Professional Documents
Culture Documents
Course aims
Students will be introduced to the basic foundations of human computer interaction.
Learning outcomes
Upon completion of this course you should be able to;
1. Explain the importance of users in the design and development of
interactive computer systems
Instruction methodology
Lectures, Practical’s, Assignments, Tutorials, Demonstrations, case
studies and class presentations.
Instructional Materials/Equipment
LCD projector, Computer laboratory, e-learning materials, Internet
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Course Text Books
1. Alan Dix,Janet E. Finlay, Gregory D. Abowd, Russell Beale (2004). Human-
Computer Interaction (3rd. ed.). Prentice Hall. ISBN: 0130461091
Course Journals
1. Acta Informatica ISSN 0001-5903
Reference Textbooks
1. John M. Carroll (2001). Human-Computer Interaction in the New Millen-
nium. Addison Wesley Professional - ACM Press. ISBN: 0201704471
Reference Journals
1. Journal of computer science and Technology ISSN 1000-9000
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Assessment information
The module will be assessed as follows;
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Contents
1 Introduction to HCI 1
1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 The Goals of HCI . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.3 Usability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3.1 Why is usability important? . . . . . . . . . . . . . . . . . 2
1.3.2 Factors affecting usability . . . . . . . . . . . . . . . . . . 3
1.4 HCI and its evolution . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.5 Factors in HCI . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.6 Disciplines contributing to HCI . . . . . . . . . . . . . . . . . . . . 6
2 Human cognition 9
2.1 Cognitive Psychology . . . . . . . . . . . . . . . . . . . . . . . . 9
2.2 Cognition and Cognitive Frameworks . . . . . . . . . . . . . . . . 9
2.3 Human Information Processing . . . . . . . . . . . . . . . . . . . 10
2.3.1 The Extended Human Information Processing model . . . . 10
2.3.2 The Multi-Store model of memory . . . . . . . . . . . . . . 11
2.3.3 Problems with the Model Human Processor approach . . . . 12
2.3.4 Beyond the Model Human Processor . . . . . . . . . . . . 12
2.4 Computational versus Connectivist Approaches . . . . . . . . . . . 13
2.4.1 Distributed Cognition . . . . . . . . . . . . . . . . . . . . 13
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CONTENTS CONTENTS
6 Interface Metaphors 39
6.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
6.2 Verbal Metaphors . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
6.2.1 Advance organisers . . . . . . . . . . . . . . . . . . . . . . 40
6.2.2 Virtual Interface Metaphors . . . . . . . . . . . . . . . . . . 40
6.2.3 Using the Star interface . . . . . . . . . . . . . . . . . . . . 40
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CONTENTS CONTENTS
7 User Support 46
7.1 Online Help . . . . . . . . . . . . . . . . . . . . . . . . ...... 46
7.2 Training Wheels . . . . . . . . . . . . . . . . . . . . . ...... 47
8 Interaction Design 49
8.1 Interaction Styles . . . . . . . . . . . . . . . . . . . . . ...... 49
8.2 Command . . . . . . . . . . . . . . . . . . . . . . . . . ...... 49
8.3 Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . ...... 50
8.3.1 Fitts’ Law . . . . . . . . . . . . . . . . . . . . . ...... 50
8.4 Pie Menus and Mouse Gestures . . . . . . . . . . . . . . ...... 51
8.4.1 Question and answer dialogues . . . . . . . . . . ...... 51
8.4.2 Form-fill . . . . . . . . . . . . . . . . . . . . . ...... 52
8.4.3 Direct Manipulation . . . . . . . . . . . . . . . ...... 52
9 User-Centred Design 55
9.1 Representations for design . . . . . . . . . . . . . . . . ...... 55
9.2 Models for the design of software . . . . . . . . . . . . ...... 55
9.2.1 Waterfall model . . . . . . . . . . . . . . . . . . ...... 55
9.2.2 Spiral model . . . . . . . . . . . . . . . . . . . . ...... 56
9.2.3 The Star Model . . . . . . . . . . . . . . . . . . ...... 57
9.3 User-centred design . . . . . . . . . . . . . . . . . . . . ...... 57
9.3.1 The 1984 OMS – the original user-centred design ...... 58
9.3.2 Principles of user-centred design . . . . . . . . . ...... 58
9.4 Methods for User- Centred Design . . . . . . . . . . . . ...... 59
9.4.1 Soft Systems Methodology . . . . . . . . . . . . ...... 59
9.4.2 Root definitions . . . . . . . . . . . . . . . . . ...... 60
9.4.3 DSDM....................... ...... 61
