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12 views10 pages

Original 2

Uploaded by

myultimatemove
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Step 1 Summary:

Human-Computer Interface (HCI) is about designing, evaluating, and implementing interactive computer
systems for human use. It's also known as Human-Computer Interaction (HCI) or by other terms like
Human-Machine Interaction (HMI) or Computer-Human Interaction (CHI). The goals of HCI include
designing new interfaces, implementing them, evaluating their usability, studying how humans use
computers, and creating conceptual frameworks for interface design.

In terms of the visual system, HCI involves understanding how humans perceive visual information,
including aspects like visual perception, perceiving size and depth, brightness, and color discrimination.
These are crucial for designing interfaces that are effective and user-friendly.

Here's a simpler summary:

HCI is about making computer systems easy for people to use. It involves creating new interfaces,
testing them, and understanding how humans see things. The main goals are to make interfaces
better and study how people use computers.
Step 2 Summary:

Our eyes can sometimes trick us, leading to optical illusions. We have different types of memory:

- Sensory memory briefly holds what we see, hear, or feel.

- Short-term memory stores information temporarily.

- Long-term memory stores everything we know.

Humans think, reason, and solve problems. When we interact with computers:

1. Batch input gives all the information at once.

2. Direct manipulation gets feedback using input devices.

3. Virtual reality lets us interact quickly as the computer senses our movements.

Here's a simpler summary:

Our eyes can play tricks on us. We have different types of memory: one for what we see, hear, or feel
briefly, another for short-term storage, and one for long-term storage. Humans think, reason, and
solve problems. When we use computers, we can give them all the information at once, get feedback
using input devices, or interact quickly with virtual reality.
Step 3 Summary:

In interaction models, we have basic terms like domain (area of expertise), task (operations), goal
(desired output), system language (core language), and user language (task language).

**Models of Interaction:**

These help us understand interactions and identify problems.

**Norman’s Model:**

It's important in HCI because it helps us understand how users interact with computers. The user plans,
the computer acts.

- Norman’s model has 7 stages:

1. Setting the goal.

2. Planning the action.

3. Deciding the order.

4. Doing the action.

5. Seeing the result.

6. Understanding the result.

7. Evaluating if it meets goals.

Here's a simpler summary:

Interaction models have basic terms like domain, task, goal, system language, and user language.
Norman’s model helps us understand how users and computers interact. Users plan, computers act.
Norman's model has 7 stages: setting goals, planning, deciding, doing, seeing results, understanding
results, and evaluating.
Step 4 Summary:

**Interaction Framework Model:** Created by Abowd and Beale, it breaks interaction into four parts:
articulation, performance, presentation, and observation.

**Assessing Overall Interaction:** This framework helps evaluate how usable an interactive system is.

**Ergonomics:** Studies how interaction feels physically, including control design, environment, and
screen layout.

**User Interface:** It's how users talk to programs visually. The goal is to make it easy for users to
achieve their goals.

Here's a simpler summary:

The Interaction Framework Model breaks down interaction into four parts. It helps us evaluate how
easy a system is to use. Ergonomics studies physical interaction. A user interface is how we visually
talk to programs, aiming to make things easy for users.
Step 5 Summary:

**User Interface Properties:**

- Clarity – Discrimination – Consistency – Detectability – Legibility - Comprehensibility

**Principles of UI Design:**

- Structure – Simplicity – Visibility – Feedback – Tolerance - Reuse

**Types of UI:**

- Command line

- Natural language

- Menu-driven

- Form-based

- Graphical user interface (GUI)

**Graphical User Interface (GUI):**

Uses Windows, Icons, Menus, and Pointers (WIMP).

**Elements of GUI:**

Windows, Icons, Menus, Pointers, Dialog boxes.

**Essential GUI Design Principles:**

GUI design is crucial for user-friendly digital products. It helps users know where to click or swipe.

Here's a simpler summary:

- UI Properties: Clear, easy to tell apart, consistent, easy to find, easy to read, easy to understand.

- UI Design Principles: Make it organized, simple, visible, responsive, forgiving, reusable.

- UI Types: Command line, talking, menus, forms, graphical (GUI).

- GUI: Uses windows, icons, menus, pointers.

- GUI Elements: Windows, icons, menus, pointers, pop-up boxes.

- Key to GUI: Make it easy to click and swipe.


Step 6 Summary:

**Principles:**

1. Make it look good 2. Make it clear 3. Make it work with other stuff 4. Make it easy to understand 5.
Let users change things 6. Keep it the same 7. Let users control it 8. Make it straightforward 9. Make it
fast 10. Make it feel familiar 11. Give users choices 12. Be forgiving 13. Be predictable 14. Help users fix
mistakes 15. Be quick to respond 16. Keep it simple 17. Make it easy to see through 18. Be ready to
make compromises

**GUI Guidelines:**

1. Know what users want 2. Keep it neat 3. Help users move around easily 4. Don't put too much in 5.
Make it feel like something they've used before 6. Arrange things on the screen well 7. Make sure it's
easy to read

**Cognitive Walkthrough:**

A detailed look at what users need to do:

1. Show what the system will be like

2. Describe what users need to do

3. List all the steps to finish the task

4. Say who the users are and what they know

Here's a simpler summary:

**Principles:** Make it look good, clear, work with other stuff, easy to understand, changeable,
consistent, controllable, straightforward, fast, familiar, flexible, forgiving, predictable, help fix
mistakes, quick to respond, simple, easy to see through, ready to compromise.

**GUI Guidelines:** Know what users want, keep it neat, help users move around easily, don't put
too much in, make it feel familiar, arrange things well, make sure it's easy to read.

**Cognitive Walkthrough:** Look at what users need to do, show what the system's like, describe
tasks, list steps, know who the users are.
Step 7 Summary:

**Heuristic Evaluation:** It's like a rule of thumb to help design or critique decisions.

**Nielsen’s Ten Heuristics:**

1. Show what the system's doing

2. Make it match the real world

3. Let users control things

4. Keep it consistent

5. Stop mistakes before they happen

6. Make it easy to recognize, not remember

7. Let users work fast and flexibly

8. Make it look nice and simple

9. Provide help 10. Help users fix mistakes

**Choosing Evaluation Method:**

1. Decide how to evaluate

2. See what's needed

3. Think about how involved it'll be

4. Consider how quickly you need feedback

5. Decide when to do it

6. Think about how objective the methods are

**Multimodal Interaction:** Let users use different ways to interact, making things more accessible.

Here's a simpler summary:

- **Heuristic Evaluation:** A basic rule to design or review decisions.

- **Nielsen’s Ten Heuristics:** Guidelines for design, like showing system status or preventing errors.

- **Choosing Evaluation Method:** Decide how to test, what's needed, and how involved it'll be.

- **Multimodal Interaction:** Let users interact in different ways to make things easier.
Step 8 Summary:

- **Information Search and Visualization:** Visualizing data helps understand it better.

- **Information Retrieval:** Finding stuff in text or databases.

- **Information Gathering:** Using multimedia search with captions and keywords.

- **Filtering and Searching Interface:** Like Venn diagrams or dynamic queries.

- **Types of Filtering:** Automatic, dynamic, collaborative.

- **Information Visualization:** Making graphics to understand lots of stuff.

- **Visual Data Mining:** Using visuals to make decisions from data.

- **Data Types:** Like lines, maps, or 3D stuff.

- **Universal Design:** Making things for everyone to use.

Here's a simpler summary:

- **Find and See Data:** Visuals help understand.

- **Search Text and More:** Look for stuff in text and media.

- **Filter and Sort:** Use diagrams or interactive ways.

- **Types of Filtering:** Rules, direct, or group.

- **Visualize Data:** Make pictures for lots of info.

- **Data Types:** Lines, maps, or 3D.

- **Design for Everyone:** Make things for all to use.


Step 9 Summary:

- **Design Principles for All:**

1. Fair use for everyone 2. Flexible and easy to use 3. Clear and easy to understand 4. Noticeable info,
few mistakes 5. Easy on the body 6. Space for everyone

- **Types of Memory:**

1. Remembering stuff 2. Recognizing what you've seen

- **GUI Principles:**

1. Look nice, not too crowded 2. Clear and easy to understand 3. Fit what users need 4. Easy to figure
out what to do

- **Design Constraints:**

1. Keep it neat 2. Don't spend too much 3. Make buttons easy to use 4. Consider size and shape 5. Think
about safety and rules 6. Look at where and how it's used

Here's a simpler summary:

- **Design for Everyone:** Make things usable for all.

- **Memory Types:** Remembering and recognizing.

- **GUI Basics:** Clear, pretty, and easy to use.

- **Design Limits:** Keep it tidy, affordable, and safe.


Step 10 Summary:

- **Paradigms in Interaction:**

Interactive systems help users achieve goals, needing usability.

- **Key Questions:**

1. How to make systems usable? 2. How to measure usability?

- **Examples of Shifts:**

From batch processing to the web.

- **Memory Types:**

Remembering events and meanings.

- **Networked Computing:**

Big memory, collaboration, shared web.

- **Challenges:**

Slow networks, data clashes, unpredictability.

Here's a simpler summary:

- **Interactive Systems:** They help users, need to be usable.

- **Key Questions:**

1. How make them work? 2. How know if they do?

- **Changes Over Time:**

From old ways to the web.

- **Memory Types:**

Remember events and meanings.

- **Networked Computing:**

Big memory, sharing online.

- **Challenges:**

Slow networks, data clashes, surprises.

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