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Windows – New and Navigation schemes selection of window, selection of devices based and screen- based
controls. Components – text and messages, Icons and increases – Multimedia, colors, uses problems, choosing
colors.
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Windows
A window is a rectangular area on the screen that displays the contents of an application, such as a word processor
application or a web browser.
It can contain text, icons, images, and graphics. Multiple windows can be displayed on the screen simultaneously,
and users can resize, move, minimize, maximize, and close windows as needed.
Windows have scrollbars functionality, making it easier to scroll through long documents or contents that cannot
fit in a single window area. The functionality of minimizing and maximizing windows was very frequent, so it
was made built-in style because of its frequent use.
Selection of Window:
Window Characteristics
A name or title, allowing it to be identified.
A size in height & width (which can vary).
A state, accessible or active or not accessible.
Visibility–the portion can be seen.
A location, relative to the display boundary.
Presentation–its arrangement with respect to other windows.
Management capabilities.
Highlighting.
The function, task or application to which it is dedicated.
1.Attraction of Windows
Presentation of Different Levels of Information.
Presentation of Multiple Kinds of Information.
Sequential Presentation of Levels or Kinds of Information.
Access to Different Sources of Information.
Combining Multiple Sources of Information.
Performing More Than One Task.
Reminding.
Monitoring.
Multiple Representations of the Same Task.
2.Constraints in Window System Design
Historical Considerations
Hardware Limitations
Human Limitations
3.Window Management
Single-Document Interface
It’s a single primary window with a set of secondary windows.
Multiple-Document Interface
It’s a technique for managing a set of windows where documents are opened into windows.
Contains:
-A single primary window called the parent.
-A set of related document or child windows, each also essentially a primary window.
4.Organizing Window Functions
Window Organization–organize windows to support user tasks.
Number of Windows–minimize the number of windows needed to accomplish an objective.
5.Window Operations
i. Active window
A window should be made active with as few steps as possible.
Visually differentiate the active window from other windows.
ii. Opening a window
Provide an iconic representation or textual list of available windows.
If more than one object is selected & opened, display each object in a separate window. Designate the
last window selected as the active window.
iii. Sizing windows
Provide large-enough windows to present all relevant & expected information for the task.
iv. Window placement
Position the window so it is entirely visible.
v. Window separation
Crisply, clearly & pleasingly demarcate a window from the background of the screen on which it
appears.
vi. Moving a window
Permit the user to change the position of all windows.
vii. Resizing a window
Permit the user to change the size of primary windows.
Selection of devices-based controls
Device-based controls, often called input devices, are the mechanisms through which people communicate their
desires to the system.
Characteristics of Device Based Controls:
1. Trackball
2. Joystick
3. Graphic Tablet
4. Touch Screen
5. Light Pen
6. Voice
7. Mouse
8. Keyboard
1.Trackball
Trackball is a spherical object (ball) that rotates freely in all directions in its socket.Direction and speed is
tracked and translated into cursor movement.
Advantages
Direct relationship between hand and pointer movement in terms of direction and speed.
Does not require additional desk space (if mounted on keyboard).
Disadvantages
Movement is indirect, in a plane different from the screen.
Indirect relationship between hand and pointer movement in terms of distance.
Requires a degree of eye-hand coordination.
Requires different hand movements.
2.Joystick
Variable in size, smaller ones being operated by fingers, larger ones requiring the whole hand.
Variable in cursor direction movement method, force joysticks respond to pressure, moveable ones
respond to movement.
Variable in degree of movement allowed, from horizontal-vertical only to continuous.
Advantages
i. Direct relationship between hand and pointer movement in terms of direction.
ii. Does not require additional desk space (if mounted on keyboard).
Disadvantages
i. Movement is indirect, in a plane different from the screen.
ii. Indirect relationship between hand and pointer movement in terms of speed and distance.
3. Graphic Tablet
Pressure-, heat-, light, or light-blockage-sensitive horizontal surfaces that lie the desktop or keyboard.
May be operated with fingers, light pen, or objects like a stylus or pencil.
Pointer imitates movements on tablet.
Advantages
i. Direct relationship between hand and pointer movement in terms of direction, distance and speed.
iii. More comfortable horizontal operating plane.