• Principles of DSDM . . . . . . . . . . ...... 62
9.4.4 DSDM Lifecycle . . . . . . . . . . . . . . . . . ...... 62
9.5 Other methods . . . . . . . . . . . . . . . . . . . . . . . ...... 63
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CONTENTS CONTENTS
10 Usability Engineering 66
10.1 Introduction . . . . . . . . . . . . . . . . . ...... .. ..... 66
10.2 The Usability Engineering lifecycle . . . . ...... .. ..... 66
10.3 Task Analysis . . . . . . . . . . . . . . . . ...... .. ..... 67
10.3.1 Hierarchical Task Analysis (HTA) . ...... .. ..... 67
10.3.2 Cognitive Task Analysis and GOMS ...... .. ..... 67
10.4 Usability Specification . . . . . . . . . . . ...... .. ..... 69
10.5 Guidelines and standards . . . . . . . . . . ...... .. ..... 70
10.5.1 Principles and Rules . . . . . . . . ...... .. ..... 70
10.5.2 Where do guidelines come from? . ...... .. ..... 70
10.5.3 Hix and Hartson’s Guidelines . . . ...... .. ..... 72
10.5.4 Nielsen’s Usability Heuristics . . . ...... .. ..... 73
10.6 Accessibility Guidelines for Web Sites . . . ...... .. ..... 76
10.7 Standards . . . . . . . . . . . . . . . . . . ...... .. ..... 77
10.7.1 International standards bodies . . . ...... .. ..... 77
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LESSON 1
Introduction to HCI
1.1. Introduction
HCI (human-computer interaction) is the study of how people interact with
computers and to what extent computers are or are not developed for
successful interaction with human beings. A significant number of major
corporations and academic institutions now study HCI. As its name
implies, HCI consists of three parts: the user, the computer itself, and the
ways they work together.
User
By "user", we may mean an individual user, a group of users working
together. An appreciation of the way people’s sensory systems (sight,
hearing, touch) relay in-formation is vital Also, different users form
different conceptions or mental models about their interactions and have
different ways of learning and keeping knowledge. In addition, cultural and
national differences play a part.
Computer
When we talk about the computer, we’re referring to any technology ranging from
desktop computers, to large scale computer systems. For example, if we were dis-
cussing the design of a Website, then the Website itself would be referred to as "the
computer". Devices such as mobile phones or VCRs can also be considered to be
“computers”.
Interaction
There are obvious differences between humans and machines. In spite of these, HCI
attempts to ensure that they both get on with each other and interact successfully. In
order to achieve a usable system, you need to apply what you know about humans
and computers, and consult with likely users throughout the design process. In real
systems, the schedule and the budget are important, and it is vital to find a balance
between what would be ideal for the users and what is feasible in reality.
1.2. The Goals of HCI
The goals of HCI are to produce usable and safe systems, as well as
functional systems. In order to produce computer systems with good
usability, developers must attempt to:
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Underlying the whole theme of HCI is the belief that people using a computer system
should come first. Their needs, capabilities and preferences for conducting various
tasks should direct developers in the way that they design systems. People should
not have to change the way that they use a system in order to fit in with it. Instead,
the system should be designed to match their requirements.
1.3. Usability
Usability is one of the key concepts in HCI. It is concerned with making
systems easy to learn and use. A usable system is:
• easy to learn
• effective to use
• efficient to use
• safe to use
• enjoyable to use
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make 15 copies, sorted and stapled. Then you push the big button with
the "C" to start making your copies. What do you think will happen?
If you selected (b) you are right! The "C" stands for clear, not copy. The
copy button is actually the button on the left with the "line in a diamond"
symbol. This symbol is widely used on photocopiers, but is of little help to
someone who is unfamiliar with this.
• Format of input
• Feedback
• Visibility
• Affordance
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• Field of HCI came into being (mid 1980’s) – key principles of User
Centred Design and Direct Manipulation emerged.
• Web usability (late 1990’s) – the main focus of HCI research today.
