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        Vyasapuri, Bandlaguda, Post: Keshavgiri, Hyderabad- 500 005, Telangana, India.
     https://www.mist.ac.in E-mail:principal.mahaveer@gmail.com, Mobile: 8978380692
    DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING
                       (R18)
           HUMAN COMPUTER INTERACTION
                                 Lecture Notes
                      B. Tech IV YEAR – II SEMESTER
                                    Prepared by
                               MR.P.RAMESH
                                  (Associate
                             Professor)Dept. CSE
Faculty Name                                                                   Subject Name
R18 B.Tech. CSE Syllabus                                                         JNTU HYDERABAD
            CS814PE: HUMAN COMPUTER INTERACTION (Professional Elective - VI)
IV Year B.Tech. CSE II -Sem                                                                 L   T P C
                                                                                            3   0 0 3
Course Objectives: To gain an overview of Human-Computer Interaction (HCI), with an understanding
of user interface design in general, and alternatives to traditional "keyboard and mouse" computing;
become familiar with the vocabulary associated with sensory and cognitive systems as relevant to task
performance by humans; be able to apply models from cognitive psychology to predicting user
performance in various human-computer interaction tasks and recognize the limits of human
performance as they apply to computer operation; appreciate the importance of a design and evaluation
methodology that begins with and maintains a focus on the user; be familiar with a variety of both
conventional and non-traditional user interface paradigms, the latter including virtual and augmented
reality, mobile and wearable computing, and ubiquitous computing; and understand the social
implications of technology and their ethical responsibilities as engineers in the design of technological
systems. Finally, working in small groups on a product design from start to finish will provide you with
invaluable team-work experience.
Course Outcomes:
     Ability to apply HCI and principles to interaction design.
     Ability to design certain tools for blind or PH people.
UNIT - I
Introduction: Importance of user Interface – definition, importance of good design. Benefits of good
design. A brief history of Screen design.
The graphical user interface – popularity of graphics, the concept of direct manipulation, graphical
system, Characteristics, Web user – Interface popularity, characteristics- Principles of user interface.
UNIT - II
Design process – Human interaction with computers, importance of human characteristics human
consideration, Human interaction speeds, understanding business junctions.
Screen Designing: Design goals – Screen planning and purpose, organizing screen elements, ordering
of screen data and content – screen navigation and flow – Visually pleasing composition – amount of
information – focus and emphasis – presentation information simply and meaningfully – information
retrieval on web – statistical graphics – Technological consideration in interface design.
UNIT- III
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.
UNIT- IV
HCI in the software process, The software life cycle Usability engineering Iterative design and
prototyping Design Focus: Prototyping in practice Design rationale Design rules Principles to support
usability Standards Golden rules and heuristics HCI patterns Evaluation techniques, Goals of
evaluation, Evaluation through expert analysis, Evaluation through user participation, Choosing an
evaluation method. Universal design, Universal design principles Multi-modal interaction
UNIT- V
Cognitive models Goal and task hierarchies Design Focus: GOMS saves money Linguistic models The
challenge of display-based systems Physical and device models Cognitive architectures Ubiquitous
computing and augmented realities Ubiquitous computing applications research Design Focus: Ambient
                                                  149
R18 B.Tech. CSE Syllabus                                                      JNTU HYDERABAD
Wood – augmenting the physical Virtual and augmented reality Design Focus: Shared experience
Design Focus: Applications of augmented reality Information and data visualization Design Focus:
Getting the size right.
TEXT BOOKS:
   1. The essential guide to user interface design, Wilbert O Galitz, Wiley Dream Tech. Units 1, 2, 3
   2. Human – Computer Interaction. Alan Dix, Janet Fincay, Gre Goryd, Abowd, Russell Bealg,
      Pearson Education Units 4,5
REFERENCE BOOKS:
   1. Designing the user interface. 3rd Edition Ben Shneidermann, Pearson Education Asia.
   2. Interaction Design Prece, Rogers, Sharps. Wiley Dreamtech.
   3. User Interface Design, Soren Lauesen , Pearson Education.
   4. Human –Computer Interaction, D. R. Olsen, Cengage Learning.
   5. Human –Computer Interaction, Smith - Atakan, Cengage Learning.
                                                150
                                               UNIT-II
   HUMAN INTERACTION WITH COMPUTERS
   Understanding How People Interact with Computers Characteristics of computer systems, past and
   present, that have caused, and are causing, people problems. We will then look at the effect these
   problems have –
         • Why people have trouble with computers
         • Responses to poor design
         • People and their tasks
   Why People Have Trouble with Computers
         •      Extensive technical knowledge but little behavioral training.
