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UNIT II
1.What is design?
Design is achieving goals within constraints.
2.What is a goal?
A well-designed user interface will provide a good match between the user's task needs,
skill level and learning ability.
What is the purpose of the design?
Who is it for?
Why do they want it?
3. List out design's constraints.
What materials must we use?
What standards must we adopt?
How much can it cost?
How much time do we have to develop it?
4. Mention four basic activities of interaction design.
Identifying needs and establishing requirements.
Developing alternative designs that meet those requirements.
Building interactive versions of the designs so that they can be communicated and
assessed.
Evaluating what is being built throughout the process.
5.List the importance of prototype.
A prototype enables to fully understand how easy or difficult it will be to implement
some of the features of the system.
It also can give users a chance to comment on the usability and usefulness of the user
interface design.
Prototyping provides the developer a means to test and refine the user interface and
increase the usability of the system.
6. Draw interaction design process in details.
PA RT-B
I.What is Design?
Design is achieving goals within constraints.
1. Goal
A well-designed user interface will provide a good match between the user's task needs,
skill level and learning ability.
o What is the purpose of the design?
o Who is it for?
o Why do they want it?
2. Constraints
List of design's constraints,
o What materials must we use?
o What standards must we adopt?
o How much can it cost?
o How much time do we have to develop it?
3. Trade off
It means choosing which goals or constraints can be relaxed so that others can be met.
o Understand computers
o Understand people
I. Requirements
What is wanted?
o The first stage is establishing what exactly is needed that is needed to spend more
time for gathering user's needs.
o At the task level, the designer gains a greater understanding of the users and the tasks
carry out and can begin to identity which tasks will be of importance to the proposed
system.
There are a number of techniques used for this in HCI
o Interviewing people,
o Videotaping them,
o Looking at the documents and objects that they work with,
o Observing them directly.
II. Analysis
At the task level, translate the user's needs into system requirements and responsibilities.
The way they use the system can provide insight into the user's requirements.
Example
One use of the system might be analyzing an incentive payroll system, which will tell us
that this capacity must be included in the system requirements
III. Design
This is central stage of interaction design process .Design begins with a problem statement
and ends with a design that can be transformed into an operational system.
IV. Iteration and Prototype
Humans are complex and we cannot expect to get designs right first time. We therefore
need to evaluate a design to see how well it is working and where there can be
improvements.
o A prototype enables to fully understand how easy or difficult it will be to
implement some of the features of the system.
o It also can give users a chance to comment on the usability and usefulness of the
user interface design.
o Prototyping provides the developer a means to test and refine the user interface and
increase the usability of the system.
V. Implementation and Deployment
Implement refines the detailed design into system deployment that will satisfy the user's
needs.
Talk to them
Watch them
A. Scenarios
Scenarios are stories for design: rich stories of interaction.
They are perhaps the simplest design representation, but one of the most flexible and
powerful.
Example scenario
A user intends to press the "save" button, but accidentally presses the "quit" button so loses
his work'. Others are focused more on describing the situation or context.
Scenarios are stories for design which is force to think about design in detail. Also help to
notice potential problem before they happen.
Scenarios can be used to
Communicate with clients or user.
Validate other task models, dialogue models and navigation models.
Understand dynamics of individual screen shots and pictures.
Scenarios are in form of networks, hierarchy and linear.
If it is linearity
Pros
o
Cons
So
o Use several scenarios.
o Use several methods.
B. Navigation
User can interact at several levels of GUI.
Individual screens or the layout of devices will have their own structure.
Two main kinds of issue,
o Local Structure
o Global Structure
Local Structure
o It looking from this screen out.
Global Structure
o It structure of site, movement between screens.
I. Local Structure
Local structure focused goal seeking behavior.
To do this goal seeking, each state of the system or each screen needs to give the user
enough knowledge of what to do to get closer to their goal.
To get you started, here are four things to look for when looking at a single web page,
screen or state of a device.
o knowing where you are
o knowing what you can do
o knowing where you are going or what will happen
o Knowing where you've been or what you've done.
A simple way is to use a network diagram showing the principal states or screens.
Linked together with arrows. This can,
o Show what leads to what
o Show what happens when
o Include branches and loops
o Be more task oriented than a hierarchy
A network diagram illustrating the main screens for adding or deleting a user from the
messaging system.