• Organisation Factors
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• Environmental Factors
• Comfort Factors
• User Interface
• Task Factors
• Constraints
• System Functionality
• Productivity Factors
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– capabilities
– limitations
– cooperative working
– performance prediction
• Ergonomics/Human Factors
– hardware design
– display readability
• Linguistics
• Artificial Intelligence
– intelligent software
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– engineering principles
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Revision Questions
Example . Suggest some ways in which the design of the copier buttons
could be improved.
Solution: ...
Further Reading
• Human Computer Interaction by Jenny Preece (Addison Wesley 1994)
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LESSON 2
Human cognition
• understanding
• remembering
• reasoning
• attending
• being aware
• acquiring skills
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The figure below illustrates the extended human information processing model
(Barber 1988). It shows that attention and memory interact with all the stages of
processing an important question when researching into memory is how it is
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• long-term memory
• perceptual processor
• cognitive processor
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* working memory
* long term memory
• motor processor
The MHP model was used as the basis for the GOMS family of techniques proposed
by Card, Moran, and Newell (1983), for quantitatively modeling and describing
human task performance. GOMS stands for Goals, Operators, Methods, and
Selection Rules.
Short-term memory store
Long-term memory store
Sensory store
Lost from sensory
store
External
input
– is that appropriate?
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• ship navigation
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This monitoring is not explicit - rather the team members monitor each
other through glancing and inadvertent overhearing The two main
concerns of distributed cognition are:
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Revision Questions
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LESSON 3
Perception and representation
3.1. Perception
An understanding of the way humans perceive visual information is
important in the design of visual displays in computer systems. Several
competing theories have been proposed to explain the way we see. These
can be split into two classes: constructivist and ecological.
Constructivist theorists believe that seeing is an active process in which our view is
constructed from both information in the environment and from previously stored
knowledge. Perception involves the intervention of representations and memories.
What we see is not a replica or copy; rather a model that is constructed by the visual
system through transforming, enhancing, distorting and discarding information.
Ecological theorists believe that perception is a process of ‘picking up”
infor-mation from the environment, with no construction or elaboration
needed. Users intentionally engage in activities that cause the necessary
information to become apparent. We explore objects in the environment.
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in a form:
In some of these cases the affordances of GUI objects rely on prior knowledge or
learning. We have learned that something that looks like a button on the screen is for
clicking. A text box is for writing in, etc. For example, saying that a button on a
screen affords clicking, whereas the rest of the screen does not, is inaccurate. You
could actually click anywhere on the screen. We have learned that clicking on a
button shaped area of the screen results in an action being taken.
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• Do use bullets, arrows or some other indicator in front of certain text links
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• the Gestalt laws can help in laying out interface components to make
use of the context and prior knowledge of the user
3.3.1. Representation
A graphical user interface must represent information visually in a way
which is meaningful to the user. The representations may be highly
sophisticated, for ex-ample 3-dimensional simulated ‘walkthroughs’. To
represent 3D objects on a 2D surface, perceptual depth cues are used:
• size
• interposition
• shadow
• texture
• motion parallax
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The most direct codings are icons which represent the objects they
portray, for example:
• recognition process;
• detection of patterns;
• amount of color: too many will increase search time – colour pollution;
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Analogous
Analogous colours are those that are adjacent to each other on the colour
wheel. If you pick any range of colours between two points of either
triangle on our colour wheel (i.e. yellow to red, orange to violet, red to
blue, etc), you will have an analo-gous colour scheme
Complementary
Complementary colour schemes consist of colours that are located opposite each
other on the colour wheel, such as green and red, yellow and violet, or orange and
blue. These colours are said to complement one another. When placed next to each
other, a phenomenon known as simultaneous contrast occurs, wherein each colour
makes the other look more vibrant. There are two pitfalls possible problems
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Monochromatic
If you mix white with a pure colour, you produce tints of that colour. If you mix black
with a pure colour, you get shades of that colour. If you create an image using only
the tints and shades of one colour you have a monochromatic colour scheme.
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Revision Questions
Example . ...
Solution: ...
EXERCISE 2. ....
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LESSON 4
Attention and memory
4.1. Attention
The human brain is limited in capacity. It is important to design user
interfaces which take into account the attention and memory constraints of
the users. This means that we should design meaningful and memorable
interfaces. Interfaces should be structured to be attention-grabbing and
require minimal effort to learn and remember. The user should be able to
deal with information and not get over-loaded.
