COSC 206 - Introduction To Human Computer Interaction.
COSC 206 - Introduction To Human Computer Interaction.
COURSE MATERIAL
FOR
1
ACKNOWLEDGEMENT
2
COPYRIGHT PAGE
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.
ISBN:
Zaria, Nigeria.
Tel: +234
E-mail:
3
COURSE WRITERS/DEVELOPMENT TEAM
Editor
Language Reviewer
Enegoloinu Adakole
Instructional Designers/Graphics
Emmanuel Ekoja
ODL Expert
4
COURSE STUDY GUIDE
I. COURSE INFORMATION
Course Code: COSC206
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:
5
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.
You should note that although this course has no subject pre-requisite, you are
expected to have:
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)
6
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
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.
7
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
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)
8
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.
Grading Criteria
A. Formative assessment
CBT based 30
Essay based 30
TOTAL 100%
B= 60 -69
C= 50 - 59
D= 45-49
9
F= 0-44
D. Feedback
Courseware based:
Tutor based:
Student based:
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!
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
14
XIII. COURSE STRUCTURE AND OUTLINE
Course Structure
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
16
Any out of Class Activity
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.
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
19
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
21
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
23
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
25
View referred Animation (Address/Site)
Read Chapter/page of Standard/relevant text.
Any additional study material
Any out of Class Activity
26
CONTENTS
Title Page…………………………………………………………….………………………1
Acknowledgement Page………………………………………………………………….....2
Copyright Page……………………………………………………………………………...3
Course Writers/Development Team…………………………………………………….....4
27
Human Thrust…………………………………………………………………110
Human Thrust…………………………………………………………………..123
Study Session 5: Interactions in Hypertext, Multimedia and The World Wide Web……...316
Glossary…………………………………………………………………………………...341
28
Course Outline
29
Module 4: Design of User and System Interfaces
30
Study Modules
Contents:
STUDYSESSION 1
Concepts, Theories and History
Introduction
2.2.2- Research
31
2.5.1- Paradigms of interaction
Introduction:
meant to give you a general background for the understanding and design of
Human-computer interaction.
After studying this session, you are expected you to be able to:
32
3. Explain Human-computer interaction technique.
4. Describe the history and paradigms of Human-computer interaction
2.1 - Definition
2.2 - Overview
conjunction, it draws from supporting knowledge on both the machine and the
human performance are relevant. Engineering and design methods are also
relevant.
33
The multidisciplinary nature of HCI enables people with different backgrounds
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:
2.2.2 - Research
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
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).
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
extended, modified and combined. For example, pie menus are a radial variant
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.
36
2.5- Paradigms and History
The history of interactive system designs also provides paradigms for usable
designs.
Batch processing
Timesharing
Networking
Graphical display
Microprocessor
Ubiquitous computing
The initial paradigm started with batch processing that signified the
impersonal computing.
37
The paradigms shift comment from timesharing processing system that
signifies an interactive computing.
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.
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 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 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
39
Star as the first commercial windowing system comprising windows, icons,
menus and pointers (WIMPs) as familiar interaction mechanisms.
Direct manipulation
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
Answer
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.
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
42
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.
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.
44
Multimodality: A mode is a human communication channel. Hence
multimodality places emphasis on simultaneous use of multiple channels for
input and output.
45
computational services will be portably accessible from many if not most
locations to which a user travels.
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.
46
4.0 Conclusion/Summary
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.
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.
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.
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
48
STUDY SESSION 2
Introduction
2.8 Scanners
49
6.0 Additional Activities (Videos, Animations &Out of Class activities)
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
Output devices are used for display and print of processed data on Visual
Display Unit (screen) and printer on digital paper
Physical interaction carried out through sound, haptic, and bio-sensing devices.
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
51
Figure 1.2.1: Computer System
You can therefore consider the types and variations of computers that help
operate your devices as follows:
Security system
Can you think of more variations? And then portable ones that can be put in
your pockets
Phone, Camera
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.
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.
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.
It has a short learning time, and it is fast once you have trained.
54
Phone pad and T9 entry:
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.
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
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.
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
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.
Mechanical
58
Optical
1. Here light emitting diode is located on underside of mouse
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.
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
59
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.
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.
60
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.
They have cursor pads or mini-joysticks with discrete left-right and up-down
movement used mainly for menu selection. See below.
