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Graphical User Interface, a GUI (pronounced as either G-U-I or gooey) Using a graphical approach,
through icons, menus, windows, etc. to interact with users.
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Compiled by: SHERILYN P. TOBIAS
Human Computer Interaction
The user interface is to – the part of a computer and its software that people can see, hear, touch, talk to, or
otherwise understand or direct.
The user interface has essentially two components: input and output.
• Input is how a person communicates his / her needs to the computer.
o Some common input components are the keyboard, mouse, trackball, one's finger, and one's
voice.
• Output is how the computer conveys the results of its computations and requirements to the user.
o Today, the most common computer output mechanism is the display screen, followed by
mechanisms that take advantage of a person's auditory capabilities: voice and sound.
GUI characteristics
Characteristic Description
Windows Multiple windows allow different information to be
displayed simultaneously on the user’s screen.
Icons Icons different types of information. On some systems,
icons represent files; on others, icons represent
processes.
Menus Commands are selected from a menu rather than typed
in a command language.
Pointing A pointing device such as a mouse is used for selecting
choices from a menu or indicating items of interest in a
window.
Graphics Graphical elements can be mixed with text on the same
display.
GUI advantages
o The user may switch quickly from one task to another and can interact with several different
applications.
o Fast, full-screen interaction is possible with immediate access to anywhere on the screen
UI design principles
o User familiarity
o The interface should be based on user-oriented terms and concepts rather than computer
concepts E.g., an office system should use concepts such as letters, documents, folders etc.
rather than directories, file identifiers, etc.
o Consistency
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Compiled by: SHERILYN P. TOBIAS
Human Computer Interaction
o Commands and menus should have the same format, command punctuation should be
similar, etc.
o Minimal surprise
o If a command operates in a known way, the user should be able to predict the operation of
comparable commands
o Recoverability
o The system should provide some resilience to user errors and allow the user to recover from
errors
o This might include an undo facility, confirmation of destructive actions, 'soft' deletes, etc.
o User guidance
o Some user guidance such as help systems, on-line manuals, etc. should be supplied
o User diversity
Interaction styles
Interaction can be seen as a dialog between the computer and the user. The choice of interface style can have
a profound effect on the nature of this dialog. Here we introduce the most common interface styles and note
the different effects these have on the interaction.
o Direct manipulation
o Menu selection
o Form fill-in
o Command language
o Natural language
DIRECT MANIPULATION
o Users feel in control of the computer and are less likely to be intimidated by it
o User learning time is relatively short
o Users get immediate feedback on their actions so mistakes can be quickly detected and corrected
o Direct manipulation interfaces can be complex to program and make heavy demands on the
computer system
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Compiled by: SHERILYN P. TOBIAS
Human Computer Interaction
MENU SELECTION
Menu systems
o Users make a selection from a list of possibilities presented to them by the system
o The selection may be made by pointing and clicking with a mouse, using cursor keys or by typing
the name of the selection
o May make use of simple-to-use terminals such as touchscreens
o Users need not remember command names as they are always presented with a list of valid
commands
o Typing effort is minimal
o User errors are trapped by the interface
o Context-dependent help can be provided. The user’s context is indicated by the current menu
selection
o Menu systems are best suited to presenting a small number of choices. If there are many choices,
some menu structuring facility must be used
o Experienced users find menus slower than command language
FORM FILL-IN
COMMAND LANGUAGE
Command interfaces
o Users have to learn and remember a command language. Command interfaces are therefore
unsuitable for occasional users
o Users make errors in command. An error detection and recovery system is required
o System interaction is through a keyboard so typing ability is required
NATURAL LANGUAGE
o The user types a command in a natural language. Generally, the vocabulary is limited and these
systems are confined to specific application domains (e.g. timetable enquiries)
o NL processing technology is now good enough to make these interfaces effective for casual users but
experienced users find that they require too much typing
A control element (sometimes called a control or widget) in a graphical user interface is an element of
interaction, such as a button or a scroll bar. Each widget facilitates a specific type of user-computer
interaction, and appears as a visible part of the application’s GUI. Some widgets support interaction with the
user, for example labels, buttons and check boxes.
Selection Controls
o Radio Buttons
o Check Boxes
o Palettes
o List Boxes
o List View Controls
o Drop-down/Pop-up List Boxes
Radio Buttons
List Boxes
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• Unlimited number of choices
• When displayed, all choices may not always be visible, requiring scrolling • Use drop-
down/pop-up when
– Screen space or layout consideration makes radio buttons or single
selection list boxes impractical
– Do not use a drop-down list if it important that all options be seen
together.
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Compiled by: SHERILYN P. TOBIAS
Human Computer Interaction
• Provide a visual cue that a box is hidden by including a downward pointing arrow, or
other meaningful image
HCI aspects of screen design; handling human failure; beyond simple screen design; multi-modal
interaction; 3D interaction and virtual reality
SCREEN DESIGNING
Variety of distractions
• Numerous audio and visual interruptions
• Extensive visual clutter
• Poor information readability
• In comprehensible screen components
• Confusing and inefficient navigation
• Inefficient operations
• Excessive or inefficient page scrolling
• Information overload
• Design in consistency
• Outdated information
Design goals
These require you to navigate and interact in a three-dimensional space. Sometimes these use the ordinary
controls and displays of a desktop computer system, but there are also special devices used both to move and
interact with 3D objects and to enable you to see a 3D environment.
Virtual reality is able to transpose the user. In other words, bring us someplace else. Through closed visors
or goggles, VR blocks out the room and puts our presence elsewhere. (Replaces the real world with a
simulated one)
VR Technology: Displays
– Head Mounted Displays: Tiny displays, mounted on the head, fully immersive, needs tracker
to track the position and orientation of user’s head.
Positioning in 3D space
Virtual reality systems present a 3D virtual world. Users need to navigate through these spaces and
manipulate the virtual objects they find there. Navigation is not simply a matter of moving to a particular
location, but also of choosing a particular orientation. In addition, when you grab an object in real space, you
don’t simply move it around, but also twist and turn it, for example when opening a door. Thus the move
from mice to 3D devices usually involves a change from two degrees of freedom to six degrees of freedom,
not just three.
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Compiled by: SHERILYN P. TOBIAS