Our ability to attend to one event from what seems like a mass of
competing stimuli has been described psychologically as focussed
attention. The "cocktail party effect" – the ability to focus one’s listening
attention on a single talker among a cacophony of conversations and
background noise—has been recognized for some time.
We know from psychology that attention can be focussed on one stream of
in-formation (e.g. what someone is saying) or divided (e.g. focussed both on
what someone is saying and what someone else is doing). We also know that
attention can be voluntary (we are in an attentive state already) or involuntary
(attention is grabbed). Careful consideration of these different states of
attention can help de-signers to identify situations where a user’s attention
may be overstretched, and therefore needs extra prompts or error protection,
and to devise appropriate atten-tion attracting techniques.
Sensory processes, vision in particular, are disproportionately sensitive to
change and movement in the environment. Interface designers can exploit
this by, say, re-lying on animation of an otherwise unobtrusive icon to
indicate an attention-worthy event.
• Spatial and temporal cues – where things are positioned or when they appear
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• fast
• unavailable to consciousness
• Automatic processes
• Controlled Processes
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Memory Constraints
The human memory system is very versatile, but it is by no means infallible. We find
some things easy to remember, while other things can be difficult to remember. The
same is true when we try to remember how to interact with a computer system.
Some operations are simple to remember while others take a long time to learn and
are quickly forgotten. An understanding of human memory can be helpful in
designing interfaces that people will find easy to remember how to use.
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• Consider the user context and knowledge when choosing command names.
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a knife and fork used in a public information sign to represent "restaurant ser-
vices". The image shows the most basic attribute of what is done in a
restaurant i.e. eating. this represents Microsoft Outlook – the clock and letter
are examples of the tasks this application does (calendar and email tasks)
Symbolic icons – convey the meaning at a higher level of abstraction the picture
of a wine glass with a fracture conveys the concept of fragility this represents a
connection to the internet – the globe conveys the concept of the internet
Arbitrary icons – bear no relation to the underlying concept the bio-hazard sign
consists of three partially overlaid circles this represents a software design appli-
cation called Enterprise Architect. There is no obvious meaning in the icon to tell
you what task you can do with the application Note that arbitrary icons should not
be regarded as poor designs, even though they must be learned. Such symbols
may be chosen to be as unique and/or compact such as a red no entry sign with
a white horizontal bar, designed to avoid dangerous misinterpretation.
Combination Icons
Icons are often favoured as an alternative to commands. It is common for
users who use a system infrequently to forget commands, while they are less
likely to forget icons once learnt. However, the meaning of icons can
sometimes be confusing, and it is now quite common to use a redundant form
of representation where the icons are displayed together with the command
names. The disadvantage of this approach is that it takes up more screen
space. This can be reduced by using pop-up tool tips to provide the text.
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Revision Questions
Example . ...
Solution: ...
EXERCISE 3. ....
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LESSON 5
Knowledge and Mental Models
5.1. Introduction
By discovering what users know about systems and how they reason about how
the systems function, it may be possible to predict learning time, likely errors and
the relative ease with which users can perform their tasks. We can also design
interfaces which support the acquisition of appropriate user mental models.
"In interacting with the environment, with others, and with the artefacts of
tech-nology, people form internal, mental models of themselves and of the
things with which they are interacting. These models provide predictive
and explanatory power for understanding the interaction."
- Donald Norman (1993) Mental models are representations in the mind of real
or imaginary situations. Conceptually, the mind constructs a small scale model of
reality and uses it to reason, to underlie explanations and to anticipate events.
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and those with which the individual becomes intimately familiar through
constant use. Items encountered infrequently need to be obvious. An
example used by Norman is the common swinging door.
The individual intending to pass through the door needs to know whether to push
the door or pull it. We all have experienced doors where it was not obvious what
to do, or two doors appeared the same, but only one would swing. However,
when a door is well designed, it is obvious whether one is to push or pull.
Norman refers to knowledge of how to use such items as being in the world.
However, when one uses something frequently, efficiency and speed are
important, and the knowledge of how to use it needs to reside in the head.
Most people can relate to the common typewriter or computer keyboard.