61
2.5 - Display devices
These are bitmap screens Cathode Ray Tube (CRT) and Liquid Crystal
Displays (LCD).There are also large and situated 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.
62
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.
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.
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.
Health hints
Also watch your posture, ergonomics and stress while using the system.
63
Liquid Crystal Displays (LCD)
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.
These draw the lines to be displayed directly without jaggiest. The lines need to
be constantly redrawn.
– Technology
64
– Plasma usually – wide screen
– Back-projected
Similar to random scan but persistent and has no flicker. It can be incrementally
updated but not selectively erased
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.
Printing: This is an image made from small dots. It allows any character set or
graphic to be printed.
65
Critical features are resolution expressed in size, spacing of the dots in dots per
inch (dpi).
Dot-matrix printers: These use inked ribbon (like a typewriter). They have line
of pins that can strike the ribbon hence dotting the paper.
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.
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.
66
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"
Readability of text
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.
67
2.7 - Scanners
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.
They are used in document storage and retrieval systems thereby doing away
with paper storage.
However, more complex systems segment text, decompose it into lines and arcs,
and decipher characters that way.
Paper-based interaction
Paper is usually regarded as output only but can be input too in OCR, scanning,
etc. operations.
68
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.
Short-term Memory
Some non-volatile RAMs (ROMs) are used to store basic set-up of information
Long-term Memory
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.
69
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.
Video: Here successive frames are compared and changes are stored.
70
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
Answer
Short-term Memory
Text formats:
ASCII: This is a 7-bit binary code that represents each letter and character
RTF (rich text format): This is a text plus formatting and layout information
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.
71
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!!
Moore's law: The Moore's law observes that computers get faster and faster!
72
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
Short History:
73
3.0 Tutor Marked Assignments (Individual or Group)
4.0 Conclusion/Summary
In spite of all the discussions about the various interactions above, some
limitations are placed on interactive performance as follows:
74
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.
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.
Engelbart, D. and English, W., "A Research Center for Augmenting Human
Intellect." Reprinted in ACM S IGGRAPH Video Review, 1994., 1968.
106
77
STUDY SESSION 3
Basic Components of Human Computer Interaction
Introduction
2.2 - Ergonomics
2.3.2 - Menus
78
6.0 - Additional Activities (Videos, Animations &Out of Class activities)
Introduction:
79
2.0 Main Content
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.
Norman's model concentrates on the user's view of the interface Execution and
evaluation loop.
80
Figure 1.3.1: Donald Norman’s Model
Interpretation:
Goal:
- The user establishes the goal
Execution:
Evaluation:
Gulf of Execution that evaluates the user's formulation of actions where actions
are allowed by the system.
Interaction could harbour some human errors which may be slips and mistakes.
81
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,
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.
82
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.
83
viii. Three—dimensional interfaces
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.
84
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
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.
85
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
Answer
Ergonomics
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.
86
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.
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.
87
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.
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
89
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?"
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).
90
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.
91
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
Answer
92
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.
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
93
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.
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.
95
6.0 Additional Activities (Videos, Animations &Out of Class activities) e.g.
96
8.0 References/Further Readings
97
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.
98
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.
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
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.
Prosody is the alteration in tone and quality. They are also variations in
emphasis, stress, pauses and pitch.
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
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.
101
Usefulness of Speech Recognition:
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.
Speech Synthesis
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.
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.
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.
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
Compound ear cons are multiple motives combined to make one more
complicated ear con.
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.
Comprises:
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.
The technology comprises data glove and position sensing devices such as MIT
Media Room.
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.
Physical impairment: Use of speech input and output, eye gaze, gesture,
predictive systems (e.g. reactive keyboard)
106
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.
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.
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
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
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 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.
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.
i. Who benefits?
ii. Who puts in effort?
iii. The balance of power in the organisation and how the system will be
affected.
113
operational. Therefore, it is important to identify stakeholders — not just the
users.
Many ecological and economic benefits arise from tele-working such as reduced
travel and flexible family commitments.
Barriers to tele-working are both managerial and social but not technological.
114
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
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.
115
Primary stakeholders: The travel agency staff and the airline booking staff
Several approaches to be considered are the Stakeholders' Focus and the ESTA
(Eight Stage Task Analysis).
116
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
Answer
Tertiary
The soft systems methodology considers the broader view of human and
organizational issues
Owner: those to whom the system belongs, to whom it is answerable and who
can authorize changes to it.