         •      With its extensive graphical capabilities.
         •      Poorly designed interfaces.
         •      What makes a system difficult to use in the eyes of its user?
         •      Use of jargon
         •      Non-obvious design
         •      Fine distinctions
         •      Disparity in problem-solving strategies
         •      an "error-preventing" strategy
         •      Design inconsistency
         PSYCHOLOGICAL
         Typical psychological responses to poor design are:
         •      Confusion: Detail overwhelms the perceived structure. Meaningful patterns are difficult
                to ascertain, and the conceptual model or underlying framework cannot be understood
                or established.
         •      Annoyance: Roadblocks that prevent a task being completed, or a need from being
                satisfied, promptly and efficiently lead to annoyance. Inconsistencies in design slow
                computer reaction times, difficulties in quickly finding information, out dated
                information, and visual screen distractions are a few of the many things that may annoy
                users.
         •      Frustration: An overabundance of annoyances, an inability to easily convey one's
                intentions to the computer, or an inability to finish a task or satisfy a need can cause
                frustration. Frustration is heightened if an unexpected computer response cannot be
                undone or if what really took place cannot be determined: Inflexible and unforgiving
HUMAN COMPUTER INTERACTION                                                                          Page 1
             systems are a major source of frustration.
        •    Panic or stress: Unexpectedly long delays during times of severe or unusual pressure
             may introduce panic or stress. Some typical causes are unavailable systems or long
             response times when the user is operating under a deadline or dealing with an irate
             customer.
        •    Boredom: Boredom results from improper computer pacing (slow response times or
             long download times) or overly simplistic jobs.
        •    These psychological responses diminish user effectiveness because they are severe
             blocks to concentration.
                 --Thoughts irrelevant to the task at hand are forced to the user’s attention, and
                 necessary concentration is impossible.
                 --The result, in addition to higher error rates, is poor performance, anxiety, and
                 dissatisfaction Physical.
        •    Psychological responses frequently lead to, or are accompanied by, the following
             physical reactions.
        •    Abandonment of the system: The system is rejected and other information sources are
             relied upon. These sources must, of course, be available and the user must have the
             discretion to perform the rejection.
                 –   In business systems this is a common reaction of managerial and professional
                 personnel. With the Web, almost all users can exercise this option.
        •    Partial use of the system: Only a portion of the system's capabilities are used, usually
             those operations that are easiest to perform or that provide the most benefits.
             Historically, this has been the most common user reaction to most computer systems.
             Many aspects of many systems often goon used.
        •    Indirect use of the system: An intermediary is placed between the would-be user and
             the computer. Again, since this requires high status and discretion, it is another typical
             response of managers or others with authority.
        •    Modification of the task: The task is changed to match the capabilities of the system.
             This is a prevalent reaction when the tools are rigid and the problem is unstructured, as
             in scientific problem solving.
HUMAN COMPUTER INTERACTION                                                                         Page 2
        •      Compensatory activity: Additional actions are performed to compensate for system
               inadequacies. A common example is the manual reformatting of information to match
               the structure required by the computer. This is a reaction common to workers whose
               discretion is limited, such as clerical personnel.
        •      Misuse of the system: The rules are bent to shortcut operational difficulties. This
               requires significant knowledge of the system and may affect system integrity.
        •      Direct programming: The system is reprogrammed by its user to meet specific needs.
               This is a typical response of the sophisticated worker.
        •      These physical responses also greatly diminish user efficiency and effectiveness. They
               force the user to rely upon other information sources, to fail to use a system's complete
               capabilities, or to perform time-consuming "work-around" actions
        IMPORTANT HUMAN CHARACTERISTICS IN DESIGN
        • Importance in design is perception, memory, visual acuity, fovea and peripheral vision,
        sensory storage, information processing, learning, skill, and individual differences.
            • Perception
            • Proximity
            • Similarity
            • Matching patterns
            • Succinctness
            • Closure
            • Unity
            • Continuity
            • Balance
            • Expectancies
            • Context
            • Signals versus noise
        • Memory: Memory is not the most stable of human attributes, as anyone who has forgotten
            why they walked into a room, or forgotten a very important birthday, can attest.
            • -Short-term, or working, memory.
                   - Long-term memory
                   - Mighty memory
                   - Sensory Storage
        •      Mental Models: As a result of our experiences and culture, we develop mental models
               of things and people we interact with.