When one uses it infre-quently and has never learned to type, the knowledge
of which key produces which character on the screen comes from visually
scanning the keyboard and finding the key with the desired character. The
knowledge comes from the world. However, people who frequently use a
computer learn to touch type, transferring the knowl-edge to the head. Their
efficiency and speed far exceed that of the hunt-and-peck typist.
You (probably) answered these very quickly, which suggests that the knowledge is
organised in some way. The connectionist network is one theory for how this organ-
isation happens. Another theory is that knowledge consists of numerous schemata. A
schema is network of general knowledge based on previous experience. It en-ables
us to behave appropriately in different situations. For example, suppose you
overheard the following conversation between two friends:
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• A: “Oh... Well, I’ve got to leave before then. But save me a couple of
slices, okay?
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possible actions within its head, it is able to try out various alternatives,
conclude which is the best of them, react to future situations before they
arise, utilise the knowledge of past events in dealing with the present and
future, and in every way react to it in a much fuller, safer and more
competent manner to emergencies which face it.”
A key phrase here is to “try out various alternatives”. When an architect is
designing a building, architect’s models allow alternative design ideas to be
tested without actually constructing a real building. Similarly, a mental model
allows a person to test behaviour or reaction to a situation to be tested before
taking any action. This is called running the mental model. The danger in using
mental models is that a person’s model of a situation may not be accurate.
Example. You want to heat up a room as quickly as possible, so you turn up the
thermostat. Will this work? Users will develop mental models of a computer sys-
tem. It is important for interface designers to ensure that their systems encourage
users to develop an appropriate mental model. The system image (the view of
the system seen by the user) should guide the user’s mental model towards the
de-signer’s conceptual model (the way the designer views the system). If the
users’ mental model of how the system works is not accurate, then they may find
the sys-tem difficult to learn, or ‘unfriendly’.
Example. a Windows user exposed to a Unix environment for the first time.
He has to type a document in the Emacs editor as opposed to Word. The
user makes a typo and without hesitating presses his fingers on the Control
and the Z buttons since these are the keys he always used as a keyboard
shortcut for UNDO command. The user gets frustrated as the Emacs editor
completely disappears from the screen and is back to the Unix prompt with no
error message. The fact that the user has been working on Windows builds a
mental model for the UNDO command in almost all windows programs and
associates this model with the action of pressing CTRL-Z, not knowing that
these actions will cause a completely different action in Unix environment.
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Structural models define facts the user has about how a system works.
Knowledge of how a device or system works can predict the effect of any
possible sequence of actions.
Functional models, also known as task-action mapping models, are
procedural knowledge about how to use the system.
The main advantage of functional models is that they can be constructed from
exist-ing knowledge about a similar domain or system. Structural models can
answer un-expected questions and make predictions, while functional models
are based round a fixed set of tasks. Most of the time users will tend to apply
functional models as they are usually easier to construct.
Example: consider changing gear in a car. Think about how to do it and
how you decide which gear to select. Think about constructing a structural
model to capture the features of how it works. Then do the same with a
functional model. Which model do you find more difficult to construct?
The Gulf of Execution is the difference between the user’s goals and what the sys-
tem allows them to do – it describes how directly their actions can be accomplished.
• Users can bridge this gulf by changing the way they think and carry
out the task toward the way the system requires it to be done
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• Familiarity: As mental models are built upon prior knowledge, it’s important
to use this fact in designing a system. Relying on the familiarity of a user
with an old, frequently used system gains user trust and help
accomplishing a large number of tasks. Metaphors in user interface design
are an example of applying the familiarity factor within the system.
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Revision Questions
Example . ...
Solution: ...
EXERCISE 4. ....
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LESSON 6
Interface Metaphors
6.1. Introduction
Metaphors convey an abstract concept in a more familiar and accessible
form. A metaphor is a figure of speech in which an expression is used to refer
to something that it does not literally denote in order to suggest a similarity A
widely quoted example can be found in Shakespeare’s As You Like It:
"All the world’s a stage..."
Metaphors are widely used to make use of users’ existing knowledge
when learning new computer systems.
• Relations: hit only one character key at a time, hitting a character key
will result in a letter being displayed on a visible medium
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• menus
• windows
It might be assumed that users may have difficulty with composite metaphors.
