INSTRUCTIONAL MODULE AND ITS COMPONENTS
(GUIDE)
 COURSE                   Human Computer Interaction
 DEVELOPER                Rovell F. Asidera 
 AND THEIR                Mel Johnson Aquino 
 BACKGROUND               Patima Pingol 
                          Christian Jose Santos 
                          Regina Arceo 
                          Gloria Prellejera 
                          Jay Pabustan 
                          James Bryan Roman 
                          Anna Cazandra Delos Reyes 
                          Joshue Manaloto 
 COURSE                   Human Computer Interaction (HCI)) - This course intends to teach students
 DESCRIPTION              to design user interfaces based on the capabilities of computer technology
                          and the limitations of human factors. The student design the user interfaces
                          of a system and implement a prototype from a list of informal requirements.
                          The project is developed over four tutor-marked exercises by a design
                          process based on current Human-Computer Interaction principles. 
 COURSE                                           Course Content/Subject Matter
 OUTLINE                                              A. The Human and The
                            Week 1 - 2
                                                         Computer
                            Week 3 -5                 B. The Interaction
                            Week 6 – 8
                                                      C. Paradigms
                            Week 9                    D. Midterm Exam
                            Week 10 – 11              E.   Interaction Design
                            Week 12 – 13              F.   HCI in the software process
                            Week 14 – 15              G.   Design Rules
                            Week 16 – 17              H.   Implementation Support
                            Week 18                   I.   Final Exam
                            One week (or an           J.   Allotted for the Midterm and
                            equivalent of three            the Final Exams
                            hours)
 CHAPTER #                3
 TITLE                    The Interaction
    I. RATIONAL           Human Computer Interaction focuses on supplying the students with
       E                  the basic concepts of humans’ association with computers.
 INSTRUCTION              Read and understand the contents of the topics to be discussed in this module.
 TO THE USERS             You may start using this module upon instruction from your instructor or
                          align it with the schedule of the course outline. Closure activities and
                          assignments are provided in this module to test your knowledge and
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Chapter 1 Database System, Functions and Components of a Database Management Systems
                          understanding of the topics. For synchronous learners, your closure activities
                          are to be answered during the online discussion, and assignments are to be
                          submitted online when your instructor tells you to do so. For asynchronous
                          learners, you are to submit your outputs to the closure
                          activities, and assignments (answer all), For the evaluation assessment test,
                          wait for further instructions from your instructor. 
 PRE-TEST                 Direction: Read the questions carefully. Write your answers on a separate
                          paper.
                              1. Individually or in a group find as many different examples as you can
                                 of physical controls and displays.
                                 (a) List them
                                 (b) Try to group them, or classify them.
                                 (c) Discuss whether you believe the control or display is suitable for
                                 its purpose.
     II. LEARNING At the end of the chapter, students are expected to: 
         OBJECTIV     a. The dialog between user and system is influenced by the style
         ES               of the interface.
     III. CONTENT
 Interaction Styles
 dialogue … computer and user
 distinct styles of interaction
 Common interaction styles
     •   command line interface
     •   menus
     •   natural language
     •   question/answer and query dialogue
     •   form-fills and spreadsheets
     •   WIMP
     •   point and click
     •   three–dimensional interfaces
 Command line interface
     • Way of expressing instructions to the computer directly
            – function keys, single characters, short abbreviations, whole words, or a combination
     • suitable for repetitive tasks
     • better for expert users than novices
     • offers direct access to system functionality
     • command names/abbreviations should be meaningful!
 Typical example: the Unix system
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 Menus
     •   Set of options displayed on the screen
     •   Options visible
             – less recall - easier to use
             – rely on recognition so names should be meaningful
     •   Selection by:
             – numbers, letters, arrow keys, mouse
             – combination (e.g. mouse plus accelerators)
     •   Often options hierarchically grouped
             – sensible grouping is needed
     •   Restricted form of full WIMP system
 Natural language
    • Familiar to user
    • speech recognition or typed natural language
    • Problems
             – vague
             – ambiguous
             – hard to do well!