        •      A mental model is simply an internal representation of a person's current understanding
HUMAN COMPUTER INTERACTION                                                                          Page 3
             of something. Usually a person cannot describe this mental mode and most often is
             unaware it even exists.
        •    Mental models are gradually developed in order to understand something, explain
             things, make decisions, do something, or interact with another person.
        •    Mental models also enable a person to predict the actions necessary to do things if the
             action has been forgotten or has not yet beaten countered.
        •    Movement Control: Once data has been perceived and an appropriate action decided
             upon, a response must be made.
        •    In many cases the response is a movement. In computer systems, movements include
             such activities as pressing keyboard keys, moving the screen pointer by pushing a
             mouse or rotating a trackball, or clicking a mouse button
        THE IMPLICATIONS IN SCREEN DESIGN
        •    Learning: Learning, as has been said, is the process of encoding in long-term memory
             information that is contained in short-term memory.
        •    It is a complex process requiring some effort on our part. Our ability to learn is
             important-it clearly differentiates people from machines.
        •    Given enough time people can improve the performance in almost any task. Too often,
             however, designers use our learning ability as an excuse to justify complex design.
        •    A design developed to minimize human learning time can greatly accelerate human
             performance.
        •    People prefer to stick with what they know, and they prefer to jump in and get started.
             Unproductive time spent learning is something frequently avoided.
        •    Skill: The goal of human performance is to perform skillfully. To do so requires linking
             inputs and responses into a sequence of action. The essence of skill is performance of
             actions or movements in the correct time sequence with adequate precision. It is
             characterized by consistency and economy of effort.
        •    Economy of effort is achieved by establishing a work pace that represents optimum
             efficiency.
        •    It is accomplished by increasing mastery of the system through such things as
             progressive learning of shortcuts, increased speed, and easier access to information or
             data.
        •    Skills are hierarchical in nature, and many basic skills may be integrated to form
             increasingly complex ones. Lower-order skills tend to become routine and may drop
             out of consciousness.
        •    System and screen design must permit development of increasingly skillful
             performance.
        •    Individual Differences: In reality, there is no average user. A complicating but very
             advantageous human characteristic is that we all differ-in looks, feelings, motor
HUMAN COMPUTER INTERACTION                                                                       Page 4
             abilities, intellectual abilities, learning abilities and speed, and soon.
        •    In a keyboard data entry task, for example, the best typists will probably be twice as fast
             as the poorest and make 10 times fewer errors.
        •    Individual differences complicate design because the design must permit people with
             widely varying characteristics to satisfactorily and comfortably learn the task or job, or
             use the Website.
        •    In the past this has usually resulted in bringing designs down to the level of lowest
             abilities or selecting people with the minimum skills necessary to perform a job.
        •    But technology now offers the possibility of tailoring jobs to the specific needs of
             people with varying and changing learning or skill levels. Multiple versions of a system
             can easily be created.
        •    Design must provide for the needs of all potential users
        HUMAN CONSIDERATIONS IN DESIGN
        •    The User's Knowledge and Experience
             The knowledge possessed by a person, and the experiences undergone, shape the design
             of the interface in many ways. The following kinds of knowledge and experiences
             should be identified.
        •    Computer Literacy - Highly technical or experienced, moderate computer experience,
             or none
        •    System Experience - High, moderate, or low knowledge of a particular system and its
             methods of interaction
        •    Application Experience - High, moderate, or low knowledge of similar systems
        HUMAN CONSIDERATIONS IN DESIGN
        •    Task Experience - Other Level of knowledge of job and job tasks
        •    Systems Use - Frequent or infrequent use of other systems in doing job
        •    Education - High school, college, or advanced degree
        •    Reading Level - Less than 5th grade, 5th-12th, more than 12thgrade
        •    Typing Skill - Expert (135 WPM), skilled (90 WPM), good (55 WPM), average (40
             WPM), or "hunt and peck" (10WPM).
        •    Native Language or Culture- English, another, or several.
        JOB/TASK/NEED
        •    Type of System Use - Mandatory or discretionary use of the system.
        •    Frequency of Use - Continual, frequent, occasional, or once-in-a-lifetime use of
             system.
        •    Task or Need importance - High, moderate, or low importance of the task being performed.
HUMAN COMPUTER INTERACTION                                                                          Page 5
        •    Task Structure - Repetitiveness or predictability of tasks being automated, high,
             moderate, or low.
        •    Social Interactions - Verbal communication with another person required or not
             required.
