applications and beyond. See illustration


below:

2.4 SCREEN 2 DESIGNS AND LAYOU T:


2.4.1 Principles of design

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Figure 3.4.4: screen designs and layout

2.4.2 Grouping and Structure design

From the diagram above, one can distinguish items that are logically together as
against those physically together.

Figure 3.4.5: Examples of grouping and structure in interface design

The order of groups and items is important and should be considered in the
design.

Think about what is a natural order; the order should match the screen order!

Use boxes, space etc and set up the light tabbing.

Decoration: Using boxes to group logical items

Use fonts for emphasis and headings but these should not be too many!!

Consider the best method to align it for example, you can separate items using
white spaces as in the example above.

2.4.3 Alignment of text

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Figure 3.4.6: Examples of Alignment of text

From the three boxes illustrated above, the alignment of names in the first box
does not enable easy recognition or identification of surnames from the first
name. The second and third boxes enable easy recognition of surnames. The
second box has its names separated by white spaces and the third by commas.

Alignment of numbers

While aligning numbers think of the purpose such alignment would serve.
Consider the biggest and the smallest numbers.

Usually the longest and or the biggest numbers appear immediately feasible to
the eye gaze.

241
Align decimal numbers properly either left or right. Right align integers
(number s without decimals)

Examine the illustrations below and observe the most feasible.

Figure 3.4.7: Example Alignment of numbers

In multiple columns tables as in the above illustrations, scanning across gaps


between lines of data is hard.

It is particularly harder with table of data containing large database fields.

Figure 3.4.8: Example table of data

Graying to highlight
Scanning across gaps hard here Use leader’s alignment can help visuals

In multiple columns, use leaders (links that link data with their field names or
description). See above can

To highlight data within a table, you light grey out the data. Do not colour,
otherwise the data would he be covered from being feasible. See last table
above.

242
Figure 3.4.9: Example Graying to highlight

Observing the above tables of data, ne can see that spaces can be used to
separate data, it can be used to structure and highlight as well.

2.5 PRESENTATION AND PHYSICA L CONTROLS OF DATA


2.5.1 Grouping and Ordering of Items

Figure 3.4.10: grouping and ordering of items

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Figure 3.4.11: Items of same functions are grouped together in order of priority
of functions

Figure 3.4.11: Using white space within gaps to aid grouping and proper
alignment as in the above

2.5.2 Forms and dialogue boxes

In designing forms and dialogue boxes, the designer should pay attention to

presentation of the form and dialogue box. He should also consider how data

would be entered into the form. He should consider the importance of similar

layout issues concerning the form and dialogue boxes such as alignment and the

label lengths.

In presenting an effective logical layout, the designer should use task analysis,

appropriate groupings, a natural order for entering information such as from top

to bottom, left to right (depending on the culture adopted) and setting tab order

for keyboard entry.

Look at the illustration below:

244
Figure 3.4.12: appropriate groupings of items

The box or form in the middle (The second) presents an acceptable arrangement

The designer should indicate which and what area is active and passive such as
w here the user should click and where to type.

The styles used should be consistent such as in web underlined links.

The labels and icons should have standards for common actions. The language
used in the labels should be bold and should represent the current state or
action.

2.5.3 Creating 'affordances' in design


The word 'affordances' is a psychological term used for physical objects. The
shapes and sizes of the objects suggest actions to be taken on the object. Actions
such as pick up, twist and throw. So in a user interface terminology, one can say
that buttons 'afford' pushing depending on their state.

For screen objects, the button-like object 'affords' mouse click while the
physical -like objects suggest use. There is a culture of computer language use
such as icons 'afford' clicking or eve double clicking.

245
Figure 3.4.13: examples of affordance in design

The designer should design appropriate appearance for interface objects to


present accurate information.

Aesthetics, utility, colour and 3D features could be added for appropriate


usability.

In presenting information, purpose matters. The purpose would enable the


designer determine the sort order, in which column would the data be input and
whether it is numeric or alphabetic. See the table of figures above.

The designer should consider using text or diagram to make his presentation
effective. He can also consider presenting the information using graphs such as
scatter graph or histogram.

In every decision on presentation, the designer should use the paper presentation
principles but add interactivity. An example is a 'dancing histogram'.

2.5.4 Aesthetics and Utility

Aesthetically pleasing designs increase user satisfaction and improve


productivity. Take note that beauty and utility may however sometimes conflict.

Mixed up visual styles make presentation easy to distinguish.

Clean design and little differentiation leads to confusion on the part of the user
or example, backgrounds behind text may be good to look at, but hard to read.
Look at the illustration above. Both can however work together if carefully

246
done, as demonstrated in the design of the counter in consumer products
presentation.

In-text Question 2
What do you understand by the term HCI design pattern?

Answer
An HCI design pattern is an approach to reusing knowledge about successful design
solutions

2.5.5 Using Colour and 3D in presentation.

Both Colour and 3D effects are often used very badly.

In using colour, the designer should remember that older monitors have limited
palette of colours while modern monitors have millions of colours to manipulate
hence colour is over-used because of its abundance.

The designer should also beware of colour blindness as a result of using too
many colours. Colours should be used sparingly in order to reinforce other
information.

3D effects are good for physical information and some graphs but if over used
as in text in perspective and 3D pie charts, it can blur Information

Figure 3.4.14: example use of colour and example use of bad colour

247
2.6 PROTOTYPING

Prototyping is an essential component of interactive system design.

Prototypes may take many forms, from rough sketches to detailed working
prototypes. They provide concrete representations of design ideas and give
designers, users, developers and managers an early glimpse into how the new
system will look and feel. Prototypes increase creativity, allow early evaluation
of design ideas, help designers think through, solve design problems, and
support communication within multidisciplinary design teams.

Prototypes are concrete and are not abstract; hence provide a rich medium for
exploring a design space. They suggest alternate design paths and reveal
important details about particular design decisions. They force designers to be
creative and to articulate their design decisions. Prototypes embody design ideas
and encourage designers to confront the r differences of opinion.

The precise aspects of a prototype of or specific design solutions and designers


can decide to generate and compare alternatives. The imprecise or incomplete
aspects of a prototype highlight the areas that must be refined or require
additional ideas.

Figure 3.4.13: prototyping workflow

248
In prototyping you never get it right first time; if at first you don't succeed then
continue...

Figure 3.4.14: pitfalls of prototyping

Pitfalls of prototyping are

Moving little by little ... but to where. These pitfalls are avoided by
Malvernsorte Matterhorn rules that say that

1. The designer needs a good start point and


2. Needs to understand what is wrong

3.0 Tutor Marked Assignments (Individual or Group)


1. Define the term Pattern, particularly as it relates to Human Computer
Interaction (HCI).
2. Mention any four of the six characteristics of design patterns.
3. For effective commencement of the design process, the designer should
ask himself certain questions as guides, what are those likely areas of
question?
4. What are those issues that are likely to be considered by the designer
during his design process?
5. Describe the design lifecycle of a typical design pattern

249
6. What are the major user focuses and cultural probes that can guide the
pattern designer in his design process?
7.
i. Produce the hierarchical diagram that relates functional parts of
applications with their groups of screens. What are the advantages of
this diagram to designer?
ii. Draw a network diagram that shows the relationship between
applications. What are the Significances of the network diagram when
considering design style issues?
8. Describe the basic principles governing screen design and layout
9. What are the concepts the designer should consider for effective
presentation and physical controls of data? How do you relate these
concepts specifically to the design of forms and dialogue boxes?
10.What do you understand by the term "Affordances in designing"? Do you
agree that the designer should use "Affordances" concepts in his design
process, and why?
a) Why do designers have to include aesthetics, utilities, and 3D effects in
their design patterns?
b) What are the negative implications of over applying these effects in the
designs?

11. Itemize the benefits of prototyping interactive System designs

4.0 Conclusion/Summary
Design is an active process of working with a design space, expanding it by
generating new ideas and contracting as design choices are made. Designing
effective interaction is difficult and many interactive systems (including many
websites) have a good look but a poor feel.

250
The quality of interaction is tightly linked to the end users and a deep
understanding of their work practices. Designers must take the context of use
into account when designing the details of the interaction.

Prototypes are flexible tools that help designers envision a design space, reflect
upon it, and test their design decisions. Prototypes are diverse and can fit within
any part of the design process, from the earliest ideas to the final details of the
design. Prototypes provide one of the most effective means for designers to
communicate with each other, as well as with users, developers, and managers,
throughout the design process.

The processes of design comprise requirements, analysis, the design itself,


Interaction and prototyping, Implementation and deployment.

The basic principles in screen design and layout are the grouping of data that the
screen displays, the structure, order and their alignment.

In designing forms and dialogue boxes, the designer should pay attention to
presentation and purpose of presentation.

'Affordances' is a term used to reflect on the shapes and sizes of physical object
that suggest actions to be taken on the object.

Aesthetically pleasing designs increase user satisfaction and improve


productivity while mixed up visual styles make presentation easy to distinguish.

The designer should beware of colour blindness resulting from using too many
colours. Colours should be used sparingly in order to reinforce other
information.

A bad use of colour is an over use of colour without very good reason and it
may eventually cause colour blindness.

3D effects are good for physical information and some graphs but if over used
can blur Information.

251
Prototypes provide concrete representations of design ideas and give designers,
users, developers and managers an early glimpse into how the new system will
look and feel.

5.0 Self-Assessment Questions


1. Define briefly The processes of design
2. How does Prototypes help in design process?

6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.


a. Visit YouTube add http://bit.ly/2DJb3Yz, http://bit.ly/2RjCDUo ,
http://bit.ly/387CdXl , http://bit.ly/34Nfs92 Watch the video & summarise in 1
paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on system interactive design patterns
In 2 paragraphs summarise their opinion of the discussed topic. etc.

252
7.0 Self-Assessment Question Answers
1.
i. Requirements: This is identifying what is there and what is
wanted
ii. Analysis: This is on ordering and understanding
iii. Design: This concerns what to do and how to decide on what to do
iv. Interaction and prototyping: Means getting it right and finding
what is really needed
2. Prototypes provide concrete representations of design ideas and give
designers, users, developers and managers an early glimpse into how the
new system will look and feel.

8.0 References/Further Readings


Erich, G. et al (1995) Design Patterns: Elements ofReusable Object-Oriented
Software. Reading, MA: Addison-Wesley.

Christopher, A. et al (1977) A Pattern Language. New York: Oxford


University Press.

Donald, N. (1988) The Design of Everyday Things. New York: Basic Books.

Allen, C. (1991) "Eager: Programming Repetitive Tasks by Example." In


Proceedings of CHI '91, ACM.