118
Environment: the world in which the system operates and by which it is
influenced
Characteristics
Participatory design is context and work oriented rather than system oriented.
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.
119
Design groups including stakeholder representatives make design decisions and
job satisfaction is the key to solution
2.6 Ethnography
The models are consolidated across users, while the output indicates task
sequences, the artefacts and communication channels needed, the physical and
cultural constraints
120
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
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.
121
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.
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.
124
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
125
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.
126
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
2.1.2 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.
127
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.
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.
128
For a younger adult, reasonable estimates are:
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.
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
129
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.
130
concepts of usability in design. The experts focus on a list of areas in design that
have been shown to be troublesome for users.
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?"
131
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).
2.3.3 Questionnaires/Surveys
132
2.4 Prototyping 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.
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
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
2.5.2 Benchmarking
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.
134
2.5.3 Meta-Analysis
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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
141
STUDY SESSION 3
System Oriented Perspective of Human Computer Interaction Improving
Upon the User's Technological Perspective
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.
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:
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
In-text Question 1
Robustness should exist for correct error handling and unpredictable behavior. True or
False?
Answer
True
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.
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?
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.
Assistants: Assistants monitor the user behaviour and offer contextual advice
though it can be irritating e.g. as in MSpaperclip.
145
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.
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
However, the problems here are concerned on how to represent the tasks
particularly when interleaved, and how to know the user's intention.
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.
In-text Question 2
List some approaches for user modelling
Answer
Quantification
Stereotypes
Overlay
Network based
The problems here include knowledge acquisition, the resources and the
interpretation of user behaviour.
147
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.
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.
What are the resources available in terms of screen space, the memory capacity
and the speed of processing?
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.
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.
150
STUDY SESSION 4
Devices Technological Perspective
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
152
Miscellaneous
The Menu Options are visible, have less recall and it is easier to use
Menu Selection is done by either clicking numbers, letters, using the arrow keys
or mouse or combination (e.g. mouse plus accelerators)
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.
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:
154
An example of a Form-fill:
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.
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!)
WIMP Interface
Windows
Icons
Menus
Pointers
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)
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.
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
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
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
Buttons
This is an individual and isolated region within a display that can be selected to
invoke an action
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 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, for example when saving a file, a dialogue box is displayed
to allow the user to specify the filename and location.
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.
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.
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.
By semantics
Semantics are menus, buttons, etc that do things as desired by the user.
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.
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
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.
In WIMP Interface, 'WIMP' stands for Windows, Icons, Menus and Pointers (or
Windows, Icons, Mice, and Pull-down menus!)
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.
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.
165
v. Choice of keyboard accelerators
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
166
MODULE 3: Designs of Human-Computer Interaction
Contents:
Study Session 1: Design Guidelines, Rules and Principles
STUDY SESSION 1
Design Guidelines, Rules and 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.
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
Guidelines are more suggestive and general. Take note that there are two types
of guidelines, they are:
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
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
169
analysts and human factors specialists assessing design requirements, of
Once all relevant guidelines have been identified, a designer must review them
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
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.
An experienced designer, one skilled in the art, might do well without any
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
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
design application. An expert will know how to trade off the competing
For maximum effectiveness, guideline tailoring must take place early in the
design process before any actual design of user interface software. In order to
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
171
Indeed, testing is so essential for ensuring good design that some experts
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
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.
Because guidelines are based on what is known about good design, the resulting
consistent user interface design. And the single objective on which experts
Because guidelines are intended for use on a variety of systems, they are
translated into specific design rules. For instance, a guideline which states that
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-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
a group what design rules will be used, then each designer will decide
inconsistent design.
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
After design rules have been specified for each selected guideline, those rules
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
In the course of design, it may be determined that a particular design rule cannot
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
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.
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:
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. 3 DESIGN PRINCIPLES
Principle of Flexibility: These are the multiplicity of ways the user and system
exchange information
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
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.
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.
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.
Guidelines are more suggestive and general. There are two types of guidelines;
Abstract guidelines and detailed guidelines.
For maximum effectiveness, guideline monitoring must take place early in the
design process before any actual design of user interface software.
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
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.
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.
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)
181
STUDY SESSION 2
Evaluation Methods
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.
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.
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.
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.
184
An example is the GOMS prediction of user performance.
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.
185
2.2.1 Experimental evaluation
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
Subjects: This identifies who the representative is, and the measure of the
sufficient sample for the experiment.
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.
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.
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.
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.
Parametric test:
Non-parametric test:
This does not assume a normal distribution. It is less powerful but more reliable
These studies identify problems associated with subject groups, choice of task,
the data gathering and the analysis of the data gathered.
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.
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:
The problems with data gathering are synchronisation of data and the sheer
volume of data required.
Analysis of data
2. 3 Field studies
In field studies, experiments are dominated by group formation but are more
realistic because:
189
Contrast:
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.
190
Additional advantages here are that:-
In-text Question 2
The data type that can have a finite number of values is called ________
Answer
Continuous data
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.
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
Disadvantages
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
Interviews
The analyst questions the user on one-to-one basis and is usually based on
prepared questions.
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
Questionnaires
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.
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:
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
195
Experimental studies on groups identifies problems associated with subject
groups, choice of task, the data gathering and the analysis of the data gathered.
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.
198
STUDY SESSION 3
Participatory Design
199
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.
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.
200
2.0 Main Content
2.1 Major Concepts of Participatory Design:
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
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
(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
201
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.
It states that the system development is about managing change and that non-
participants are more likely to be dissatisfied.
202
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
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.
203
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 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.
204
It is not "owned" by any reference field but partaking of selected attributes is
done in reference fields.
Mutual learning and synthesis of new ideas are core benefits when agreed
working language among the participants is ensured.
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
205
design process and active reflection for working with groups. These push on the
traditional boundaries between the users and designers."
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
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
frequent failures to achieve products and services that meet users' needs and/or
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.
206
While there are many specific practices for performing these operations,
relatively few of them involve two-way discussions, and fewer still afford
The PD tradition has, from the outset, emphasized mutuality and reciprocity—
often in a hybrid space that enabled new relationships and understandings.
(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
solutions and in part because the workplace democratic tradition reminds us that
207
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.
208
renewed awareness of possibilities, occurring at the margins of existing fields or
disciplines.
You will notice that one of the simplest parameters that can be manipulated to
influence hybridism is the site of the work.
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.
209
process— a de-centering move that can bring people into positions of
ambiguity, renegotiation of assumptions, and increased exposure to
heterogeneity.
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.
The selection of site can also lead to the strengthening of the voices that were
comfortable at each site.
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.
210
2.5.2 Workshops
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.
211
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").
i. Development of new concepts that have direct, practical value for product
design
212
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
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.
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
213
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.
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
214
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:
215
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:
The informants should make their own decisions about what was important, and
therefore what they should photograph.
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.
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.
216
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.
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
217
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.
The work of heterogeneous teams is, in part, the "mutual validation of diverse
perspectives"
218
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.
219
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:
220
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
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
221
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.
Cooperative Prototyping
222
What appears to be critical is that the prototype functions as a crucial artifact in
the end-users' work, such as,
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:
223
i. Enhanced communication and understanding through grounding
discussions in.
ii. Enhanced working relations through a sense of shared ownership of the
resulting design.
2.8 Brainstorming
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.
224
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.
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.
225
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.
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.
226
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.
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.
227
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.
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
229
STUDY SESSION 4
System Interactive Design Patterns
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.
231
2.0 MAIN CONTENT
2.1 Guides at Developing Effective Design Patterns
The human interaction designer would commence his design process by asking
the following questions:
The design:
The Users:
Navigation of Interaction:
Scenarios of interaction
Part of the scenarios is a probe of rich stories relating to design issues that
include users' experiences and expectations.
232
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?
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
The design should consider the possibility of human error and their interaction,
since to err is human 'To err is human' example:
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.
233
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.
Interaction and prototyping: Means getting it right and finding what is really
needed
234
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.
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.
235
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,
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
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
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
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
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
238
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
diagrams show different paths through system including branches that are more
239
Figure 3.4.4: screen designs and layout
From the diagram above, one can distinguish items that are logically together as
against those physically together.
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 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.
240
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)
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.
243
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
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
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 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.
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 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'.
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
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
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.
248
In prototyping you never get it right first time; if at first you don't succeed then
continue...
Moving little by little ... but to where. These pitfalls are avoided by
Malvernsorte Matterhorn rules that say that
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?
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 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.
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.
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.
Donald, N. (1988) The Design of Everyday Things. New York: Basic Books.
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 1
Design of User Interface Concepts
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,
The guidelines are proposed here as a potential tool for designers of user
interface software.