    • Solutions
             – try to understand a subset
             – pick on key words
 Query interfaces
     •   Question/answer interfaces
            – user led through interaction via series of questions
            – suitable for novice users but restricted functionality
            – often used in information systems
     •   Query languages (e.g. SQL)
            – used to retrieve information from database
            – requires understanding of database structure and language syntax, hence requires
                 some expertise
 Form-fills
    • Primarily for data entry or data retrieval
    • Screen like paper form.
    • Data put in relevant place
    • Requires
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             –    good design
             –    obvious correction
                  facilities
 Spreadsheets
     • first spreadsheet VISICALC, followed by Lotus 1-2-3
        MS Excel most common today
     • sophisticated variation of form-filling.
            – grid of cells contain a value or a formula
            – formula can involve values of other cells
                                e.g. sum of all cells in this column
            – user can enter and alter data spreadsheet maintains consistency
 WIMP Interface
                  Windows
                        Icons
                                 Menus
                                           Pointers
         … or windows, icons, mice, and pull-down menus!
     •   default style for majority of interactive computer systems, especially PCs and desktop
         machines
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 Point and click interfaces
     • used in ..
             – multimedia
             – web browsers
             – hypertext
     • just click something!
             – icons, text links or location on map
     • minimal typing
 Three dimensional interfaces
     •   virtual reality
     •   ‘ordinary’ window systems
              – highlighting
              – visual affordance
              – indiscriminate use
                  just confusing!
     •   3D workspaces
              – use for extra virtual space
              – light and occlusion give depth
              – distance effects
 Elements of The Wimp Interface
        windows, icons, menus, pointers
        +++
        buttons, toolbars,
         palettes, dialog boxes
 Windows
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     •   Areas of the screen that behave as if they were independent
              – can contain text or graphics
              – can be moved or resized
              – can overlap and obscure each other, or can be laid out next to one another (tiled)
              – scrollbars
              – allow the user to move the contents of the window up and down or from side to side
     •   title bars
              – describe the name of the window
 Icons
     •   small picture or image
     •   represents some object in the interface
             – often a window or action
     •   windows can be closed down (iconised)
             – small representation fi many accessible windows
     •   icons can be many and various
             – highly stylized
             – realistic representations.
 Pointers
     •   important component
             – WIMP style relies on pointing and selecting things
     •   uses mouse, trackpad, joystick, trackball, cursor keys or keyboard shortcuts
     •   wide variety of graphical images
 Menus
     •   Choice of operations or services offered on the screen
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     • Required option selected with pointer
 problem – take a lot of screen space
 solution – pop-up: menu appears when needed
     Fi l e                  Edi t                   Opt i o ns               Fo nt
                                                                       Ty p e wr i t e r
                                                                       Sc re e n
                                                                       Times
 Kinds of Menus
     • Menu Bar at top of screen (normally), menu drags down
            – pull-down menu - mouse hold and drag down menu
            – drop-down menu - mouse click reveals menu
            – fall-down menus - mouse just moves over bar!
     • Contextual menu appears where you are
            – pop-up menus - actions for selected object
            – pie menus - arranged in a circle
                   • easier to select item (larger target area)
                   • quicker (same distance to any option)
                      … but not widely used!
 Menus extras
     • Cascading menus
            – hierarchical menu structure
            – menu selection opens new menu
            – and so in ad infinitum
     • Keyboard accelerators
            – key combinations - same effect as menu item
            – two kinds
                   • active when menu open – usually first letter
                   • active when menu closed – usually Ctrl + letter
            – usually different !!!
 Menus design issues
   • which kind to use
   • what to include in menus at all
   • words to use (action or description)
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     •   how to group items
     •   choice of keyboard accelerators
 Buttons
     • individual and isolated regions within a display that can be selected to invoke an action
     • Special kinds
           – radio buttons
                        – set of mutually exclusive choices
           – check boxes
                        – set of non-exclusive choices
 Toolbars
     •   long lines of icons …
                  … but what do they do?
     •   fast access to common actions
     •   often customizable:
              – choose which toolbars to see
              – choose what options are on it
 Palettes and tear-off menus
     •   Problem
                 menu not there when you want it
     •   Solution
                 palettes – little windows of actions
             – shown/hidden via menu option
                 e.g. available shapes in drawing package
                 tear-off and pin-up menus
             – menu ‘tears off’ to become palette
 Dialogue boxes
     • information windows that pop up to inform of an important event or request information.
                e.g: when saving a file, a dialogue box is displayed to allow the user to specify the
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                 filename and location. Once the file is saved, the box disappears.
 INTERACTIVITY - easy to focus on look what about feel?
 Speech–driven interfaces
      • rapidly improving …
                    … but still inaccurate
      • how to have robust dialogue?
                    … interaction of course!
          e.g. airline reservation:
                    reliable “yes” and “no”
                    + system reflects back its understanding
                    “you want a ticket from New York to Boston?”
 Look and feel
      • WIMP systems have the same elements:
                    windows, icons., menus, pointers, buttons, etc.
      • but different window systems
                    … behave differently
                    e.g. MacOS vs Windows menus
          appearance + behaviour = look and feel
 Initiative
      • who has the initiative?
                    old question–answer – computer
                    WIMP interface – user
      • WIMP exceptions …
                    pre-emptive parts of the interface
      • modal dialog boxes
               – come and won’t go away!
               – good for errors, essential steps
               – but use with care
 Error and repair
          can’t always avoid errors …
                    … but we can put them right
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      hello, this is the Go Faster booking system
      what would you like?
      (user) I want to fly from New York to London
      you want a ticket from New York to Boston
      (user) no
      sorry, please confirm one at a time
      do you want to fly from New York
                                                                                                 m
      (user) yes
         ake it easy to detect errors
                  … then the user can repair them
 Context
 Interaction affected by social and organizational context
     • other people
             – desire to impress, competition, fear of failure
     • motivation
             – fear, allegiance, ambition, self-satisfaction
     • inadequate systems
             – cause frustration and lack of motivation
     IV. SYNTHESI         In this chapter, we have looked at the interaction between human and
         S/               computer, and, in particular, how we can ensure that the interaction is
         GENERALI         effective to allow the user to get the required job done. We have seen
         ZATION           how we can use Norman’s execution– evaluation model, and the
                          interaction framework that extends it, to analyze the interaction in
                          terms of how easy or difficult it is for the user to express what he wants
                          and determine whether it has been done. We have also looked at the
                          role of ergonomics in interface design, in analyzing the physical
                          characteristics of the interaction, and we have discussed a number of
                          interface styles. We have considered how each of these factors can
                          influence the effectiveness of the interaction. Interactivity is at the
                          heart of all modern interfaces and is important at many levels.
                          Interaction between user and computer does not take place in a
                          vacuum, but is affected by numerous social and organizational factors.
                          These may be beyond the designer’s control, but awareness of them
                          can help to limit any negative effects on the interaction.
     V. EVALUATI          Students are encouraged to conduct a self-check test by doing any of
        ON                the following:
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                              1.   Find out all you can about natural language interfaces. Are
                                   there any successful systems? For what applications are these
                                   most appropriate?
     VI. ASSIGNME         Direction: Read the questions carefully. Answer it on a separate paper.
         NT /
         AGREEME             1.    What influence does the social environment in which you work
         NT                        have on your interaction with the computer? What effect does
                                   the organization (commercial or academic) to which you belong
                                   have on the interaction?
 REFERENCES               Human-Computer Interaction: Fundamentals and Practice, Gerard
                          Jounghyun Kim,2015,CRC Press Taylor & Francis Group,2015
                          Human Computer Interaction, I. Scott MacKenzie, Elsevier 2013
                          Human Computer Interaction, 3rd Edition, Dix, Finlay,Abowd, et.al . Pearson
                          Education,2004
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