253
STUDY MODULES
MODULE 4: Design of User and System Interfaces
Contents:
Study Session 1: Design of User Interface Concepts
Study Session 2: User Interface Design Principles and Criteria/Rationale
Study Session 3: User Interface Design Programming Tools

Study Session 4: The Software Design Process of Human Computer Interaction

Study Session 5: Interactions in Hypertext, Multimedia and the World Wide


Web

STUDY SESSION 1
Design of User Interface Concepts

Section and Subsection Headings:


Introduction

1.0 Learning Outcomes

2.0 Main Content

2.1 User interface design of information systems

2.1.1 User-system interface

2.1.2 User interface software

2.1. 3 Information systems and interface users

2.2 Significance of the user interface

2. 3 Interface design practice

2.4 The interaction design phases

2.4.1 Metaphor and visualization design


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2.4.2 Media design

2.4. 3 Dialogue design

2.4.4 Presentation design

2.5 Formative evaluation

3.0 Tutor Marked Assignments (Individual or Group assignments)

4.0 Study Session Summary

5.0 Self-Assessment Questions and Answers

6.0 Additional Activities (Videos, Animations & Out of Class activities)

7.0 Self-Assessment Question Answers

8.0 References/Further Readings

Introduction:

This study session, offers you guidelines for design of user interface software in

six functional areas: data entry, data display, sequence control, user guidance,

data transmission, and data protection.

The guidelines are proposed here as a potential tool for designers of user

interface software.

Guidelines can help establish rules for coordinating individual design

contributions and can also help to make design decisions just once rather than

leaving them to be made over and over again by individual designers. They can

255
help define detailed design requirements and to evaluate user interface software

in comparison with those requirements.

The design of user interface software will often involve a considerable

investment of time and effort.

Design guidelines can help ensure the value of that investment.

In designing computer-based information systems, special attention must be

given to software supporting the user interface.

1.0 Study Session Learning Outcomes

After studying this session, I expect you to be able to:

1. Explain the concept of User Interface Design

2. Understand User System Interface

3. Know the significance of User Interface

4. Explain the function of User Interface Software

5. Describe the interaction design phases

6. Understand the concept of formative evaluation

2.0 Main Content

2.1 DESIGN USER INTERFACE OF INFORMATION SYSTEMS

When we look at the world today, we will see that Computers are used for a

broad range of applications. User interface design guidelines cannot be applied

usefully in every case. Some computers may be embedded as components in

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larger systems, so that they communicate only with other computers and not

directly with human users. When there is no user interface, then no user

interface design guidelines are needed.

To the extent that information systems support human users performing defined

tasks, careful design of the user-system interface will be needed to ensure

effective system operation. The guidelines are intended to improve user

interface design for such information systems.

Users of information systems interact with a computer in order to accomplish

information handling tasks necessary to get their jobs done. They differ in

ability, training and job experience. They may be keenly concerned with task

performance, but may have little knowledge of (or interest in) the computers

themselves. Design of the user-system interface must take account of those

human factors.

2.1.1 USER-SYSTEM INTERFACE


User-system interface is broadly defined to include all aspects of system design

that affect system use. Hence we are concerned with the user interface to

computer-based information systems, i.e., with those aspects of system design

that influence a user's participation in information handling tasks.

It focuses on those design features of the user interface that are implemented via

software (i.e., the design of computer program logic) rather than hardware (the

design of equipment). The guidelines are worded in terms of the functions that a

257
user must perform, and the functional capabilities that a designer should

provide, rather than the particular physical devices that might be used to

implement those functions. Thus a particular guideline might deal with

"pointing" as a function, with no necessary recommendation whether pointing

should be accomplished via touch display or light pen or any other physical

device. Software is not the only significant factor influencing user performance.

Other aspects of user interface design are important, including workstation

design, physical display characteristics, keyboard layout, environmental factors

such as illumination and noise, and the design of paper forms and written

documentation, user training courses, etc. To achieve a good user interface

design, all of those factors must be designed with care.

2.1.2 USER INTERFACE SOFTWARE

What sets data processing systems apart as a special breed is the function of

each switch button, the functional arrangement among the buttons. The size and

distribution of elements within a display are established not in the design of the

equipment but in how the computer is programmed. The 'design' in the

programs equally establishes the contents of processed data available to the

operator and the visual relationships among the data. In combination with or in

place of hardware, it can also establish the sequence of actions which the

operator must use and the feedback to the operator concerning those actions.

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User interface design cannot be the concern only of the psychologist or the

human factors specialist. It is a significant part of information system design

that must engage the attention of system developers, designers, and ultimately

system users as well.

In designing computer-based information systems, special attention must be

given to software supporting the user interface.

A comprehensive set of guidelines for design of user interface software in

computer-based information systems exist in another session of this study pack.

Also, the general problems of user interface design and the particular need for

guidelines to design user interface software are identified.

2.1.1 INFORMATION SYSTEMS AND INTERFACE USERS

Computers today are used for a broad range of applications. User interface

design guidelines cannot be applied usefully in every case. Some computers

may be embedded as components in larger systems, so that they communicate

only with other computers and not directly with human users. When there is no

user interface, then no user interface design guidelines are needed.

The particular tasks for which a general-purpose computer might be used are

not defined in advance by the designer. Instead, a user must provide exact

instructions to program the computer to perform any task at hand. The designer

may try to ensure that the computer can process appropriate programming

259
languages, but otherwise is not concerned with explicit design of a user

interface.

To the extent that information systems support human users performing defined

tasks, careful design of the user-system interface will be needed to ensure

effective system operation.

Users of information systems interact with a computer in order to accomplish

information handling tasks necessary to get their jobs done. They differ in

ability, training and job experience. They may be keenly concerned with task

performance, but may have little knowledge of (or interest in) the computers

themselves.

Design of the user-system interface must take account of those human factors.

In-text Question 1
What is User-System Interface?

Answer
User-system interface is broadly defined to include all aspects of system design that affect
system use.

2.2 SIGNIFICANCE OF THE USER INTERFACE

The design of user interface software is not only expensive and time-

consuming, but it is also critical for effective system performance.

In a constrained environment, such as that of many military and commercial

information systems, users may have little choice but to make do with whatever

260
interface design is provided. There the symptoms of poor user interface design

may appear in degraded performance. Frequent and/or serious errors in data

handling may result from confusing user interface design. Tedious user

procedures may slow data processing, resulting in longer queues at the checkout

counter, the bank cashier window, the visa office, a company's security check

out point, or any other workplace where the potential benefits of computer

support are outweighed by an unintended increase in human effort.

In situations where degradation in system performance is not so easily

measured, symptoms of poor user interface design may appear as user

complaints. The system may be described as hard to learn, or clumsy, tiring and

slow to use. The users' view of a system is conditioned chiefly by experience

with its interface. If the user interface is unsatisfactory, the users' view of the

system will be negative regardless of any niceties of internal computer

processing.

A data entry application in which relatively simple improvements to user

interface software – including selection and formatting of displayed data,

consistency in wording and procedures, on-line user guidance, explicit error

messages, re-entry rather than overtyping for data change, elimination of

abbreviations, etc. resulted in significantly improved system performance. Data

entry was accomplished 25 percent faster, and with 25 percent fewer errors.

How can that kind of design improvement be achieved in general practice?

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2.3 INTERFACE DESIGN PRACTICE

User interface software design can be regarded as art rather than science. As an
art, user interface design is best practiced by experts, by specialists
experienced in the human engineering of computer systems. Most established
information systems, call for a system development sequence starting with
requirements analysis, functional specification and verification before any
software design begins. The actual course of user interface software
development will sometimes depart from that desired sequence. There may be
no explicit attempt to determine user interface requirements.

Specifications may include only rudimentary references to user interface

design, with general statements that the system must be "easy to use". In the

absence of effective guidance, both the design and implementation of user

interface software may become the responsibility of programmers unfamiliar

with operational requirements. Detection and correction of design flaws may

occur only after system prototyping, when software changes are difficult to

make.

2.4 THE INTERACTION DESIGN PHASES

In this phase, the user interface is specified, sketched, developed, and tested.

The goal is to support the identified issues during context, task and user

analyses and to meet the HCI evaluation metrics requirements. Design is also

based on accepted conventions and experience.

262
The main activities are interface specification and formative evaluations.

Interface specification includes semantic understanding of the information

needs to support systems requirements and HCI analysis results.

The syntactical and lexical decisions include metaphors, media, dialogue,

and presentation designs. Details of these are given below.

2.4.1 METAPHOR AND VISUALIZATION DESIGN


Metaphor and visualization design helps the user develop a mental model of the

system. It is concerned with finding or inventing metaphors or analogies that are

appropriate for users to understand the entire system or part of it. Well accepted

metaphors include a shopping cart for holding items before checking out in E-

Commerce context, and light bulbs for online helps or daily tips in productivity

software packages.

2.4.2 MEDIA DESIGN

Media design is concerned with selecting appropriate media types for meeting

the specific information presentation needs and human experience needs.

Popular media types include text, static images (e.g., painting, drawing or

photos), dynamic images (e.g., video clips and animations), and sound. The

bandwidth needed for transmitting information depends on the media type. In

addition, some media types contain affective qualities that can make

presentations more interesting and stimulating, or annoying and distasteful.

263
Affective qualities that can make presentations more interesting and stimulating,

or annoying and distasteful.

2.4.3 DIALOGUE DESIGN


Dialogue design focuses on how information is provided to and captured from

users during a specific task.

Dialogues are analogous to a conversation between two people. Many existing

interaction styles can be used such as menus, forms, natural languages, dialog

boxes, and direct manipulate

In-text Question 2
User interface software design can be regarded as science rather than art. True or False?

Answer
False

2.4.4 PRESENTATION DESIGN

Presentation design concerns the decisions on information architecture and

display layout incorporating metaphors, media, and dialogue designs with the

rest of the displays.

Commonly established user interface design principles and guidelines may be

applied during the design stage.

For example, the following presentation design principles were suggested by

Sutcliffe (1997):

264
1. Maximize visibility — this means all information should be immediately

available.

2. Minimize search time with minimum keystrokes

3. Provide structure and sequence of display

4. Focus on user attention on key data- here, important information should be

salient and Easily comprehended

5. Provide only relevant information and memory.

6. No overloading of user's working

2.4 FORMATIVE EVALUATION

Formative evaluations identify defects in designs thus inform design iterations

and refinements. A variety of different formative evaluations can occur several

times during the design stage to form the final design decisions. In fact, we pro

pose that formative evaluations occur during the entire HCI

Figure 4.1.1: Formative evaluation of prototype

265
3.0 Tutor Marked Assignments (Individual or Group)

1. What do you understand as the user- system interface?


2. 'User interface design cannot be the concern only of the psychologist or

the human factors specialist'. What is the significance of this statement?

3. What do you understand as the design formative evaluation?


4. Differentiate between information systems and user interface
5. What is the significance of the user interface to the user and other

stakeholders in an organization?

