HCI CSC414
HCI CSC414
HCI CSC414
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The Execution phase will focus on the differences that exist between the user’s
formulations of show more content. This is the action state that the system would
be in and would determine the actions that are actually available and the type if
information that the system would actually need in order to operate. The last stage
is the Evaluation of the System State with respect to the goal. This means that the
actual state that the system is in would be used to evaluate the actions available
to the users and how the people would be allowed to interact with the system
through the interface. This would then be used as a basis to determine whether
the goals that was established in the first stage was met. The Norman’s model of
interaction is divided into seven primary stages:
i. Forming the goal
ii. Forming the intention
iii. Specifying an action
iv. Executing the action
v. Perceiving the state of the world
vi. Interpreting the state of the world
vii. Evaluating the outcome
Norman's HCI Model Norman defines two issues with these seven stages: the
gulf of execution and the gulf of evaluation.
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system communication explicitly. This model focus on the four major
components:
Input (I), with the input language
Output (O), with the output language
According to this model, the user is not solely responsible for the interaction in
the Human-Computer Interaction framework. According to this model, the
system will also have a role to play. Abowd and Beale's interaction framework
identifies system and user components which communicate via the input and
output components of an interface. This communication follows a similar cyclic
sequence of steps from the user’s articulation of a task, through the system’s
performance and presentation of the task, to the user’s observation of this task’s
results, upon which the user can formulate further tasks. The framework
introduces languages for input and output in addition to the core and task
languages. By concentrating on the language translations, the interaction
framework allows us to determine if the concepts are being communicated
correctly.
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iii. the system transforms itself into a new state
iv. the system renders the new state in the output language and sends it to the
user Translations
The four translations involved in the interaction framework are
Articulation - the user articulates the task in the input language
Performance - the interface translates the input language into stimuli for
the system
Presentation - the system presents the results in the output language
Observation - the user translates the output language into personal
understanding
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for better understanding how to enhance user performance. Another words for
.Ergonomics are functional design, user-friendly systems, human factors,
workplace efficiency, comfort design. There are many ergonomical factors that
come into play when designing a system:
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an option; in this case, the workstation should be placed as far as possible
from metal or brick walls that can degrade the signal or cause interference.
vi. Lighting and Windows: Using a computer in a poorly lit room can lead
to eyestrain and headaches. When designing a computer workstation,
consider its position. Windows can allow sufficient light into a room for
computer use during the day, but the light should be indirect; direct light
from the sun can cause glare when reflecting off a monitor. At night, a good
overhead light is vital. If the user will need to read physical documents at
the workstation, consider adding a desk light.
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iii. Iterative Design: After determining what users, tasks, and empirical
measurements to include, the following iterative design steps are
performed:
(a) