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Week#5 – Lecture 6
HCI Design (Part 1)
• Wire-framing
• Participatory Design
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HCI Design
1. Requirements analysis
2. User analysis
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The Overall Design Process
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1- Requirements Analysis
• Any software design starts with a careful analysis of the functional
requirements
• For interactive software with a focus on the user experience, we take a
particular look at :
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2- User Analysis
• User analysis is an essential step in HCI design “Know thy user”
• With a crude task model, we can also draw a more detailed scenario
or storyboard to envision how the system would be used and assess
both the appropriateness of the task model and feasibility of the
given requirements
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3- Scenario and Task modeling – Cont.
1. User analysis
2. Operational context
3. Task analysis
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Preliminary study
– Operational/Usage situation?
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Summary of Results
User Use Configuration Contents Application/Tasks
– Interaction model for using applications (on the smart TV) such as:
• Internet
– Study methods
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Survey
…
4. Rank the most preferred and often used interface for the
smart TV among:
a. Motion gesture
b.
c.
Voice
Smart Phone
• Free form interview but used
d. Remote Control
a basic survey asking
5. What would you use to turn the TV on if you cannot find the important aspects of
remote control?
a. Motion gesture interaction process of using
b. Voice
c. Smart Phone the three smart tv
d. Remote Control
e. Will find the remote applications
f. Use the switch on the TV
(1) User comes home listening to his smart phone mp3 player and as he
approaches the TV, a pop up window is shown on the phone and by
touch it, the smart TV is turned on and music player on the smart TV16is
activated.
Scenario 1.
(2) User takes off the headset and sets the music play option to
“random” and continue to listen to the music through the smart TV.
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Scenario 1.
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Scenario 1.
(4) Checks for the lyrics using the remote control (dual usage of remote
and smart phone).
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Scenario 1.
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4- Interface selection and consolidation
• For each subtasks and scenes in the storyboard, particular software interface
components (e.g. widgets), interaction technique (e.g. voice recognition),
hardware (sensors, actuators, buttons, display, etc.) will be chosen.
• For instance, for a particular subtask, the designer might have chosen voice
recognition to be the most fitting interaction technique. However, if the
required platform does not support a voice sensor or network access to the
remote recognition server, an alternative will have to be devised.
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Interface Selection Choices
• Different interactions and subtasks may require various individual
devices (sensors and displays).
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Interface Selection Choices: Hardware/Platform
• Desktop
• Mobile
• Pad
• Kiosk
• Embedded
• TV / Console
• VR / AR
• Free form
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Interface Selection Choices: Hardware/Platform – Cont.
• Desktop (stationary)
– Monitor (typical size 17 – 42 in.; resolution1280 × 1012 or higher); keyboard,
mouse, speakers/ headphones (microphone)
– Suited for: Office-related tasks, time-consuming/serious tasks, multitasking
• Tablets/Pads
– Suited for: Simple, mobile, and short tasks, but those that require a relatively l
arge screen e.g., a sales.
• EMBEDDED (STATIONARY/MOBILE)
– Suited for: Special tasks and situations where interaction and computations
are needed on the spot (e. g., printer, ice cooker, MP 3 player)
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Interface Selection Choices: Hardware/Platform – Cont.
• Tv/Consoles (Stationary)
– Suited for: TV-centric tasks, limited interaction, tasks that need privacy (e.g.,
wild-gesture-based games in the Livingroom)
• Kiosks
– Suited for Public users and installations, limited interaction, short series of
selection tasks, monitoring tasks
• Virtual Reality
– Suited for: Spatial training, tele-experience and tele-presence, immersive
entertainment
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Interface Choices: Software Components
• Command line
• WIMP/2D
– Windows/Layers
– Icons (simple and intuitive)
– Menu
– Direct interaction
– GUI
• Non-Wimp
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Interface Choices: Types of Menus
Menu type Usage
Menus allow Pull down Top level (main) categorical menu
acti vati ons Pop up Object specific, context specific
of c o m m a n d s
Tool bar Functional / operational tasks
a n d tasks
Tabs File folder metaphor (categorical menu)
through Selection
recognition) Scroll menu Long menu (many menu items)
erlinks
Radio buttons
• Before the mouse era, the HCI was mostly in the form of keyboard
inputting of text commands. The mouse made it possible for users to
apply a direct metaphoric “ touch” upon the target objects (which are
visually and metaphorically represented as concrete objects with the
icons) rather than “ commanding” the operating system (via keyboard
input) to indirectly invoke the job. In addition to this virtual “ touch”
for simple enactment, the direct and visual interaction has further
extended to direct manipulation, e. g., moving and gesturing with the
cursor against the target interaction objects.
Figure 4.13 Different styles of menus 2: (a) buttons, (b) check boxes and radio buttons,
(c) slider menu, (d) image map. 29
Interface Choices: GUI Components
It
GUI also som eti m es referred to as the WIMP (window
, icon, mouse, a n d poi nter).
• Forms – Mixture of menus, buttons and text boxes for long thematic
input
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Interface Choices: GUI Components – Cont.
Figure 4.14 GUI interface components: (a) form, (b) toolbar, (c) dialog box, (d) combo box. 31
Interface Choices: 3D in 2D
• Standard GUI elements that Figure 4.15 3-D interface in 2-D interaction input space
are o p e ra te d a nd p re s e nte d
in the 2- D s p a c e , i.e ., the y a re
c o ntro lle d b y a mouse or
touch screen a n d laid out on
a 2-D screen.
• Ho we ve r, 2- D c o ntro l in a 3– D
a p p lic a tio n is o fte n no t
s uffic ie nt ( e .g ., 3-D g a m e s ) .
• The WIMP interface is synonymous with the GUI. It has been a huge
success since its introduction in the early 1980s, when it revolutionized
computer operations.
35 https://looka.com/blog/wireframe-examples/ https://usabilitygeek.com/smart-ux-high-fidelity-wireframes/
Wire-framing Tools
• Note there are tools that allow the user to visually specify UI
elements and their configuration and automatically generate code.
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Web based “FluidUI” wire-framing tool (www.fluidui.com)
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Participatory Design: The Good
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Participatory Design: The Bad
• More costly
• Lengthen the implementation period
• Build antagonism with people not involved or whose suggestions
rejected
• Force designers to compromise their design to satisfy
incompetent participants
• Build opposition to implementation
• Exacerbate personality conflicts between design-team members
and users
• Show that organizational politics and preferences of certain
individuals are more important than technical issues
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Other Things to Consider
• Ethnographic observation
• Social impact
• Legal impact
• Deadlines
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