4.0 Conclusion/Summary

Current user interfaces and their underlying systems are just too frustrating for

most users. A major effort for systems developers should be to increase the

reliability and usability of every system, system reboots, application crashes,

and incompatible file formats that stop user tasks must be reduced. The

incomprehensible instructions, ambiguous menus, and troubling dialog boxes

need to be revised to enable users to complete their work promptly and

confidently. Long download times of web pages, dropped sessions for

networked applications, and the disruption caused by unsolicited email (spam),

and destructive viruses. As the number of users has grown, all these problems

have become more serious. Novice users want the benefits of email or web

services, but they are poorly equipped and motivated to overcome the problems

taught high-tech early adopters proudly conquered. Improved desire is an

important component of making the next generation of user interfaces more

266
appealing the user more satisfied.

User-system interface includes all aspects of system design that affect system

use particularly on those design features of the user interface that are

implemented via software.

Special attention must be given to software supporting the user interface and

other physical and human factors influencing user performance.

The users' view of a system is conditioned chiefly by experience with its

interface.

User interface design is best practiced by experts, by specialists experienced in

the human engineering of computer systems.

The interaction design phase is made up of Metaphor and Visualization Design,

Media Design, Dialogue Design, Presentation Design, and the Formative

Evaluation of the designs

5.0 Self-Assessment Questions


1. User-system interface includes all aspects of system design that affect
system use particularly on those design features of the user interface that
are implemented via software. True or False?
2. Mention the syntactical/lexical phases of interaction design.

267
6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.
a. Visit YouTube add http://bit.ly/2Xo7JK6 , http://bit.ly/2Xo7JK6 ,
http://bit.ly/2FSxPi6 , http://bit.ly/2LHRWmS Watch the video & summarise in
1 paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on design of user interface concepts
In 2 paragraphs summarise their opinion of the discussed topic. etc.

7.0 Self-Assessment Question Answers


1. True
2.
i. Metaphor and Visualization Design
ii. Media Design
iii. Dialogue Design
iv. Presentation Design
v. Formative Evaluation of the designs

268
8.0 References/Further Readings
Alan, C (1995) About Face: The Essentials of User Interface Design. Foster
City, CA: IDG Books Worldwide.

Kasik, D.J. (1982) "A User Interface Management System," inProceedings S


IGGRAPH'82: Computer Graphics. Boston, MA. 16. pp. 99-106.

Hix, D. and R. Hartson, R. (1993): Developing user interfaces. Wiley.

L. Barfield, L (1993) The user interface - concepts & design. Addison Wesley.

Monk, P., et al (1993) Improving your Human-Computer Interface: a practical


technique. Prentice Hall.

Smith, D.C., et al. (1982) "The Star User Interface: an Overview," in


Proceedings of the 1982 NationalComputer Conference. AFIPS. pp. 515-
528.

Raskin, J. (2000) The humane interface. New directions for designing


interactive systems.Addison-Wesley, Boston. ISBN 0-201- 379 376

Shneiderman, B and Plaisant, C. (2004) Designing the User Interface: Strategies


for EffectiveHuman—Computer Interaction. 4th ed. Addison Wesley,
ISBN 0- 321-19786-0.

Card, S.K., (1996) "Pioneers and Settlers: Methods Used in Successful User
Interface Design," in Human-computer Interface Design: Success Stories,
Emerging Methods, and Real-World Context, M.nRudisill, et al., Editors.,
Morgan Kaufmann Publishers: San Francisco. pp. 122-169.

Myers, B. A., (1988) A Taxonomy of User Interfaces for Window Managers."


IEEE Computer Graphics and Applications. 8(5): pp. 65-84.

269
STUDY SESSION 2
User Interface Design Principles and Criteria/Rationale

Section and Subsection Headings:

Introduction
1.0 Learning Outcomes

2.0 Main Content

2.1 Primary design principles

2.2 Experimental design principles

2. 3 Thirteen principles of display design

2.4 The Norman's 7 Design Principles

2.4.1 Design principles formulated to support usability

2.5 Design rationale

2.5.1 Types of Design Rationale:

2.5.2 Characteristics of psychological design rationale

3.0 Tutor Marked Assignments (Individual or Group assignments)

270
4.0 Study Session Summary and Conclusion

5.0 Self-Assessment Questions

6.0 Additional Activities (Videos, Animations &Out of Class activities)

7.0 Self-Assessment Question Answers

8.0 References/Further Readings

Introduction:

We can describe the human computer interface as the point of communication

between the human user and the computer. The flow of information between the

human and the computer is defined as the loop of interaction.

Design criteria and principles are important to designing a new user interface

and to evaluate a current user interface.

There are seven principles that may be considered at any time during the design

of a user interface and these are: Tolerance, Simplicity, Visibility, Affordance,

Consistency, Structure and Feedback. These are briefly discussed in this study

session.

1.0 Study Session Learning Outcomes

After studying this session, I expect you to be able to:

1. Carry out and evaluate simple design using some primary design

principles

271
2. Experiment design using some experimental design principles

3. Explain the 1 3 principles of display design

4. Describe the Norman's 7 design principles

5. Know the concepts and types of design rationale

272
2.0 MAIN CONTENT
2.1 PRIMARY DESIGN PRINCIPLES

The following seven principles mentioned in the introduction above can be used

to guide or evaluate design at any time in the process. The principles can be re-

framed or re-structured to suit a particular company or project, or by

professional designers.

Principle Description Example, Visibility Clarity, Is the goal obvious? Are


icons used? Feedback Information sent back to user after their action,
Affordance How clear is the use of an element to the user? Is the feedback in
sound? Is there a label showing success or failure? Label "Push" on one side of
a door; a button saying "Click Me".

Simplicity: Utilize the principles of usability Place an Open File option on a


menu, under File tag

Are the elements set out in a Structure meaningful way from the perspective of
the user? Grouping information within a dialogue box.

Consistency: How easy is it to learn and remember the appearance, positioning


and behaviour of the elements?

Prevents user making errors or Tolerance provides easy recovery or graceful


failure X to close a window is always on top right hand side of the window; the
most important buttons are the same size with only labels indicating different
goals.

Ignoring of wrong or invalid keyboard input; Hiding options inappropriate in a


context.

273
The loop of interaction has several aspects to it including the:

Task Environment: These are the conditions and goals set upon the user.

Machine Environment: This is the environment that the computer is

connected, e.g. a laptop in a college student's dormitory room.

Areas of the Interface: Non-overlapping areas involve processes of the human

and computer not pertaining to their interaction. While the overlapping areas

only concern themselves with the processes pertaining to their interaction.

Input Flow: This begins in the task environment as the user has some task that

requires using their computer.

Output: This is the flow of information that originates in the machine

environment.

Feedback: These are loops through the interface that evaluate, moderate, and

confirm processes as they pass from the human through the interface to the

computer and back.

In-text Question 1
List the seven principles that may be considered during the design of a user interface.

Answer
Tolerance, Simplicity, Visibility, Affordance, Consistency, Structure and Feedback.

2.2 EXPERIMENTAL DESIGN PRINCIPLES

274
Experimental design principles are also important to evaluate a current user

interface or to design a new user interface and they are described below:

Early focus on user(s) and task(s):

Establish how many users are needed to perform the task(s) and determine who

the appropriate users should be; someone that has never used the interface, and

will not use the interface in the future, is most likely not a valid user.

In addition, define the task(s) the users will be performing and how often the

task(s) need to be performed.

Empirical measurement:

Test the interface early on with real users who come in contact with the

interface on an everyday basis, respectively. Keep in mind that results may be

altered if the performance level of the user is not an accurate depiction of the

real human-computer interaction.

Establish quantitative usability specifics such as: the number of users

performing the task(s), the time to complete the task(s), and the number of

errors made during the task(s).

Iterative design:

After determining the users, tasks, and empirical measurements to include,

perform the following iterative design steps:

275
i. Design the user interface Test the interface design

ii. Analyze results of using the interface

iii. Repeat the iterative design process until a sensible, user-friendly interface

is created.

Design Methodologies

A number of diverse methodologies outlining techniques for human—computer

interaction designs have emerged since the rise of the field in the 1980s.Most

design methodologies stem from a model for how users, designers, and

technical systems interact.

Early methodologies, for example, treated users' cognitive processes as

predictable and quantifiable and encouraged design practitioners to look to

cognitive science results in areas such as memory and attention when designing

user interfaces.

Modern models tend to focus on a constant feedback and conversation between

users, designers, and engineers and push for technical systems to be wrapped

around the types of experiences users want to have, rather than wrapping user

experience around a completed system.

User-centered design:

User-centered design (UCD) is a modern, widely practiced design philosophy

rooted in the idea that users must take center-stage in the design of any

276
computer system. Users, designers and technical practitioners work together to

articulate the wants, needs and limitations of the user and create a system that

addresses these elements. Often, user-centered design projects are informed by

ethnographic studies of the environments in which users will be interacting with

the system.

Display Design

Displays are human-made artifacts designed to support the perception of

relevant system variables and to facilitate further processing of that information.

Before a display is designed, the task that the display is intended to support

must be defined (e.g. navigating, controlling, decision making, learning,

entertaining, etc.). A user or operator must be able to process whatever

information that a system generates and displays; therefore, the information

must be displayed according to principles in a manner that will support

perception, situation awareness, and understanding.

2.3 THIRTEEN PRINCIPLES OF DISPLAY DESIGN

These are principles of human perception and information processing that can

be utilized to create an effective display design.

A reduction in errors, a reduction in required training time, an increase in

efficiency, and an increase in user satisfaction are a few of the many potential

benefits that can be achieved through utilisation of these principles.


277
Certain principles may not be applicable to different displays or situations.

Some principles may seem to be conflicting, and there is no simple solution to

say that one principle is more important than another. The principles may be

tailored to a specific design or situation. Striking a functional balance among

the principles is critical for an effective design.

The thirteen principles are:

Perceptual Principles

1. Make displays legible (or audible)

A display's legibility is critical and necessary for designing a usable display. If

the characters or objects being displayed cannot be discernible, then the

operator cannot effectively make use of them.

2. Avoid absolute judgment limits

Do not ask the user to determine the level of a variable on the basis of a single

sensory variable (e.g. color, size, loudness). These sensory variables can contain

many possible levels.

3. Top-down processing

Signals are likely perceived and interpreted in accordance with what is expected

based on a user's past experience. If a signal is presented contrary to the user's

expectation, more physical evidence of that signal may need to be presented to

assure that it is understood correctly.

278
4. Redundancy gain

If a signal is presented more than once, it is more likely that it will be

understood correctly. This can be done by presenting the signal in alternative

physical forms (e.g. color and shape, voice and print, etc.), as redundancy does

not imply repetition. A traffic light is a good example of redundancy, as color

and position are redundant.

5. Similarity causes confusion: Use discriminable elements

Signals that appear to be similar will likely be confused. The ratio of similar

features to different features causes signals to be similar. For example, A42 3B9

is more similar to A42 3B8 than 92 is to 9 3. Unnecessary similar features

should be removed and dissimilar features should be highlighted.