C. Screen Design
The basic principles at the screen level reflect those in other areas of interaction design,
o Ask What is the user doing?
o Think What information is required? What comparisons may the user need to
make? In what order are things likely to be needed?
o Design Form follows function: let the required interactions drive the layout
Tools for Layout
We have a number of visual tools available to help us suggest to the user appropriate ways
to read and interact with a screen or device.
o Grouping of Items
o Order of Items
o Decoration - fonts, boxes etc.
o Alignment of Items
o White Space Between Items
Instructions
o beware the cake recipie syndrome
2. Decoration
Use boxes to group logical items
Use fonts for emphasis, headings
but not too many!!
3. Alignment
Alignment of lists is also very important. For users who read text from left to right, lists of
text items should normally be aligned to the left.
Numbers, however, should normally be aligned to the right (for integers) or at the decimal
point. This is because the shape of the column then gives an indication of magnitude a
sort of mini-histogram.
Items like names are particularly difficult.
4. White Space
In typography the space between the letters is called the counter.
5. Explain in detail about the Software Life Cycle Process. (16 Mark) or
Discuss about software process in Human Computer Interaction in details.
I. Requirements Specification
Designer and customer try capture what the system is expected to provide can be expressed
in natural language or more precise languages, such as a task analysis would provide.
II. Architectural Design
High-level description of how the system will provide the services required factor system
into major components of the system and how they are interrelated needs to satisfy both
functional and non-functional requirements.
o Present functionality through a familiar metaphor.
o Provide similar execution style of analogous operations in different applications.
o Organize the functionality of a system to support common user tasks.
o Make invisible parts and processes visible to the user.
III. Detailed Design
Refinement of architectural components and interrelations to identify modules to be
implemented separately the refinement is governed by the non-functional requirements
Verification
Designing the right product.
The formality gap: Validation will always rely to some extent on subjective means of
proof.
Usability engineering demands that specific usability measures be made explicit as acquirements.
Usability specification
o
Usability attribute/principle
Measuring concept
Measuring method
Problems
o
o efficiency
o satisfaction
Prototypes
o Simulate or animate some features of intended system.
o Different types of prototypes,
Throw-away
Incremental
Evolutionary
Management issues
o
Time
Planning
Non-functional features
Contracts
I. Throw-way
The prototype is built and tested.
The design knowledge gained from this exercise is used to build the final product, but the
actual prototype is discarded.
II. Incremental
The final product is built as separate components, one at a time.
There is one overall design for the final system, but it is partitioned into independent and
smaller components.
The final product is then released as a series of products, each subsequent release including
one more component.
o Options
o Criteria
Principles of Usability
General understanding.
Design Patterns
A. Principles
I. Principles to support usability
o
Learnability
The ease with which new users can begin effective interaction and achieve
maximal performance.
Flexibility
o Robustness
Operation visibility.
o Synthesizability
o Familiarity
o Generalizability
o Consistency
o Multithreading
Ability of system to support user interaction for more than one task at a
time.
o Task migratability
o Substitutivity
o Customizability
ability of user to evaluate the internal state of the system from its
perceivable representation.
o Recoverability
ability of user to take corrective action once an error has been recognized.
o Responsiveness
how the user perceives the rate of communication with the system.
Stability.
o Task conformance
B.Standards
Set by national or international bodies to ensure compliance by a large community of
designers standards require sound underlying theory and slowly changing technology.
Hardware standards more common than software high authority and low level of detail.
ISO 9241 defines usability, effectiveness, efficiency and satisfaction with which users
accomplish tasks
Usability
The effectiveness, efficiency and satisfaction with which specified users achieve specified
goals in particular environments.
Effectiveness
The accuracy and completeness with which specified users can achieve specified goals in
particular environments.
Efficiency
The resources expended in relation to the accuracy and completeness of goals achieved.
Satisfaction
The comfort and acceptability of the work system to its users and other people affected by
its use.
C. Guidelines
More suggestive and general.
Abstract guidelines (principles) applicable during early life cycle activities.
Detailed guidelines (style guides) applicable during later life cycle activities.
Understanding justification for guidelines aids in resolving conflicts.
Smith and Mosier guidelines are,
o Data Entry
o Data Display
o Sequence Control
o User Guidance
o Data Transmission
o Data Protection
Goals of Evaluation
o It assess extent of system functionality,
o It assess effect of interface on user,
o It identifies specific problems.
Evaluation Through Expert Analysis
Evaluating Through User Participation
Observational Techniques
Query Techniques
Physiological Methods
Cognitive Walkthrough
I. Cognitive Walkthrough
It evaluates design on how well it supports user in learning task.
Its usually performed by expert in cognitive psychology.
Expert 'walks though' design to identify potential problems using psychological principles.