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
When we look at the world today, we will see that Computers are used for a
256
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
To the extent that information systems support human users performing defined
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
human factors.
that affect system use. Hence we are concerned with the user interface to
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
should be accomplished via touch display or light pen or any other physical
device. Software is not the only significant factor influencing user performance.
such as illumination and noise, and the design of paper forms and written
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
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.
258
User interface design cannot be the concern only of the psychologist or the
that must engage the attention of system developers, designers, and ultimately
Also, the general problems of user interface design and the particular need for
Computers today are used for a broad range of applications. User interface
only with other computers and not directly with human users. When there is no
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
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.
The design of user interface software is not only expensive and time-
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
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
complaints. The system may be described as hard to learn, or clumsy, tiring and
with its interface. If the user interface is unsatisfactory, the users' view of the
processing.
entry was accomplished 25 percent faster, and with 25 percent fewer errors.
261
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.
design, with general statements that the system must be "easy to use". In the
occur only after system prototyping, when software changes are difficult to
make.
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
262
The main activities are interface specification and formative evaluations.
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.
Media design is concerned with selecting appropriate media types for meeting
Popular media types include text, static images (e.g., painting, drawing or
photos), dynamic images (e.g., video clips and animations), and sound. The
addition, some media types contain affective qualities that can make
263
Affective qualities that can make presentations more interesting and stimulating,
interaction styles can be used such as menus, forms, natural languages, dialog
In-text Question 2
User interface software design can be regarded as science rather than art. True or False?
Answer
False
display layout incorporating metaphors, media, and dialogue designs with the
Sutcliffe (1997):
264
1. Maximize visibility — this means all information should be immediately
available.
times during the design stage to form the final design decisions. In fact, we pro
265
3.0 Tutor Marked Assignments (Individual or Group)
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
and incompatible file formats that stop user tasks must be reduced. The
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
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
Special attention must be given to software supporting the user interface and
interface.
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
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.
268
8.0 References/Further Readings
Alan, C (1995) About Face: The Essentials of User Interface Design. Foster
City, CA: IDG Books Worldwide.
L. Barfield, L (1993) The user interface - concepts & design. Addison Wesley.
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.
269
STUDY SESSION 2
User Interface Design Principles and Criteria/Rationale
Introduction
1.0 Learning Outcomes
270
4.0 Study Session Summary and Conclusion
Introduction:
between the human user and the computer. The flow of information between the
Design criteria and principles are important to designing a new user interface
There are seven principles that may be considered at any time during the design
Consistency, Structure and Feedback. These are briefly discussed in this study
session.
1. Carry out and evaluate simple design using some primary design
principles
271
2. Experiment design using some experimental design principles
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-
professional designers.
Are the elements set out in a Structure meaningful way from the perspective of
the user? Grouping information within a dialogue box.
273
The loop of interaction has several aspects to it including the:
Task Environment: These are the conditions and goals set upon the user.
and computer not pertaining to their interaction. While the overlapping areas
Input Flow: This begins in the task environment as the user has some task that
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
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.
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:
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
Empirical measurement:
Test the interface early on with real users who come in contact with the
altered if the performance level of the user is not an accurate depiction of the
performing the task(s), the time to complete the task(s), and the number of
Iterative design:
275
i. Design the user interface Test the interface design
iii. Repeat the iterative design process until a sensible, user-friendly interface
is created.
Design Methodologies
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
cognitive science results in areas such as memory and attention when designing
user interfaces.
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
User-centered design:
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
the system.
Display Design
Before a display is designed, the task that the display is intended to support
These are principles of human perception and information processing that can
efficiency, and an increase in user satisfaction are a few of the many potential
say that one principle is more important than another. The principles may be
Perceptual Principles
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
3. Top-down processing
Signals are likely perceived and interpreted in accordance with what is expected
278
4. Redundancy gain
physical forms (e.g. color and shape, voice and print, etc.), as redundancy does
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
A display should look like the variable that it represents (e.g. high temperature
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
When the user's attention is averted from one location to another to access
design should minimize this cost by allowing for frequently accessed sources to
Divided attention between two information sources may be necessary for the
These sources must be mentally integrated and are defined to have close mental
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
Memory Principles
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
Proactive actions are usually more effective than reactive actions. A display
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
281
An example of a predictive aid is a road sign displaying the distance from a
certain destination.
Old habits from other displays will easily transfer to support processing of new
A design must accept this fact and utilize consistency among different displays.