Mental Model Principles

6. Principle of pictorial realism

A display should look like the variable that it represents (e.g. high temperature

on a thermometer shown as a higher vertical level). If there are multiple

elements, they can be configured in a manner that looks like it would in the

represented environment.

279
7. Principle of the moving part

Moving elements should move in a pattern and direction compatible with the

user's mental model of how it actually moves in the system. For example, the

moving element on an altimeter should move upward with increasing altitude.

Principles Based on Attention

8. Minimizing information access cost

When the user's attention is averted from one location to another to access

necessary information, there is an associated cost in time or effort. A display

design should minimize this cost by allowing for frequently accessed sources to

be located at the nearest possible position. However, adequate legibility should

not be sacrificed to reduce this cost.

9. Proximity compatibility principle

Divided attention between two information sources may be necessary for the

completion of one task.

These sources must be mentally integrated and are defined to have close mental

proximity. Information access costs should be low, which can be achieved in

many ways (e.g. close proximity, linkage by common colors, patterns, shapes,

etc.). However, close display proximity can be harmful by causing too much

clutter.

280
10. Principle of multiple resources

A user can more easily process information across different resources. For

example, visual and auditory information can be presented simultaneously

rather than presenting all visual or all auditory information.

Memory Principles

11. Replace memory with visual information: knowledge in the world

A user should not need to retain important information solely in working

memory or to retrieve it from long-term memory. A menu, checklist, or another

display can aid the user by easing the use of their memory. However, the use of

memory may sometimes benefit the user rather than the need for reference to

some type of knowledge in the world (e.g. an expert computer operator would

rather use direct commands from their memory rather than referring to a

manual). The use of knowledge in a user's head and knowledge in the world

must be balanced for an effective design.

12. Principle of predictive aiding

Proactive actions are usually more effective than reactive actions. A display

should attempt to eliminate resource-demanding cognitive tasks and replace

them with simpler perceptual tasks to reduce the use of the user's mental

resources. This will allow the user to not only focus on current conditions, but

also think about possible future conditions.

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An example of a predictive aid is a road sign displaying the distance from a

certain destination.

13. Principle of consistency

Old habits from other displays will easily transfer to support processing of new

displays if they are designedin a consistent manner. A user's long-term memory

will trigger actions that are expected to be appropriate.

A design must accept this fact and utilize consistency among different displays.

2.4 The Norman's 7 Design Principles

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.

2.4.1 Design Principles Formulated To Support Usability:

Principle of Learnability: This is the ease with which new users can begin

effective interaction and achieve maximal performance

Principle of Flexibility: These are the multiplicity of ways the user and system

exchange information

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Principle of Robustness: This is the level of support provided the user in

determining successful achievement and assessment of goal-directed behaviour

The Principles of learnability are broken down into Predictability: This is

determining effect of future actions based on past interaction history and its

operation visibility

Synthesizability: This is assessing the effect of past actions, its immediate and

its eventual honesty

Familiarity: This is how prior knowledge applies to new system and how easy

one can guess its affordance Generalizability: This is extending specific

interaction knowledge to new situations

Consistency: This concerns the likeness in input and output behaviour arising

from similar situations or task objectives

Principles of flexibility comprise:

Dialogue initiative: This is the freedom from system imposed constraints on

input dialogue and it compares the system against the user pre-emotiveness.

Multithreading: This is expressing the ability of the system to support user

interaction for more than one task at a time. It also looks at the concurrent and

interleaving multimodality.

Task migratability: This is passing responsibility for task execution between

user and system

283
Substitutivity: This allows equivalent values of input and output to be

substituted for each other. It compares representation multiplicity and equal

opportunity

Customizability: This is the modifiability and adaptability of the user interface

by user or the modifiability and adaptivity of the user interface by the system.

Principles of robustness are made up of:

Observability: This is the ability of the user to evaluate the internal state of the

system from its perceivable representation. It considers the browsability, the

defaults, the reachability, the persistence, and the operation visibility.

Recoverability: This concerns the ability of the user to take corrective action

once an error has been recognized. It looks at the reachability, the forward and

backward recovery and the commensurate effort.

Responsiveness: This is how the user perceives the rate of communication with

the system and how stable is the response.

Task conformance: This explains the degree to which system services support

all of the user's tasks, the task completeness and its adequacy.

2.5 THE DESIGN RATIONALE

Design rationale is an information that explains why a computer system is the

way it is.

284
Benefits of design rationale are:

i. Communication exists throughout the life cycle

ii. Reuse of design knowledge is made across products

iii. Design rationale enforces design discipline

iv. It presents arguments for design trade-offs

v. It organizes potentially large design s pace

vi. It is used to capture contextual information

2.5.1 Types of Design Rationale:

Process-oriented: this preserves order of deliberation and decision-making

Structure-oriented: this emphasizes post hoc structuring of considered design

alternatives

Two examples design rationale are:

i. Issue-based information system (IBIS) and

ii. Design space analysis

Issue-based information system (IBIS) provides basis for much of design

rationale research and it is The Issue-based information system are: process-

oriented. The main elemental structure with one 'root' issue

Issues: These describe the hierarchic

285
Positions: These contain the potential resolutions of an issue

Arguments: These modify the relationship between positions and issues

The graphical version or structure of IBIS (IBIS) is produced below

Figure 4.2.1: graphical version or structure of IBIS

In-text Question 2
List the 13 principle of Display design.

Answer
Make displays legible (or audible), Avoid absolute judgment limits, Top-down processing,
Redundancy gain, Similarity causes confusion: Use discriminable elements, Principle of
pictorial realism, Principle of the moving part, Minimizing information access cost,
Proximity compatibility principle, Principle of multiple resources, Replace memory with
visual information: knowledge in the world, Principle of predictive aiding, Principle of
consistency

Design space analysis

This is structure-oriented

286
QOC (Questions, Options and Criteria is a hierarchical structure made up of
questions (and sub-questions) and represent major issues of a design

The options provide alternative solutions to the question while the criteria is the
means to assess the options in order to make a choice

The QOC notation (Question, Option and Criterion)

Figure 4.2.2: The QOC notation

2.5.2 Characteristics of psychological design rationale

i. To support task-artefact cycle in which user tasks are affected by the


systems they use.
ii. It aims to make explicit consequences of design for users.
iii. Designers identify tasks the s stem will support.
iv. Various scenarios are suggested to test task.
v. Users are observed while using the system.
vi. The psychological claims of the system are made explicit.
vii. The negative aspects of the design can be used to improve next iteration
of design.

3.0 Tutor Marked Assignments (Individual or Group)


1. Briefly describe the seven principles to be considered while designing a
user interface
287
2. Explain the 5 aspects that govern the loop of human Computer interaction
3. Why is it necessary for an interactive designer to consider experimental
design principles during his design? Mention some of the principles
4. The thirteen principles of display design are Principles of human
perception and information processing that can be utilized by the designer
to create an effective display
a) What are the potential benefits achievable through utilization of
these principles?
b) Mention any 2 principles under each of the following
categories:
i. Perceptual
ii. Mental model
iii. Those based on attention and
iv. Memory
5. Mention the five benefits of a design rationale

4.0 Conclusion/Summary
We can use the various design principles mentioned above to guide or evaluate
design at any time in the process. The principles can be re-framed or re-
structured to suit a particular company or project, or by professional designers.

Experimental design principles are important to evaluate a current user


interface or to design a new user interface. They comprise the empirical
measurement and iterative design. Most design methodologies stem from a
model on how users, designers, and technical systems interact. User-centered
design (UCD) is a modern widely practiced design philosophy rooted in the
idea that users must take center-stage in the design of any computer system

Displays are human-made artifacts designed to support the perception of


relevant system variables and to facilitate further processing of that information.

288
Principles of display design comprise Perceptual Principles, the Mental Model
Principles, and Principles

Based on Attention, and the Memory Principles:

Design rationale is information that explains why a computer system is the wait
is, it could be Process oriented and/or Structure-oriented.

5.0 Self-Assessment Questions


1. What is design rationale?
2. Highlight the benefits of design rationale?

6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.


a. Visit YouTube add http://bit.ly/2FSxPi6 , http://bit.ly/2LHRWmS ,
http://bit.ly/2JbLpzd , http://bit.ly/2XJZexc Watch the video & summarise in 1
paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on user interface design principles
and criteria/rationale In 2 paragraphs summarise their opinion of the discussed
topic. etc.

7.0 Self-Assessment Question Answers


1. Design rationale is an information that explains why a computer system is
the way it is.
2.
i. Communication exists throughout the life cycle
ii. Reuse of design knowledge is made across products
iii. Design rationale enforces design discipline

289
iv. It presents arguments for design trade-offs
v. It organizes potentially large design s pace
vi. It is used to capture contextual information

8.0 References/Further Readings


Brown, C. (1995) Human-Computer Interface Design Guidelines. Ablex, 1989.
Cooper, Alan. About Face: The Essentials of User Interface Design. Foster
City, CA: IDG Books Worldwide.
Kasik, D.J. (1982) A User Interface Management System," in Proceedings S
IGGRAPH'82: Computer Graphics. Boston, MA. 16. pp. 99-106.
Hix, D. and Hartson, R. (1993) Developing user interfaces. Wiley.
Barfield, L. (1993) The User Interface - Concepts & Design. Addison Wesley.
Monk, P. (1993) Improving your Human-Computer Interface: a practical
technique. Prentice Hall.
Galitz, W. (1989) Handbook of screen format design. QED.
Gram, C and Cockton, G. (1996) (eds.): Design Principles for Interactive
Software. Capman & Hall.
ISO 9241 (Part 10: Dialogue principles, Part 12: Presentation of information,
Part 14: Menu dialogues, Part 15: Command dialogues, Part 16: Direct
manipulation dialogues, Part 17: Form fill-in dialogues)
Mayhew, D. (1993) Principles and guidelines in software user interface design.
Prentice.

290
STUDY SESSION 3
User Interface Design Programming Tools

Section and Subsection Headings:


Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1 How Human Computer Interaction affects the programmer
2.1.1 Elements of the Windowing Systems
2.1.2 Role of a windowing system
2.1. 3 The Architectures of windowing systems
2.1.4 X Windows architecture
2.1.5 Typical program models of the application:
2.2 Using toolkits
2.2.1 User Interface Toolkits
2.2.2 Prototypes and Widgets
1.2.3 The User Interface Management Systems (UIMS)
3.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions
6.0 Additional Activities (Videos, Animations &Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

Introduction:
The programming tools for the design of user interface give implementation

support for the levels of services for programmers. These include the

windowing systems that provide the core support for separate and simultaneous

291
user-system activity. They enable easy programming of the application and the

control of dialogue between the system and the user. The interaction toolkits for

example, bring programming closer to the level of user perception while the

user interface management systems control the relationship between the

presentation and functionality.

1.0 Study Session Learning Outcomes


After studying this session, I expect you to be able to:
1. Explain the various levels of programming support tools
2. Utilize toolkits for programming interaction objects
3. Understand the concepts of the User Interface Management
Systems(UIMS)

2.0 Main Content


2.1 How Human Computer Interaction affects the programmer

Advances in coding have elevated programming through hardware that

specifically improves upon the programmer's Interaction-technique.