Disadvantages
i. Movement is indirect, in a plane different from the screen.
ii. Requires a degree of eye-hand coordination.
iii. Requires hand to be removed from keyboard and keyboard keys.
4.Touch Screen
Advantages
i. Direct relationship between hand and pointer location in terms of direction, distance and speed.
ii. Requires minimal additional desk space.
iii. Movement is direct, in the same plane as screen.
Disadvantages
i. Hand may obscure part of screen.
ii. Requires picking it up to use.
iii. Requires moving the hand far from the keyboard to use.
6.Voice
A rectangular or dome-shaped, movable, desktop control containing from one to three buttons used to
manipulate objects and information on the screen.
Movement of screen pointer mimics the mouse movement.
Advantages
i. Direct relationship between hand and pointer movement in terms of direction, distance and speed.
ii. Does not obscure vision of screen.
iii. Permits a comfortable hand resting position.
Disadvantages
i. Movement is indirect, in a plane different from the screen.
ii. Requires a degree of eye-hand coordination.
iii. Requires hand to be removed from keyboard.
iv. May require long movement distances.
8.Keyboard
iv. Advantages
Always visible, reminding one of the choices available.
Can be logically organized in the work area.
v. Disadvantages
Size limits the number that may be displayed.
Requires looking away from main working area to activate.
2.Text Entry/Read-Only Controls
Text Boxes
i. A control is usually rectangular in shape, in which text may be entered or may be displayed for read-only
purposes.
ii. Usually possesses a caption describing the kind of information contained within it.
iii. Two types exist:
Single line
Multiple line
iv. When first displayed, the box may be blank or contain an initial value.
v. Advantages
Very flexible.
Consumes little screen space.
vi. Disadvantages
Requires use of typewriter keyboard.
Requires user to remember what must be keyed.
3.Selection Controls
Radio Buttons
i. A single rectangular text box entry field, beneath which is a larger rectangular list box (resembling a drop-
down list box) displaying a list of options.
ii. A text box permits a choice to be keyed within it.
iii. The larger box contains a list of mutually exclusive choices from which one may be selected for placement
in the entry field. Selections are made by using a mouse to point and click.
iv. As text is typed into the text box, the list scrolls to the nearest match.
v. When an item in the list box is selected, it is placed into the text box, replacing the existing content.
vi. Information keyed may not necessarily have to match the list items.
vii. Purpose of combo boxes is to allow either typed entry in a text box or selection from a list of options in a
permanently displayed list box attached to the text box.
viii. Advantages
Unlimited number of entries and choices.
Reminds users of available options.
Flexible, permitting selection or typed entry.
ix. Disadvantages
All list box choices not always visible, requires scrolling.
Users may have difficulty recalling sufficient information to type entry, making text box unusable.
The list may be ordered in an unpredictable way, making it hard to find items.
5.Presentation Controls
Static Text Fields
Words
Do not use technical words, made-up words or terms
– filespec, abend, or spool, Ungroup or dearchive
Do not use abbreviations or acronyms
– Always use the fully spelled-out form the first time it is encountered in the interface
Consider the usage of contradictions or short forms (won’t vs will not, un- -ness),
Complete words is preferred
Positive terms (avoid the prefix “ir-” “in-” “dis-” and “un-”)
Simple action words (“Project status listing” “List”)
Consistency
Multiple-word phrases are more readable if the entire phrase is on one line
Abbreviation, mnemonics, and acronyms should not include punctuation
Sentences and Messages
Brief and simple
Directly and immediately usable (Should not search through reference)
Affirmative statement is easier to understand than negative statements
Active voice is usually easier to understand than passive voice
Main topic at the beginning
Use the same grammatical structure for elements of sentences
Imply that the system is awaiting the user’s direction, not that the system is directing the user
Negative tones or actions, or threats are not very friendly (“Numbers are illegal” vs “Months must be
entered by name”)
Encouraging message would be better than insulting message
Should remain factual and informative, and should not attempt humor or punishment
Messages
Messages are communication provided on the screen to the screen viewer. Screen messages fall into two
broad categories: system and instructional.
1.System messages:
Generated by the system to keep the user informed of the system’s state and activities.
Common message types are –
• Status messages
– Providing information concerning the progress of a lengthy operation
– Usually contains a progress indicator and a short message
–
• Informational messages (notification messages)
– This kind of message is usually identified by an “I” icon to the left of the message
• Warning messages
– They are usually identified by an “!”