        •    Primary Training - Extensive or formal training, self training through manuals, or no
             training.
        •    Turnover Rate - High, moderate, or low turnover rate for jobholders
        •    Job Category - Executive, manager, professional, secretary, clerk
        •    Lifestyle - For Web e-commerce systems, includes hobbies, recreational pursuits, and
             economic status
        PSYCHOLOCICAL CHARCTERISTICS
        •    Attitude - Positive, neutral, or negative feeling toward job or system.
        •    Motivation - Low, moderate, or high due to interest or fear.
        •    Patience - Patience or impatience expected in accomplishing goal.
        •    Expectations - Kinds and reasonableness.
        •    Stress Level - High, some, or no stress generally resulting from task performance.
        •    Cognitive Style - Verbal or spatial, analytic or intuitive, concrete or abstract.
        PHYSICAL CHARACTRISTICS
        •    Age Young middle aged or elderly.
        •    Gender Male or Female.
        •    Handiness Left, right or ambidextrous.
        •    Disabilities Blind, defective vision, deafness, motor handicap.
        HUMAN INTERACTION SPEEDS
        •    The speed at which people can perform using various communication methods has been
             studied by a number of researchers.
        •    Reading: The average adult, reading English prose in the United States, has a reading
             speed in the order of 250-300 words per minute. Proof reading text on paper has been
             found to occur at about 200 words per minute, on a computer monitor, about 180 words
             per minute.
        •    One technique that has dramatically increased reading speeds is called Rapid Serial
             Visual Presentation, or RSVP. In this technique single words are presented one at a
             time in the center of a screen. New words continually replace old words at a rate set by
             the reader. For a sample of people whose paper document reading speed was 342 words
             per minute? (With a speed range of 143 to 540 words per minute.) Single words were
HUMAN COMPUTER INTERACTION                                                                        Page 6
               presented on a screen in sets at a speed sequentially varying ranging from 600 to 1,600
               words per minute. After each set a comprehension test was administered.
        READING
        •      Prose text - 250-300 words per minute.
        •      Proof reading text on paper - 200 words per minute.
        •      Proofreading text on a monitor - 180 words per minute.
        LISTENING
        •      Speaking to a computer: 150-160 words per minute.
        •      After recognition corrections: 105 words per minute.
        KEYING
        •   Typewriter
                   Fast typist: 150 words per minute and higher Average typist: 60-70 words per
                   minute
        •   Computer
                   Transcription: 33 words per minute Composition: 19 words per minute
        •   Two finger typists
                    Memorized text: 37 words per minute Copying text: 27 words per minute
        •   Hand printing
                   Memorized text: 31 words per minute. Copying text: 22 words per minute.
        UNDERSTAND THE BUSINESS JUNCTIONS
        •      Business definition and requirements analysis
                      --Direct methods
                      --Indirect methods
                      --Requirements collection guidelines
        •      Determining basic business functions
                      --Developing conceptual modes
                      --Understanding mental models
                      --Users new mental model
        •      Design standards or style guides
                      --Value of standards and guidelines
                      --Document design
                      --Design support and implementation
        •      System training and documentation
                      -- Training
HUMAN COMPUTER INTERACTION                                                                          Page 7
                   --Documentation
     DIRECT METHODS
     •      Individual Face-to-Face Interview
     •      Telephone Interview or Survey
     •      Traditional Focus Group
     •      Facilitated Team Workshop
     •      Observational Field Study
     •      User-Interface Prototyping
     •      Usability Laboratory Testing
     •      Card Sorting for Web Sites
     •      A technique to establish groupings of information for Websites
     INDIRECT METHODS
     •      MIS Intermediary
     •      Paper Surveyor Questionnaire
     •      Electronic Surveyor Questionnaire
     •      Electronic Focus Group
     •      Marketing and Sales
     •      Support Line
     •      E-Mail or Bulletin Board
     •      User Group
     •      Competitor Analyses
     •      Trade Show
     •      Other Media Analysis
     •      System Testing
     DETERMINING BASIC BUSINESS JUNCTIONS
     • Major system functions are listed and described, including critical system
     inputs and outputs. A flowchart of major functions is developed. The process
     the developer will use is summarized as follows: Gain a complete
     understanding of the user's mental model based upon:
        • The user's needs and the user's profile.
        • A user task analysis.
        • Develop a conceptual model of the system based upon the user's
             mental model. This includes:
        • Defining objects.
        • Developing metaphors
HUMAN COMPUTER INTERACTION                                                          Page 8