The layers of development tools, as we earlier mentioned, also contribute to

how human computer interaction affects the programmer. These tools

incorporate the windowing systems, the interaction toolkits and the user

interface management systems as exemplified in the following:

Levels of programming support tools

i. Windowing systems

ii. Device independence

292
iii. Multiple tasks

iv. Paradigms for programming the application


- Read-evaluation loop
- Notification-based
v. Toolkits
- Programming interaction objects
vi. UIMS
- Conceptual architectures for separation
- Techniques for expressing dialogue

2.1.1 Elements of the Windowing Systems

Device independence

Programming the abstract terminal device drivers using the image models for
output and input is device independent. Also device independence is the
creation of the image models for output and the input, partially. These image
models are the pixels, the PostScript (as in Macintosh Operating System X and
NextStep), the Graphical Kernel System (GKS) and the

Programmers' Hierarchical Interface to Graphics (PHIGS)

Resource sharing

Another element of the windowing system is resource sharing. This is the act
of achieving simultaneity of user tasks. Resource sharing enables the use of the
window system to support independent processes by the isolation of individual
applications.

293
Elements of windowing systems
Role of a windowing system

Figure 4.3.1: Windowing System

As shown in the diagram above, the windowing system comprising the multiple

application control and the device independent control enables the interface

between the application programs and the user.

2.1.3 The Architectures of windowing systems

The Architectures of windowing systems are analyzed through three possible

software architectures if we all assume device driver is separate and know how

they differ and how the multiple application management is implemented.

294
The three possible software architectures are in the following forms:

1. When each application manages all processes. Here, everyone worries

about reduces portability of applications

2. When management role within kernel of operating system ensures that

applications are tied to operating system, and

3. When management role as separate application ensures maximum


portability

The client-server architecture is illustrated below:

Figure 4.3.2: Client-Server Architecture

2.1.4 X Windows architecture

The X Windows architecture comprises the Pixel imaging model with some

pointing mechanism and the X protocol that defines the server-client

communication.
295
The architecture also contains a separate window manager client that enforces

policies for input and output. Policies on how to change input focus, how the

tiled windows compare with overlapping windows and policies on inter-client

data transfer. See the pictorial illustration below.

Figure 4.3.3: x window architecture

2.1.5 Typical program models of the application:


Programming the application – 1

Figure 4.3.4: Program models of applications

296
A typical read-evaluation loop is provided below:

Repeat

Read-event(myevent)

Case myevent.type

Type_1:

Do typeG1 processing

Type_2:

Do typeG2 processing

Type_n:

Do typeGn processing

End case

End repeat

Programming the application - 2

Notification-based

297
Figure 4.3.5: read-evaluation loop

In-text Question 1
What is resource sharing?

Answer
Resource sharing is the act of achieving simultaneity of user tasks.

2.2 USING TOOLKITS

2.2.1 User Interface Toolkits

User interface toolkits are probably the most widely used tool nowadays to

implement applications. All three major platforms (Unix/Linux, MacOS, and

Windows) come with at least one standard UI toolkit.

298
Toolkits are interaction objects with input and output intrinsically linked. They

enable programming with interaction techniques using and gadgets. They

promote consistency and generalizations through widgets similar look and feel.

A widget is a software object that has three facets that closely match the MVC

model: a presentation, a behavior, and an application interface. Sample

illustration of widgets is provided below.

The presentation defines the graphic created by assembling widgets into a tree.

Widgets, such as buttons are the leaves of the tree. Composite widgets

constitute the nodes of the tree and control the layout of their children. The

behavior of a widget defines the interaction methods it supports: a button can be

pressed, a scrollbar can be scrolled, and a text field can be edited.

The application interface defines how a widget communicates the results of the

user interaction to the rest of the application. It is usually based on a notification

mechanism.

One limitation of widgets is that their behaviors are limited to the widget itself.

Interaction techniques that involve multiple widgets, such as drag-and-drop,

cannot be supported by the widgets' behaviors alone and require separate

support in the UI toolkit.

299
2.2.2 Prototypes and Widgets

In general, prototyping new interaction techniques requires either implementing

them within new widget classes, which is not always possible, or not using a

toolkit at all. Implementing a new widget class is typically more complicated

than implementing the new technique outside the toolkit, (for example, with a

graphical library), and is rarely justified for prototyping. Many toolkits provide

a blank widget, such as the Canvas in Tk or JFrame in Java Swing, which can

be used by the application to implement its own presentation and behavior. This

is usually a good alternative to implementing a new widget class, even for

production code. A number of toolkits have also shifted away from the widget

model to address other aspects of user interaction. For example, GroupKit was

designed for groupware, Jazz for zoomable interfaces, the Visualization and

InfoVis toolkits for visualization, Inventor for 3-D graphics, and Metisse for

window management.

Creating an application or a prototype with a UI toolkit requires solid

knowledge of the toolkit and experience with programming interactive

applications. In order to control the complexity of the interrelations between

independent pieces of code (creation of widgets, callbacks, global variables,

etc.), it is important to use well-known design patterns, otherwise, the code

quickly becomes unmanageable and, in the case of a prototype, unsuitable to

design models.

300
Toolkits are amenable to object-oriented programming using Java interfaces

that include the AWT (abstract windowing toolkit), a Java toolkit, and some

Java classes for buttons and menus, etc.

Some Java interfaces are

i. Notification based such as AWT 1.0 with the need to subclass basic

widgets and AWT 1.1 and beyond with call-back objects.

ii. Swing toolkit built on top of AWT with higher level features that also
uses the MVC architecture.

2.2.3 The User Interface Management Systems (UIMS)

The UIMS add another level above toolkits because toolkits may be too difficult
for non-programmers.

Concerns of UIMS include the conceptual architecture, the implementation


techniques and the support infrastructure

UIMS as conceptual architecture

The conceptual architecture is viewed as the separation between application


semantics and presentation.

This improves:

i. Portability which runs on different systems


ii. Reusability having components reused thereby cutting costs
iii. Multiple interfaces that access same functionality
iv. Customizability; here, the system is customised to suit the designer and
user.

301
The User Interface Management System (UIMS) tradition of interface layers
and logical components comprise

Figure 4.3.6: User Interface Management System

The Seeheim model: Its concept and implementation

Seeheim concept arose as a result of implementation experience with conceptual


approach as principal contribution. The concepts are part of the normal user
interface language.

Figure 4.3.7: different kinds of feedback.

The above depicts different kinds of feedback. For example, the movement of
the mouse carried out at the presentation interface is known as the lexical
feedback, the menu highlights as a dialogue control is known as the syntactic
feedback while a function carried out at the application interface such as sum of
302
number regarded as the semantic feedback. Changing, is because the semantic
feedback is often slower; programmers prefer to use the rapid lexical and/or the
syntactic feedbacks.

The lower box representing the bypass switch is needed for implementation.
The switch enables a direct communication between application and
presentation. Though regulated by a dialogue control, it also provides a rapid
semantic feedback.

The Arch/Slinky model characteristics

i. This model contains more layers to distinguish the lexical and the
physical
ii. Like a 'slinky' spring, different layers may be thicker (that is more
important) in different systems or indifferent components

Figure 4.3.8: The Arch/Slinky model

Monolithic vs. Components

Seeheim has big components and is often easier to use smaller ones especially if
using object-oriented toolkits.

Smalltalk used the model—view—controller (MVC)

Model indicates the internal logical state of component

View shows how it is rendered on screen


303
Controller processes user input

The Model - View - Controller (MVC)

Figure 4.3.9: Model View Controller

In-text Question 2
Creating an application or a prototype with a UI toolkit requires solid knowledge of the
toolkit and experience with programming interactive applications. True or False?

Answer
True

MVC issues

MVC is largely pipeline model:

Using the pictorial illustration above, the Input is transmitted to the controller,
the controller processes user input and connects with the model. Since the
model represents the internal the logical state of then component, a
manipulation is carried out and through the view model, the result of the
manipulation is output on screen. In graphical interface input only has meaning
in relation to output e.g. a mouse click

304
There is the need to know what was clicked and the controller has to decide
what to do with the click. Using the internal logical state of the component
through the model, the view displays how it is rendered on the screen.

However, in practice, the controller directly 'talks' to view.

The Presentation, Abstraction and Control (PAC) model

Presentation - abstraction – control

Figure 4.3.10: Presentation, Abstraction and Control model

The PAC model is closer to the Seeheim model in principle because the term
'Presentation' describes input and output are managed, the ' Abstraction'
describes the logical state of the component while

'Control' represents the state of mediation between the 'Presentation' and


'Abstraction'.

The PAC model manages the hierarchy and multiple views through the control
part of PAC communicate the 'Abstraction'

Though the PAC model is direct, the MVC model is used more in practice as
can be found in the use of Java Swing.

The Implementation of UIMS takes the following forms:

Implementing the techniques for dialogue controller through the use of the

305
i. Menu networks
ii. State transition diagrams
iii. Grammar notations
iv. Event languages
v. Declarative languages
vi. Constraints
vii. Graphical specification

3.0 Tutor Marked Assignments (Individual or Group)


1. Using the pictorial representation of a windowing system, describe its
role in interactive programming
2. Describe the architecture of a Windowing System using the client server
architecture diagram.
3. What is the alternative to the use of a tool-kit? What could require the use
of such alternative?
4. Using a suitable pictorial representation, describe the concept and
implementation of the Seeheim model.
5. What is the concept supporting the model 'View Controller'(MVC)? How
useful is this concept to the programmer?
6. Explain how closely is the relationship between the MVC model and the
Presentation, Abstraction and Control (PAC) model?
7. In what form can the implementation of the User Interface Management
System be carried out?

306
4.0 Conclusion/Summary
Programming tools for the design of user interface enable easy programming of
the application and the control of dialogue between the system and the user.

Levels of programming support tools comprise Windowing systems that are


device independence with multiple tasks, the Paradigms for programming the
application with read-evaluation loop that is notification-based, Toolkits
containing programming interaction objects, and the User Interface

Management System made up of conceptual architectures for separation


together with the techniques for expressing the dialogue.

The layers of programming development tools contribute to how human


computer interaction affects the programmer.

5.0 Self-Assessment Questions


1. List and explain three possible forms software architectures?
2. The layers of programming development tools have no effect as to how
human computer interaction affects the programmer. True or False?

6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.


a. Visit YouTube add http://bit.ly/2XrcT7Y , http://bit.ly/30bW1nn ,
http://bit.ly/389srUn , http://bit.ly/2YevR3R , http://bit.ly/386wuAO Watch the
video & summarise in 1 paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on user interface design programming
tools; In 2 paragraphs summarise their opinion of the discussed topic. etc.