It forms used to guide analysis.
II. Heuristic Evaluation
It Proposed by Nielsen and Molich.
o Usability criteria (heuristics) are identified.
Design examined by experts to see if these are violated.
o Example heuristics
feedback is provided
I. Styles of evaluation
1. Laboratory studies
Advantages
o specialist equipment available
o
environment
Disadvantages
o lack of context
o difficult to observe several users cooperating
Appropriate
If system location is dangerous or impractical for constrained single user systems to allow
controlled manipulation of use.
2. Field Studies
Advantages
o natural environment
o context retained (though observation may alter it)
o longitudinal studies possible
Disadvantages
o distractions
o noise
Appropriate
o where context is crucial for longitudinal studies
C. Experimental design
Within groups design
o Each subject performs experiment under each condition.
o It transfer of learning possible.
o Less costly and less likely to suffer from user variation.
between groups design
o Each subject performs under only one condition.
o No transfer of learning.
o More users required.
o Variation can bias results.
Think Aloud
Cooperative Evaluation
Protocol Analysis
Post-Task Walkthroughs
1. Think Aloud
It user observed performing task.
It user asked to describe what he is doing and why, what he thinks is happening.
Advantages
o simplicity - requires little expertise.
o It can provide useful insight.
o It can show how system is actually used.
Disadvantages
o Subjective.
o Selective.
o Act of describing may alter task performance.
2. Cooperative evaluation
It variation on think aloud.
It user collaborates in evaluation.
Both user and evaluator can ask each other questions throughout.
Additional advantages
o Less constrained and easier to use
o User is encouraged to criticize system
o Clarification possible
3. Protocol Analysis
Methods for recording user actions include the following:
o Paper and pencil cheap, limited to writing speed.
o Audio good for think aloud, difficult to match with other protocols.
o Video accurate and realistic, needs special equipment, obtrusive.
o Computer logging automatic and unobtrusive, large amounts of data difficult to
analyze.
o
Notebooks coarse and subjective, useful insights, good for longitudinal studies
Advantages
o Analyst has time to focus on relevant incidents.
o Avoid excessive interruption of task.
Disadvantages
o Lack of freshness.
o May be post-hoc interpretation of events.
5. Post-task walkthroughs
Transcript played back to participant for comment.
o It immediately fresh in mind.
o Delayed evaluator has time to identify questions.
Useful to identify reasons for actions and alternatives considered.
It necessary in cases where think aloud is not possible.
Interviews
Questionnaires
1. Interviews
It analyst questions user on one-to -one basis usually based on prepared questions.
It informal, subjective and relatively cheap.
Advantages
o It can be varied to suit context.
o Issues can be explored more fully
o It can elicit user views and identify unanticipated problems.
Disadvantages
o Very subjective
o Time consuming
2. Questionnaires
Set of fixed questions given to users.
Advantages
o Quick and reaches large user group
o It can be analyzed more rigorously
Disadvantages
o Less flexible
o Less probing
Styles of question
o General
o Open-ended
o Scalar
o Multi-choice
o Ranked
Universal Design
Designing systems to be used by anyone under any conditions.
Multi-modal systems use more than one human input channel in the interaction.
o
Speech
Non-speech sound
Touch
Handwriting
Gestures
Multi-Modal Interaction
Handwriting Recognition
Gesture Recognition
3.Speech Synthesis
Useful
o Natural and familiar way of receiving information.
Problems
o Similar to recognition: prosody particularly
Additional problems
o Intrusive - needs headphones, or creates noise in the workplace.
o Transient - harder to review and browse
Examples
Screen readers
o Read the textual display to the user utilised by visually impaired people.
warning signals
o spoken information sometimes presented to pilots whose visual and haptic skills are
already fully occupied.
4. Non-Speech Sounds
Non-speech sound can be used in a number of ways in interactive systems.
It is often used to provide transitory information, such as indications of network or system
changes, or of errors.
It can also be used to provide status information on background processes, since we
are able to ignore continuous sounds but still respond to changes in those sounds
5. Auditory Icons
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.
o E.g. throwing something away.
6. Earcons
Synthetic sounds used to convey information.
Structured combinations of notes (motives) represent actions and objects.
Motives combined to provide rich information.
Problems
o Personal differences in letter formation
o Co-articulation effects
V. Gesture Recognition
Applications
gestural input - e.g. "put that there"
sign language
Technology
data glove
position sensing devices
Benefits
Natural form of interaction - pointing
Enhance communication between signing and non-signing users
problems
User dependent. variable and issues of co articulation