Principle of Learnability: This is the ease with which new users can begin
Principle of Flexibility: These are the multiplicity of ways the user and system
exchange information
282
Principle of Robustness: This is the level of support provided the user in
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
Familiarity: This is how prior knowledge applies to new system and how easy
Consistency: This concerns the likeness in input and output behaviour arising
input dialogue and it compares the system against the user pre-emotiveness.
interaction for more than one task at a time. It also looks at the concurrent and
interleaving multimodality.
283
Substitutivity: This allows equivalent values of input and output to be
opportunity
by user or the modifiability and adaptivity of the user interface by the system.
Observability: This is the ability of the user to evaluate the internal state of the
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
Responsiveness: This is how the user perceives the rate of communication with
Task conformance: This explains the degree to which system services support
all of the user's tasks, the task completeness and its adequacy.
way it is.
284
Benefits of design rationale are:
alternatives
285
Positions: These contain the potential resolutions of an issue
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
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
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.
288
Principles of display design comprise Perceptual Principles, the Mental Model
Principles, and Principles
Design rationale is information that explains why a computer system is the wait
is, it could be Process oriented and/or Structure-oriented.
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.
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
290
STUDY SESSION 3
User Interface Design Programming Tools
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
incorporate the windowing systems, the interaction toolkits and the user
i. Windowing systems
292
iii. Multiple tasks
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
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
As shown in the diagram above, the windowing system comprising the multiple
application control and the device independent control enables the interface
software architectures if we all assume device driver is separate and know how
294
The three possible software architectures are in the following forms:
The X Windows architecture comprises the Pixel imaging model with some
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
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
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.
User interface toolkits are probably the most widely used tool nowadays to
298
Toolkits are interaction objects with input and output intrinsically linked. 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
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
The application interface defines how a widget communicates the results of the
mechanism.
One limitation of widgets is that their behaviors are limited to the widget itself.
299
2.2.2 Prototypes and Widgets
them within new widget classes, which is not always possible, or not using a
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
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.
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
i. Notification based such as AWT 1.0 with the need to subclass basic
ii. Swing toolkit built on top of AWT with higher level features that also
uses the MVC architecture.
The UIMS add another level above toolkits because toolkits may be too difficult
for non-programmers.
This improves:
301
The User Interface Management System (UIMS) tradition of interface layers
and logical components comprise
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.
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
Seeheim has big components and is often easier to use smaller ones especially if
using object-oriented toolkits.
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
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.
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
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.
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
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.
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.
307
1.
i. When each application manages all processes. Here, everyone
portability
2. False
308
STUDY SESSION 4
The Software Design Process of Human Computer Interaction
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.
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
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
design, coding and testing processes to its ultimate termination (the operation
and maintenance).
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
312
The formality gap shown in the diagram above indicates that validation will
always rely to some extent on diagram subjective means of proof.
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.
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.
In-text Question 2
____________is information that explains why a computer system is the way it is.
Answer
Design rationale
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.
i. Throw-away,
ii. Incremental and
iii. Evolutionary
315
iv. Contracts of the design.
Prototyping Techniques:
316
Give any three examples of a usability specification
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.
Design rationale records design knowledge through the process and structure
orientations.
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
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.
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.
319
STUDY SESSION 5
Interactions in Hypertext, Multimedia and the World Wide Web
320
Introduction:
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.
Text
321
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:
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.
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 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.
323
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
324
An e-Class is shown in the picture below
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.
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.
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.
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
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.
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
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.
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:
QOS (quality of service): This term describes the quality of service provided by
the network
Latency: This is how long the transmission takes (otherwise called delay)
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.
328
Figure 4.5.7: illustration of bandwidth, latency and jitter
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.
329
2.8.1 WAP (Wireless Advance Protocol): This describes the web activities
on the phone as illustrated in the diagram below:
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.
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
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.
In-text Question 2
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.
332
For action, use animated gifs for simple animations and image maps for images
you can click on.
2.8.6 Icons:
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.
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).
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.
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:
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?
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
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.
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.
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.
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 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.
Advantages of this option are that the generated batches are index able and
secure.
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.
Figure 4.5.12:
As illustrated, the picture contains one or more intermediate layers with the
‘business logic' in layers.
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.
341
Hypermedia is not just text but hypertext systems containing additional media
such as illustrations, photographs, video and sound.
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
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
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
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.
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.
346
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.
347