7.0 Self-Assessment Question Answers

307
1.
i. When each application manages all processes. Here, everyone

worries about reduces portability of applications

ii. When management role within kernel of operating system ensures

that applications are tied to operating system, and

iii. When management role as separate application ensures maximum

portability

2. False

8.0 References/Further Readings


Buxton, W., et al (1983) "Towards a Comprehensive User Interface Management
System," in ProceedingsSIGGRAPH'83: Computer Graphics. Detroit,
Mich. 17. pp. 35-42.
Kasik, D.J. (1982) "A User Interface Management System," in Proceedings S
IGGRAPH'82:Computer Graphics. Boston, MA. 16. pp. 99-106.
Scheifler, R.W. and Gettys, J., (1986) "The X Window System." ACM
Transactions on Graphics, 5(2):pp. 79-109.
Myers, B.A., (1995) "User Interface Software Tools." ACM Transactions on
Computer Human Interaction, 2(1): pp. 64-10 3.
Palay, A.J., et al. (1988) "The Andrew Toolkit - An Overview," in Proceedings
Winter Usenix Technical Conference. Dallas, Tex. pp. 9-21.

308
STUDY SESSION 4
The Software Design Process of Human Computer Interaction

Section and Subsection Headings:


Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1 The software process of Human Computer Interaction
2.2 The waterfall model
2.3 The life cycle for interactive systems
2.4 Usability engineering
2.5 ISO usability standard 9241
2.6 Iterative design and Prototyping
3.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions and Answers
6.0 Additional Activities (Videos, Animations & Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

Introduction:
Software engineering is the discipline for understanding the software design
process, or life cycle.

Therefore, this study session looks at the software design process of human
computer interaction by analysing the pros (linearity) and cons (non linearity) of
the water fall model that comprises the design life cycle. The usability
engineering process that measures the user's experiences is weighed against the
ISO usability standards 9241. For a successful and effective design,

309
management issues concerned with interactive design and prototyping are
considered along the relevant design rationale.

1.0 Study Session Learning Outcomes


After studying this session, I expect you to be able to:
i. Understand the distinct activities that constitute the software engineering
life cycle
ii. Understand the concepts of the water fall model in relationship to the
software life cycle
iii. Differentiate between software engineering life cycle usability
engineering
iv. Explain the concepts of interactive design and prototyping

2.0 Main Content


2.1 The software process of Human Computer Interaction

The software process comprises the following:

i. Software engineering and the design process for interactive systems


ii. Usability engineering
iii. Iterative design and prototyping
iv. Recording the design knowledge using the design rationale

Software engineering is the discipline for understanding the software design


process, or life cycle. The design for usability occurs at all stages of the life
cycle, not as a single isolated activity.

Usability engineering is the ultimate test of usability based on measurement of


user experience.

Iterative design and prototyping overcomes inherent problems of incomplete


requirements

310
Design rationale is information that explains why a computer system is the way
it is.

In-text Question 1
What is software engineering?

Answer
Software engineering is the discipline for understanding the software design process, or life
cycle.
Explain the software process of a Human Computer Interaction

2.2 The waterfall model

The waterfall model depicts the software life cycle.

The pictorial illustration that follows reflects a mountain top from where water

falls towards the bottom of the mountain, hence called a waterfall. It shows the

commencement of the life cycle (the requirements specification) through the

design, coding and testing processes to its ultimate termination (the operation

and maintenance).

Figure 4.4.1: Activities in the software lifecycle


311
Activities in the software lifecycle are:
Requirements specification:

Here, the designer and client try to capture what the system is expected to
provide and can be expressed in natural language or more precise languages,
such as a task analysis would provide

Architectural design:

This is a high-level description of how the system will provide the services
required. It describes how to factor system into major component of the system
and how they are interrelated. It shows the needs to satisfy both functional and
non-functional requirements.

Detailed design

This concerns a refinement of architectural components and their interrelations


to identify modules to implement separately. The refinement is governed by the
non-functional requirement

Verification and Validation

Verification: This is ensuring that the product is designed right

Validation: This is ensuring that the right product is designed.

Figure 4.4.2: formality gap between constraints

312
The formality gap shown in the diagram above indicates that validation will
always rely to some extent on diagram subjective means of proof.

Management and contractual issues describes design in commercial and legal


contexts

2.3 The life cycle for interactive system

Figure 4.3.3: lifecycle for interactive system

The life cycle for interactive systems cannot assume a linear sequence of
activities as in the waterfall model because there are lots of feed backs
occurring within the initial requirements specification, the designs, the
coding and testing processes. See the illustration above.

2.4 Usability engineering:

This is the ultimate test of usability based on measurement of user experience.


Usability engineering demands that specific usability measure be made explicit
as requirements.

Usability specification comprises the usability attribute and/or principle, the


measuring concept and the measuring method. It also depicts either the present
level the worst case level the planned level or the best case level.

The problems associated with usability specifications are:

313
i. Usability specification requires level of detail that may not be possible
in early life of the design level process.
ii. It does not necessarily satisfy the usability.

Example of a usability specification

Attribute: Backward recoverability

Measuring concept: Undo an erroneous programming sequence

Measuring method: Number of explicit user actions to undo current program

Present level: An undo is not allowed presently

Worst case: This considers as many actions as it takes to program in mistakes

Planned level: A maximum of two explicit user actions are allowed

Best case: One explicit cancel action is allowed

In-text Question 2

____________is information that explains why a computer system is the way it is.

Answer

Design rationale

2.5 ISO usability standard 9241:

ISO usability standard 9241 adopts the following traditional usability


categories:

Effectiveness: This is achieving what you want to.

Efficiency: This is doing it without wasting effort.

Satisfaction: This is showing whether or not you enjoy the process.

Some metrics from ISO 9241 are:

314
Usability Effectiveness Efficiency Satisfaction
Objectives measures measures measures
- Suitability for - Percentage of - Time to - Rating scale
the task goals achieved complete a for satisfaction
- Appropriate for - Number of task - Rating scale
trained users power features - Relative for satisfaction
- Learnability used. efficiency with power
- Error tolerance - Percentage of compared with features
functions an expert user - Rating scale
learned - Time to learn for ease of
- Percentage of criterion learning.
errors corrected - Time spent on - Rating for
successfully correcting error handling.
errors
Table 4.3.1: ISO usability metrics.

2.6 Iterative design and Prototyping

Iterative design overcomes inherent problems of incomplete requirements while


prototypes simulate or animate some features of intended system.

Different types of prototypes can be identified as:

i. Throw-away,
ii. Incremental and
iii. Evolutionary

Management issues concerned with Interactive design and Prototyping:


The management issues are:

i. Time allocated to the design,


ii. Planning the design,
iii. Non-functional features of the design and

315
iv. Contracts of the design.

Prototyping Techniques:

These include the following:

i. Storyboards which need not be computer-based but can be animated


ii. Limited functionality simulations in which some part of the system
functionality is provided by designers. Such tools like HyperCard are
common.
iii. Wizard of Oz technique
iv. Warning about the iterative design. These show concerns about the
design inertia in which early bad decisions stay bad. It is better to
diagnose the real usability problems in prototypes; and not just the
symptoms.
3.0 Tutor Marked Assignments (Individual or Group)
1. Briefly explain the four tasks of the software process of Human
Computer Interaction.
2.
a) What do you understand by the term "the Waterfall model" in the
software design process of human computer interaction?
b) With the aid of a related diagram, briefly explain the activities
depicted by the "waterfall model"
3. What do you observe as the major departure of the interactive system life
cycle from the "waterfall model"? What do you think as the reason
behind this major departure?
4.
a) Explain the value of usability engineering in the Software design
process
b) What are the major problems associated with usability
specifications?

316
Give any three examples of a usability specification

5. What are the usability objectives of the International Standards


Organisation (ISO) 9241? Mention its usability categories

4.0 Conclusion/Summary
The life cycle for interactive systems cannot assume a linear sequence of
activities as in the waterfall model because there are lots of feedbacks!

The software engineering life cycle consists of distinct activities and the
consequences for interactive system design. The waterfall model depicts the
software life cycle.

Usability engineering makes usability measurements explicit as requirements


and is the ultimate test of usability based on measurement of user experience.

Iterative design overcomes inherent problems of incomplete requirements.

Prototyping techniques comprise storyboards, limited functionality simulations


or animations of intended system, and Wizards.

Design rationale records design knowledge through the process and structure
orientations.

5.0 Self-Assessment Questions


1. The life cycle for interactive systems can assume a linear sequence
of activities as in the waterfall model because there are no
feedbacks. True or False?
2. ________________ makes usability measurements explicit as
requirements and is the ultimate test of usability based on
measurement of user experience.

317
6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.
a. Visit YouTube add http://bit.ly/2XKStLs , http://bit.ly/2xw68Ya ,
http://bit.ly/2Jf7jC1 , http://bit.ly/2Nz20S1 Watch the video & summarise in 1
paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on the software design process of
human computer interaction In 2 paragraphs summarise their opinion of the
discussed topic. etc.

7.0 Self-Assessment Question Answers

1. False
2. Usability engineering

318
8.0 References/Further Readings

Swinehart, D., et al., (1986) "A Structural View of the Cedar Programming
Environment." ACM Transactions on Programming Languages and
Systems, 8(4): pp. 419-490.

Swinehart, D.C., (1974) Copilot: A Multiple Process Approach to Interactive


Programming Systems.PhD Thesis, Computer Science Department
Stanford University, SAIL Memo AIM-2 30 and CSD Report STAN-CS-
74-412.

Teitelman, W., (1977) "A Display Oriented Programmer's Assistant."


International Journal of Man-Machine Studies, 1979. 11: pp. 157-187.
Also Xerox PARC Technical Report CSL-77- 3, Palo Alto, CA, March 8.

Newman, W.M. (1968) "A System for Interactive Graphical Programming," in


AFIPS Spring Joint Computer Conference, 28. pp. 47-54.

Shneiderman, B., (1983) "Direct Manipulation: A Step Beyond Programming


Languages." IEEE Computer, 16(8): pp. 57-69.

Smith, D.C., (1977) Pygmalion: A Computer Program to Model and Stimulate


Creative Thought, Basel, Stuttgart: Birkhauser Verlag. PhD Thesis,
Stanford University Computer Science Department.

319
STUDY SESSION 5
Interactions in Hypertext, Multimedia and the World Wide Web

Section and Subsection Headings:


Introduction
1.0 Learning Outcomes
2.0 Main Content
2.1 Understanding hypertext
2.2 Multimedia or Hypermedia
2.3 Interacting in hypertext
2.4 Designing structure
2.5 Conducting complex search
2.6 Web technology and web issues
2.7 Network issues —Timing and volume of data transmission
2.8 Design implications of the Web
2.8.1 WAP (Wireless Advance Protocol)
2.8.2 Static web content
2.8. 3 Text
2.8.4 Graphics
2.8.5 Formats
2.8.7 Icons
2.8.7 Web colour
2.8.8 Movies and sound
3.0 Tutor Marked Assignments (Individual or Group assignments)
4.0 Study Session Summary and Conclusion
5.0 Self-Assessment Questions and Answers
6.0 Additional Activities (Videos, Animations & Out of Class activities)
7.0 Self-Assessment Question Answers
8.0 References/Further Readings

320
Introduction:

Understanding hypertext; It enables you to find information by navigating the


hyperspace using the web technology. Hypermedia is not just text but
hypertext systems containing additional media such as illustrations,
photographs, video and sound.