– The user must determine whether the situation is in fact a problem and may be asked to
advise the system whether or not to proceed (A deletion request by a user is any action that
commonly generates a warning messages)
• Question messages
– A question message asks a question and offers a choice of options for selection
– It is designated by a “?” icon proceeding the message text
• Presentation
– Provide text that contrasts highly with the background
• Writing
– Write objectively
– Use the inverted pyramid organization
– Be concise, using only about half the number of words of conventional text
– Each paragraph should be short and Contain only one main idea
– Make text more scannable by using bulleted listings, tables, headings andbold
types
– Too many links within text can disrupt reading continuity and content
understanding
– Place them at the beginning or end of paragraphs or section of text
– Test for readability by printing out text to carefully proofread it
Icons and increases – Multimedia, colors, uses problems
Icons, Multimedia and colors ... Introduction
1.GUI systems rapidly began to supplement the earlier text-based systems that had been in existence for three
decades.
2.The graphical evolution in interface design was further expanded in the 1990s with the maturing of the World
Wide Web.
3.The Web permitted easy inclusion of other media on a screen, including images, photographs, video,
diagrams, drawings, and spoken audio.
4.Screen graphics, if used properly, can be a powerful communication and attention getting technique.
5.They can hold the user's attention, add interest to a screen, support computer interaction, and help overcome
language barriers.
6.Research over the years has shown that the use of graphics can facilitate learning and recall.
7.Pictures, for example, are more easily recognized and recalled than words.
Icons
1. Icons are pictorial images most often used to represent objects and actions with which users can interact with
or that they can manipulate.
2. Icons may stand alone on a desktop or in a window, or be grouped together in a toolbar.
3. A secondary use of an icon is to reinforce important information, such as a warning icon in a dialog message
box.
4. A true icon is something that looks like what it means(show).
5. It is representational and easy to understand.
6. A picture of a telephone or a clock on a screen is a true icon.
Kinds of Icons
The use of icons to reflect objects, ideas, and actions is not new to mankind. Rogers (1989) provided an
expanded definition for icon kinds.
■ Resemblance — An image that looks like what it means. e.g. book icon
■ Symbolic — An abstract image representing something. A cracked glass, for example, can represent
something fragile.
■ Exemplar — An image illustrating an example or characteristic of something. e.g. A sign at a freeway exit
picturing a knife and fork has come to indicate a restaurant.
■ Arbitrary — An image completely arbitrary in appearance whose meaning must be learned. An arbitrary icon
is not directly related in any way and must be learned.
■ Analogy — An image physically or semantically associated with something. e.g. a wheelbarrow full of bricks
for the move command.
Characteristics of Icons
1.An icon possesses the technical qualities of syntactics, semantics, and pragmatics (Marcus, 1984).
2. Syntactics refers to an icon's physical structure.
3.Is it square, round, red, green, big, small?
4.Are the similarities and differences obvious?
5.Similar shapes and colors can be used to classify a group of related icons, communicating a common
relationship.
6. Semantics is the icon's meaning. To what does it refer, a file, a wastebasket, or some other object? Is this
clear?
7. Pragmatics is how the icons are physically produced and depicted. Is the screen resolution sufficient to
illustrate the icon clearly?
8.Syntactics, semantics, and pragmatics determine an icon's effectiveness and usability.
Images
■ Ensure all images convey their intended messages.
■ General:
— Use standard images.
— Emulate real-world objects.
— Use images consistently.
— Produce legible images.
— Provide descriptive text or labels with all images.
— Distinguish navigational images from decorative images.
— Minimize
• The number of presented images.
• The size of presented images.
• Restrict single images to 5KB.
• Restrict page images to 20KB.
• Provide thumbnail size images.
• Image animation.
■ Color:
— Minimize the number of colors in an image.
■ Format:
— Produce images in the most appropriate format. • GIF. • JPEG.
■ Internationalization:
— Provide for image internationalization.
■ Design:
— Limit large images above the page fold.
— Use simple background images.
— Reuse images on multiple pages.
Video
■ Uses:
— To show things that move or change over time.
— To show the proper way to perform a task.