In general it has been found that people can deal with them rather well and
can develop multiple mental models. Some composite mental models can
cause confusion. For example, on a Macintosh, you can eject a disk by
dragging it to the trash – you retrieve it by throwing it away.
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files Spreadsheets
The Web
• Metaphor: Travel
• Metaphor: Toolbox
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Icons
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Revision Questions
Example . Discuss the evolution of the desk top. Describe the different
input and output devices, their use and suitability given an application.
Solution: ...
EXERCISE 5. ....
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LESSON 7
User Support
• command-based methods
• context-sensitive help
• tutorial help
• web-based documentation
• presentation
• implementation
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Revision Questions
Example . ...
Solution: ...
EXERCISE 6. ....
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LESSON 8
Interaction Design
2. MS Word
8.2. Command
Early applications were command-driven. Users were expert, knowledgeable and
not afraid of computers. They could be expected to overcome any obstacles by
sheer perseverance. Commands provide a way of expressing instructions to the
computer directly. Communication between user and computer is purely textual.
Commands can take the form of function keys, single characters, short
abbreviations, whole words, or combination of the first two.
An issue with command interface is the number of keystrokes required to
complete a command. Commands must be remembered, so care must be
taken in choosing the commands for the system. Command-entry remains
popular in applications where the users are experts and become very
familiar with the commands they can use, for example:
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8.3. Menus
A list of options is presented to the user and the appropriate decision is
selected by typing some code or selecting the option required. Unlike
command-driven sys-tems, menus do not require the user to remember the
item they want; they only need to recognize it. Menus favour recognition over
recall. This is often described by cognitive psychologists as favouring
‘knowledge in the world’ over ‘knowledge in the head’. The majority of user
interfaces are now designed to make use of knowledge in the world.
Menus are used extensively in GUI systems such as Windows, and are
also widely used to provide navigation systems in web sites. Horizontally
oriented menus in web pages are often referred to as navigation bars.
Menus were used before GUI systems were common. Many DOS
applications used menus, and Windows systems still use non-GUI menus
for start-up options Menus like this can take up a lot of screen space. For
this reason most GUI systems use dropdown menus or pop-up menus.
Web pages often use these types of menu for the same reason.
• The top, bottom, and sides of the screen are infinitely targetable because of
the boundary created by the edges of the screen. They should be fully utilized.
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There are tradeoffs when applying Fitts’ Law to interface designs. Fitts’
Law sug-gests that interface components should be made larger and
positioned closer to the average cursor position. These suggestions may
act in opposition to other factors that make an efficient interface, such as
organization and use of available screen space.
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8.4.2. Form-fill
user type the data in specific fields, similar to the fields on a paper fill-in form.
Many office and database applications use this style. Form-fill is also widely used
in web pages, to obtain feedback or to elicit customer details in transactions.
Some of the issues which should be considered when designing forms include:
• Clarity of layout
• Types of fields – the users should be able to tell what kinds of data
are per-missible in each field.
• Pre-filled fields – it may save the user time if some fields contain
commonly used initial values
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• Users can immediately see if their actions are furthering their goals
• Users gain confidence because they fell in control and can predict
system responses
• Games
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Revision Questions
Example . ...
Solution: ...
EXERCISE 7. ....
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LESSON 9
User-Centred Design
• Blueprints
• Scale models
• Computer model
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• System performance cannot be tested until the system is almost coded The
standard waterfall model is associated with the failure or cancellation of a
number of large systems. It can also be very expensive. As a result, the
soft-ware development community has experimented with a number of
alternative approaches, including the spiral model and the star model.
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ments to the software in light of user feedback. However the benefits to be gained
are considerable. The process promotes communication between users, managers
and those developing the software and identifies problematic issues early on in the
development schedule when it is much cheaper to implement changes.
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• Design iteratively: when problems are found in user testing, fix them
and carry out more tests
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1. Finding out about the problem situation. This is basic research into
the prob-lem area.
Who are the key players? How does the process work now? etc.
4. Building conceptual models of what the system must do for each root
defini-tions. You have basic "Whats" from the root definitions. Now
begin to define "Hows".
5. Comparison of the conceptual models with the real world. Compare the
re-sults from steps 4 and 2 and see where they differ and are similar.