The web contains protocols, browsers, web servers, clients and a lot of
networking. The challenges remain a loss in hyperspace and information
overload.

The advantage of this option is an interactive Data Base access. The availability
of bandwidth and the security of data are problem issues to be resolved.

1.0 Study Session Learning Outcomes


After studying this session, I expect you to be able to:
1. Understanding hypertext
2. Multimedia or Hypermedia
3. Animation
4. Video and Audio effects.
5. Web technology issues:
6. Network issues
7. The web content could be made static by unchanging pictures and text or
made dynamic with interaction and applications on the web.

2.0 Main Content


2.1 Understanding hypertext

Hypertext enables you to find information by navigating the hyperspace using


the web technology. Hypertext is made up of rich content of graphics, audio,
video, computation and interaction.

Text

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Figure 4.5.1: hypertext

In some cases hypertext imposes strict linear progression on the reader but in
most cases it is not linear as shown in the diagram below:

Figure 4.5.2: hypertext – not just linear

From the above, we can see that the non-linear structure contains blocks of text
(pages) with links between pages that create a mesh or network. The users
follow their own path for the information desired.

2.2 Multimedia or Hypermedia

Multimedia is sometimes also called Hypermedia. The term can also be used
for simple audio and video effects.

Hypermedia is not just text but hypertext systems containing additional media
such as illustrations, photographs, video and sound.

322
Links and hotspots may be in media with their pictures, the times and locations
in video.

Animation

Animation is adding motion to images particularly images on things that change


in time. Examples are digital faces that take seconds to tick past or warp into the
next and analogue face with hands swept around the clock face.

Animation comprises live displays for showing status and progress, flashing art
at text entry location, busy cursors (in form of hour-glass, clock, and spinning
disc) and progress bars. Animations are used for education and training making
students see things happen through introduction of interesting and entertaining
images.

2.3 Interacting in hypertext.

Figure 4.5.3: Interactivity in hypertext.

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i. Delivery technology On the computer, the help systems are installed
on hard disk with applications in CD-ROM or DVD based
hypermedia. The same information can be obtain d from the web
since many applications have web-based documentation. These
applications can as well be delivered on the move as long as you are
connected to the internet using mobile platforms such as mobile
phones, PDAs (Personal Digital Assistants), or laptop computers.

WiFi access points or mobile phone networks containing tiny web-like pages
can be used for whom and where

i. Tourist guides and directed advertising.


ii. Rapid prototyping, creation of live storyboards and mock-up
interaction are done using links.
iii. The help and documentation allow hierarchical contents and keyword
search or browsing
iv. 'Just in time learning' (what you want when you want it) such as
learning a technical manual for a photocopier with technical manual
glossary are done on the web. You can as well obtain a links between
similar photocopiers!
v. In education, animation and graphics allow students to see things
happen sound effect add atmosphere, and diagram can be looked at
while listening to explanation the non-linear structure of the web
allows students to explore at their own perception.
vi. E-learning provides education out of the classroom!!

324
An e-Class is shown in the picture below

Figure 4.5.4: example of an e-class

Lostness in hyperspace; To avoid getting lost in hyperspace while finding


information, use structure and navigation with the aids of history, bookmarks,
indices, directories and searching algorithms.

The non-linear structure of the web is very powerful but potentially confusing.

There are two aspects of lostness: Cognition and Content that create
fragmentary information. There is also a lack of information integration thereby
creating confusion.

Good design helps navigation and structure where hyperlinks move across
structure.

In-text Question 1
What do you understand by the word Animation?

Answer
Animation is adding motion to images particularly images on things that change in time.

2.4 Designing structure

325
Designing good structure entails task analysis for activities and processes in
existing organizational structures. In making navigation easier, create maps to
give an overview of the structure and to show below current location.

Also provide recommended routes as guided tour or bus tour metaphor and as a
linear path through a non-linear structure.

To support printing your navigated information, you need a linearized content


the History and bookmarks also ease navigation because they allow 'hub and
spoke' access with lots of revisiting of pages. Bookmarks and favourites are
good for longer term revisiting. Frames are difficult to bookmark, search and
link to, except there are good reasons for its use, it is not recommended.

Using indices, directories and search; Indexes are often found on help,
documentation and books. Selective but non-exhaustive list of words are used in
index. Directories on web index would be very huge; so, manually choose site
of navigation e.g. an open directory project or Yahoo. Using web search engines
make you 'crawl' the web by following links from page to page. Search engines
build full word index but ignore common 'stop' words to carry out its search. It
looks up your request in index when you enter keywords to find the pages.

2.5 Conducting complex search:

Conducting a complex search involve too many pages for a single word search
there is a need to be more selective. You can use a Boolean search method that
combines words with logic e.g. If you want to find facts about engine only,
write 'engine AND NOT car'. 'AND NOT 'is the Boolean expression

In creating a link structure, Goggle, a links to rank pages.

To be search engine friendly, add 'Meta' tags, relevant title, keywords and
description. Note that it is hard search engine, uses richness of in and out link to
index generated pages for a hidden web.

326
Finding research literature involves special portals and search sites such as cite
seer<citeseer.nj.nec.com>.

Searches for literature papers require scanning the papers for bibliography to
build up citation index, such as in the diagrams below.

Figure 4.5.5: bibliography backwards in time

2.6 Web Technology and Web Issues Web Servers, Clients and a lot of
Networking.

The web contains protocols, browser and standards. Protocols such as HTTP
(Hypertext Transmission Protocol) that carry information graphics formats for
content browsers to view the results, and a lot of Web activities involve using
protocol the internet, HTML (Hyper-Text Mark-up language), XML

(Extended Mark-up Language) and g plug-ins.

Changing use of the Internet: research by CERN for their high energy physics
research. But all over

Initially, the internet was created for government, commerce, entertainment, and
the advertising the world, it is now used by corporate community.

The challenges remain a loss in hyperspace and information overload.

Web servers and clients:

327
The web is distributed with different machines far across the world. Pages are
stored on servers, the browsers (the clients) ask for pages that are sent to and
from across the internet as illustrated in the picture below:

Figure 4.5.6: Web servers and clients

2.7 Network issues — Timing and volume of data transmission

QOS (quality of service): This term describes the quality of service provided by
the network

The following comprise the quality services

Bandwidth: This is how much of information transmitted per second

Latency: This is how long the transmission takes (otherwise called delay)

Jitter: This is how consistent the delay is

Reliability: Here some messages maybe lost and needed to be resent. This
increase jitter and the connection set-up, hence a need to ' handshake' to start.

The illustration of bandwidth, latency and jitter is given in the accompanying


diagram below.

328
Figure 4.5.7: illustration of bandwidth, latency and jitter

2.8 Design implications of the Web:

While designing, you should consider the bandwidth and hence about the
download time, e.g. an image of 100K bytes may be transmitted in 1 sec (also
called broadband), and a 56K bytes modem may transmit in18 seconds. Hence
the need to save graphics in appropriate format and size at the same graphics
could be reused in the browser cache so the after first load.

To reduce the connection time, users need big file at a time in a data transfer
than using small ones

Beware of 'fit on one screen' rule because scrolling is fast! Think before
breaking big graphic into bits.

In latency, think about feedback.

329
2.8.1 WAP (Wireless Advance Protocol): This describes the web activities
on the phone as illustrated in the diagram below:

Figure 4.5.8: Wireless Advance Protocol

The phone is made up of very small screen and the scrolling of data could be
very painful because the screen displays small 'pages' at a time. A GSM
connection is considerably slow with big chunks. Operation is carried out using
a WML (wireless mark-up language) whose content is delivered in 'stacks' of
'cards'.

The cards are the 'pages' the user view but navigation within the stack is fast.

N.B. With larger screens and faster connections, WML (Wireless Mark-up
Language) is giving way to small HTML pages. See illustration below.

Figure 4.5.9: Wireless Markup Language

330
2.8.3 Text:

The text style should be universal generic styles such as serif, sans, fixed, bold
and italic. You can use specific fonts too, but these should vary between
platforms.

Use cascading style sheets (CSS) for fine control but beware of older browsers
and fixed font sizes for compatibility.

Because colours are often abused, be careful about your choice of colour.

Text positioning should be easy; it could be left, right justified or centered. You
should remember that

DHTML (Dynamic Hypertext Mark-up Language) requires precise positioning


so beware of platforms.

You should also take note of the screen size.

Remember that mathematical oriented texts require special fonts and layout.

2.8.4 Graphics:

Graphics should be used with care considering for example, the file size and
download time. For example, the image above is made up of 1000words of text
and is affected by size, number of colours, and file format.

331
Add little backgrounds because too many backgrounds often make text hard to
read.

Speeding up transmission of graphic require caching and to be able to reuse the


same graphics.

In-text Question 2

__________ defines how much information is transmitted per second.

Answer

Bandwidth

Using progressive formats make the image to appear in low resolution and the
image also gets clearer as shown above.

2.8.5 Formats:

Use JPEG for photographs as shown above, for higher but 'lossy' compression.

Use GIF (Graphics Image Format) for sharp edges and lossless compression.

PNG formats are supported by current web browsers.

332
For action, use animated gifs for simple animations and image maps for images
you can click on.

2.8.6 Icons:

Sample icons are displayed below

They are just small images on the web used for bullets and decoration or to link
to other pages. There are lots available!

The design of icons is just like any other her interface that needs to be
understood. So icons should be designed as collection to fit the web. A web
site under construction is a sign of the inherent incompleteness of the web.

2.8.7 Web colour

Decide from the beginning how many colours your web site is to contain. The
PC monitor is made to display millions of colours each comprising 24 bits per
pixel but the 'same' colour may look very different. Web colours are usually
expressed adips per inch —dpi. Between 72 to 96 dpi are common Older
computers, PDAs and phones can tolerate perhaps only 16 bits or 8 bits per
pixel in 256 colours or even in grey scale.

From the colour palettes, you can choose up to 256 different useful colours,
although Netscape 'web safe' colours are common. Each GIF (graphics Image
Format) used for fast download has its own palette.

333
2.8.8 Movies and sound

The problems of size and download are worse in movies and sound compared
with graphics. So they require special plug-ins. The problems are not prominent
with audio however, because some have some compact formats such as MIDI.

With streaming video, you can play while downloading hence can be used for
'broadcast' radio or TV (see illustration below).

Dynamic web content

This content shows what happens were, with its technology and security; it
enables a local interaction, and effective search through remote access and batch
generation of pages of data. It is of dynamic content.