■ To show events that cannot be seen directly.
■ To convey human behavior and emotions.
— To provide a personal message.
— To grab attention.
■ Disadvantages:
— Expensive to produce.
— Slow to download.
— Small and difficult to discern detail.
■ Guidelines:
— Never automatically download a video into a page.
— Create short segments.
— Provide controls, including those for playing, pausing, and stopping.
— Consider using
• Existing video.
• Audio only.
• A slide show with audio
Diagrams
■ Uses:
— To show the structure of objects.
— To show the relationship of objects.
— To show the flow of a process or task.
— To reveal a temporal or spatial order.
■ Kinds:
— Flow charts.
— Cause and effect charts.
— Gantt charts.
— Entity relationship diagrams.
— Organization charts.
— Network diagrams
■ Parts:
— Shapes.
— Lines.
— Labels.
■ Guidelines:
— Provide simple diagrams.
— Provide cutaway diagrams or exploded views to illustrate points key
Drawings
■ Use:
— When selective parts need to be emphasized or represented.
■ Guidelines:
— Provide simple drawings showing minimal detail.
— Provide a link to a complete drawing
Animation
■ Uses:
To explain ideas involving a change in
• Time.
• Position.
To illustrate the location or state of a process.
To provide feedback.
To show continuity in transitions.
To enrich graphical representations.
To aid visualization of three-dimensional structures.
To attract attention.
■ Disadvantages:
Very distracting.
Can potentially create problems for people with some disabilities.
Slow loading.
■ Guidelines:
Use only when an integral and meaningful part of the content.
Introduce animation.
Create short segments.
Provide a freeze frame, stop, and replay mode.
Avoid distracting animation.
Audition
■ Uses:
As a supplement to text and graphics.
To establish atmosphere.
To create a sense of place.
To teach.
To sample.
— For users
• With disabilities.
• In an eyes-busy and hands-busy situation.
• Who do not have access to keyboard and/or monitor
■ Advantages:
— Does not obscure information on the screen.
— Shorter downloading time than video.
■ Disadvantages:
— Is annoying to many people, including users and nonusers in the vicinity.
— Can easily be overused, increasing the possibility that it will be ignored.
— Is not reliable because
• Some people are hard of hearing.
• If it is not heard, it may leave no permanent record of having occurred.
• The user can turn it off.
• Audio capability may not exist for the user
Uses problems with Choosing colors
• Color blindness: As mentioned earlier, color blindness can make it challenging for users to distinguish
between specific colors.
Designers should consider using color palettes that are easily distinguishable for those with color
blindness.
For example, using color combinations like blue and yellow, red and green, or black and white can
be easily differentiated by colorblind users.
• Branding: When designing interfaces for a specific brand, designers should consider using the brand's
colors to create a cohesive experience.
However, designers should also ensure that the chosen colors don't clash or affect readability
In summary, designers should consider readability, color blindness, branding, and aesthetics when
choosing colors in HCI design to create a seamless, user-friendly interface.
• Color chosen to organize information or data on a screen must aid the transfer of
information from the display to the user, Some examples of using color code
– If decisions are made based on the status of information on the screen,color-
code the types of status the information
– Screen searching is performed to locate information of particular kind,color-
code for contrast
– If the sequence of information use is constrained or ordered, use color to identify
the sequence
– If the information on a screen is crowded, use color to provide visualgrouping
• Never rely on color as the only way of identifying a screen element
• Always consider how spatial formatting, highlighting, and messages may also beuseful
Color in Context
• Color are subject to contextual effects
• Small adjacent colored images may appear to the eye to merge or mix
• A color on a dark background will look lighter and brighter than the same coloron a light
background
• To draw attention or to emphasize elements, use bright or highlighted colors or use less bright
colors for deemphasize
– The perceived brightness of colors from most to least is white, yellow. green. blue. red
Common Meanings
• Use adjacent colors that differ by hue and value or lightness for a sharp edge and
maximum differentiation
• Backgrounds
– Use colors that do not compete with the foreground
– Use
o Light-colored backgrounds of low intensity: Off-white or light gray
o Desaturated colors
o Cool, dark colors such as blue or black
o Colors on the spectral extreme end
– Blue, black, gray, brown, red, green, and purple
Gray Scale
Text in Color
Text in Color