• Actors
• Transformation
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• Owners
• Environment
• : owned by O
• : to do W : by A
9.4.3. DSDM
DSDM stands for (Dynamic Systems Development Method). DSDM is a frame-work
for Rapid Development that combines the benefits of prototyping, an iterative
development life cycle, time-boxing and Joint Application Development (JAD). The
method has evolved with input from member organisations of the DSDM consor-tium
(www.dsdm.org), which was launched in 1994, and draws from real project
experience. DSDM has been widely adopted throughout the UK and Europe.
Evolutionary project organisation uses time boxing rather than feature
boxing. With a fixed set of resources it is possible to realise either:
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Principles of DSDM
1. Active user involvement is imperative.
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efforts. The developers can have roles in the team which include the following:
• Technical coordinator
• Team-leader
• Developer
• Tester
• Scribe
• Facilitator
The team makes use of JAD workshops (or Facilitated workshops). These
sessions are used to gather requirements information. JAD sessions are well-
organised. Each JAD session should have a clear objective and a published
agenda. A facilitator is assigned to ensure that the meeting sticks to the
agenda. Scribes capture and communicate the results of the session. Using
JAD workshops brings both direct and indirect benefits to a project:
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Revision Questions
Example . ...
Solution: ...
EXERCISE 8. ....
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LESSON 10
Usability Engineering
10.1. Introduction
Usability engineering (UE) is a systematic approach to making software easier to
use for the individuals who actually use it to get their work done. It is an approach
to the development of software and systems which involves user participation
from the outset and guarantees the usefulness of the product through the use of
a usability specification and metrics. UE thus refers to the entire process of
producing usable software products from requirements gathering to installation.
UE is based on a User-Centered Design (UCD) approach to analysis and design.
• Evaluate with users and report Feedback on product for future systems
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• Take a bus
• Take a taxi
• Rent a car
Operators (specific actions) for Take a bus method
• Locate bus stop
• Get on bus
• and so on. . .
Selection rules (which method)
• Walking is cheaper, but tiring and slow
• And so on. . .
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• the amount of time which the user takes to complete the task
• the number of mistakes which the user makes in completing the task
• the user’s attitude towards the software after completing the task.
• expert users who use a computer to perform the specified task on a daily basis.
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People sometimes confuse principles with design rules. Design rules are instruc-
tions which can be obeyed with minimal interpretation by the user. For example,
specifying that all dates in a system should be displayed or entered in the format
DD-MM-YYYY is a design rule. Principles, on the other hand, must be interpreted
and translated into a strategy for producing clear-cut design rules. Which of the
following do you think are principles, and which are design rules?
• Psychological theory
• Practical experience
A wide range of HCI guidelines are available, some very general and some
specific to particular systems. The latter are often specified as standards.
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9. Be consistent
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On the web, you have to be aware that users will probably be coming from
diverse backgrounds, so figuring out their "language" can be a challenge.
5. Error prevention
Even better than good error messages is a careful design which
prevents a problem from occurring in the first place. Because of the
limitations of HTML forms, inputting information on the web is a
common source of errors for users.
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Accelerators – unseen by the novice user – may often speed up the interaction
for the expert user such that the system can cater to both inexperienced and
experienced users. Allow users to tailor frequent actions. Some of the best
accelerators are provided by the browser, such as bookmarks. Make pages at
your site easy to bookmark. Do not use frames in a way that prevent users
from bookmarking effectively. Design to be linked to. If the contents of your site
can easily be linked to, others can create specialized views of your site for
specific users and tasks. Amazon.com’s associates program is just one
example of the value of being easy to link to.
For the web, the key is to not just slap up some help pages, but to integrate
the documentation into your site. You will note that these sets of guidelines
have a lot in common, as they are based on similar research and experience.
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• Guideline 2. Don’t rely on colour alone. Ensure that text and graphics
are understandable when viewed without colour.
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• Guideline 14. Ensure that documents are clear and simple. The US
Govern-ment has published similar guidelines, which are legally
enforced for govern-ment agency sites, under Section 508 of the
Americans with Disabilities Act. Designers who are creating sites which
may have an audience in the USA should be aware of these guidelines.
10.7. Standards
Specific guidelines are often expressed as standards. Standards are developed
and promoted by a wide range of organisations for many different reasons.
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Industry standards
These are published by major players in the software industry, for example:
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Revision Questions
Example . ...
Solution: ...
EXERCISE 9. ....
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