The active web

In the early days of the web, pages that contained text were static pages. Some
gateways such as FTP, GOPHER enabled usability thereby making interaction
easy on one simple model.

A dynamic content has a model or with passive pages but active interface. Each
lead to different user understanding.

The architectural design of the web is about what happens where. The design
has:

334
i. A feedback in which a user can see results of his own action,
ii. A feed through effect in which effects of other people's actions are seen.
Note that the effect of the design is reflected on the complexity of
implementation and its maintenance.

The concerns of the designer from the user's point of view are the changes to be
made in the design during use in terms of the media stream, the presentation,
and the content. He should be guided by the following questions:

i. 'Are these done automatically?',


ii. ‘By whom would the changes be made?' -The site author, the user, or
other users through a feed through? and
iii. How often is the pace of change: in days, in months, or in seconds?

The technology of design changes:

Where does the change happen? Is it through the client using toolkits such as
the applets, Flash, JavaScript and DHTML ,or through the server using toolkits
such as the CGI scripts, Java servlets , JSP, ASP, PHP, etc? Or through another
machine such as the author's machine, the database server, the proxy server, or
through people adopting socio-technical solutions?

Security of the web:

For computational functions, the codes and data should not be at the same
place! The problems that need to be addressed on security include the security
of data, the safety of the web-server and the client machine that is the most
vulnerable, and of course the entire networks.

335
Figure 4.5.8: request flow through client and web server

For a fixed content interaction, the user interacts locally through his machine by
the use of Java applets, Flash, JavaScript plus DHTML (Dynamic Hyper-Text
Mark-up Language).

In fixed content interaction, a rapid feedback occurs but interaction is local and
there is no feed through. Examples

Figure 4.5.7: interactivity using applets and javascript

The picture above shows that the 'coin race' uses Java Script while the 'dancing'
histograms (set of interactive stacked histograms) that depict the sales trends for
each fruit type, are Java applets.

336
The picture below demonstrates the processes of the user conducting a web
search.

Figure 4.5.8: process of a user conducting a web search

Indices are created off-line before commencement of search.

For automatic generation of data, you need database driven sites. The available
options of tools that can be used are the client-end applet or Flash access remote
DB using the server-end CGI that is driven by web forms with limited user
interface.

However, hybrid solutions that could be optionally utilised are the CGI
generated pages that can contain JavaScript etc. The JavaScript can 'write' web
pages dynamically.

Look at the following picture: A situation of the Java applet and JDBC
accessing the database.

Java applet & JDBC

337
Figure 4.5.9: A situation of the Java applet and JDBC accessing the database

The advantage of this option is an interactive Data Base access. However, the
availability of bandwidth and the security of data are problem issues to be
resolved.

The picture below shows us the situation in which the CGI script accesses the
database.

Figure 4.5.10: CGI Script accesses the database

The advantage here is that the database is always current with up to date
information.

338
Its disadvantage is the non-proximity of the web server and that access is not
index friendly.

Batch generation of web pages of data

Batch generation of data is for slow and varying data that is updated through a
local database. Here, pages are periodically generated before up load.

Many technologies are involved in batch generation; and they include the use of
object oriented languages such as C, Java, HyperCard and Visual Basic.

Illustration of batch generation of web pages

Figure 4.5.11: Illustration of batch generation of web pages

Advantages of this option are that the generated batches are index able and
secure.

The disadvantage is its slower turnaround.

Dynamic content:

Dynamic contents are really 'active' web pages in which data is updated as well
as presented on n the web.

The data presentation could be made in any of the means discussed previously
using the CGI, applet-JDBC etc.

339
The update is done through the webform interface using the server script that
updates the data base, as in the example of that carried out in the updating of
book theatre seats.

The issues of concern in the design of this type of interaction are the
authentication on and security problems due to multiple transactions of data.

Using the n-tier architecture

Figure 4.5.12:

As illustrated, the picture contains one or more intermediate layers with the
‘business logic' in layers.

The web is made up of standard bus components and protocols.

3.0 Tutor Marked Assignments (Individual or Group)


1. What do you understand by "Video and Audio'' effects in human
computer interaction? What are their advantages and challenges arising
from their application in web browsing and hypertext?
2. Give 5 examples of typical Human Computer interactions in the web.

340
3. What is the function of the Boolean search used in conducting a web
search? Give 2 examples of Boolean expressions that can be used for a
web search.
4. Describe the major components of the web technology
5. The quality of Service (QOS) of a network is reflected in the bandwidth,
latency, the jitter, and reliability of the network. What do you understand
of the underlined terms?
6. Mention 2 design implications of the web. Describe how these affect the
web activities using the GSM phone
7. What are the design implications to be considered in the following:
i. Static web content,
ii. Text,
iii. Graphics,
iv. Picture formats,
v. Icons,
vi. Web colour,
vii. Movies and sound,
viii. The active web.

4.0 Conclusion/Summary
The challenges of human computer interaction in hypertext, multimedia and the
world-wide web remain a loss in hyperspace and information overload. Also,
the availability of bandwidth and the security of data are problem issues to be
resolved.

Hypertext enables you to find information by navigating the hyperspace using


the web technology Multimedia is sometimes called Hypermedia and can be
used for simple audio and video effects. Ch.

341
Hypermedia is not just text but hypertext systems containing additional media
such as illustrations, photographs, video and sound.

Animation is adding motion to images particularly images on things that change


in time. History and bookmarks ease navigation because they allow 'hub and
spoke' access with lots of revisiting of pages. Bookmarks and favorites are good
for longer term revisiting the web contains protocols, browsers, web servers,
clients and a lot of networking.

Web activities involve using protocols and standards. Protocols such as HTTP
(Hypertext Transmission Protocol) that carry information over the internet,
HTML (Hyper-Text Mark-up Language), XML (Extended Mark-up Language)
and graphics formats for content browsers to view the results; and a lot of plug-
ins.

Wireless Advance Protocol (WAP) describes the web activities on the phone

Web icons are small images on the web used for bullets and decoration or to
link to other pages.

Dynamic content are 'active' web pages in which data is updated as well as
presented on the web.

Batch generation of web pages of data is for slow and varying data that is
updated through a local database

5.0 Self-Assessment Questions


1. _____________enables you to find information by navigating the
hyperspace using the web technology.
2. Multimedia is sometimes referred to as hypermedia. True or False?

342
6.0 Additional Activities (Videos, Animations & Out of Class activities) e.g.
a. Visit YouTube add http://bit.ly/2XpdgVC , http://bit.ly/2Yz1OTC
,http://bit.ly/2XpdgVC , http://bit.ly/2YvKhvC , http://bit.ly/2XJcQIZ Watch
the video & summarise in 1 paragraph

b. View the animation on add/site and critique it in the discussion forum

c. Take a walk and engage any 3 students on interactions in hypertext,


multimedia and the world wide web; In 2 paragraphs summarise their opinion of
the discussed topic. etc.

7.0 Self-Assessment Question Answers


1. Hypertext
2. True

8.0 References/Further Readings


Catledge, L. D. (1994) "Characterizing Browsing Strategies in the World-Wide
Web."ScienceDirect.[https://www.sciencedirect.com/science/article/pii/0
169755295000437]

Jakob, N. (1998) "Using link titles to help users predict where they are going"
Alertboxcolumn of January 11.

Jakob, N. (1997) "The difference between Web design and GUI design."
Alertbox column of May 1.

Jakob, N. (1997) "The Tyranny of the Page: continued lack of decent navigation
support in Version 4browsers." Alertbox column of November 1.

Nielsen, J., (1995) Multimedia and Hypertext: the Internet and Beyond. Boston:
Academic Press Professional.

343
Dam, V. A., et al. (1969) "A Hypertext Editing System for the 360," in
Proceedings Conference in Computer Graphics. University of Illinois.

344
GLOSSARY

Human-computer interaction: is a discipline concerned with the design,


evaluation and implementation of interactive computing systems for human use
and with the study of major phenomena surrounding them.

Interaction technique: An interaction technique or user interface technique is a


combination of input and output consisting of hardware and software elements
that provides a way for computer users to accomplish a simple task.

Natural language: This is the language familiar to the user.


Query interfaces: These comprise question and answer interfaces in which the
user is led through interaction via series of questions.
Spreadsheets: Spreadsheets are sophisticated variations of form-filling in
which grid of cells contain a value or a formula.
Stakeholder: Stakeholder is anyone affected by success or failure of system.
Socio-technical modelling: This is a response to technological determinism and
it is concerned with the technical, social, organizational and human aspects of
design.
Ethnography: It is a form of anthropological study with special focus on social
relationships and does not enter actively into situation.
Cognitive modeling: Cognitive modeling involves creating a computational
model to estimate how long it takes people to perform a given task.
GOMS: is an acronym that stands for Goals, Operator, Methods, and Selection
Rules. It is a family of techniques that analyzes the user complexity of
interactive systems.
Heuristic Evaluation: Heuristic Evaluation is a usability engineering method
for finding and assessing usability problems in a user interface design as part of
an iterative design process.
Rapid prototyping: Rapid prototyping is a method used in the early stages of
development to validate and refine the usability of a system.

345
Remote usability testing: is a technique that exploits users' environment (e.g.
home or office), transforming it into a usability laboratory where user
observation can be done with screen sharing applications.
Thinking Aloud Protocol: The Thinking Aloud Protocol is a method of
gathering data that is used in both usability and psychology studies.
Meta-Analysis: is a statistical procedure to combine results across studies to
integrate the findings.
Persona: Personas are fictitious characters that are created to represent the
different user types within a targeted demography that might use a site or
product.

Interaction style: Interaction style as an interaction technique that shares the


same metaphor or design principle.

Command line interface: This is the way of expressing instructions to the


computer directly and it comprises the function keys, single characters, short
abbreviations, whole words, or a combination of them.

Button: This is an individual and isolated region within a display that can be
selected to invoke an action.

Toolbars: These are long lines of icons with fast access to common actions and
are often customizable.

Palettes and tear-off menus: Palettes are little windows of actions shown or
hidden via menu option in available shapes in drawing package.

Dialogue boxes: These are information windows that pop up to inform of an


important event or request information.

Participatory design: is an approach to design that attempts to actively involve


the end users in the design process to help ensure that the product designed
meets their needs and is usable.

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Distributed Participatory design (DPD): is a design approach and philosophy
that supports the direct participation of users and other stakeholders in system
interaction analysis and design work.

Pattern: A pattern is an invariant solution to a recurrent problem within a


specific context.

Design: Design is achieving goals within constraints, so the design should


consider those to benefit from the goals and for what purpose.

User-system interface: User-system interface is broadly defined to include all


aspects of system design that affect system use.

Design rationale: Design rationale is an information that explains why a


computer system is the way it is.

Resource sharing: This is the act of achieving simultaneity of user tasks.

Software engineering: is the discipline for understanding the software design

process, or life cycle.

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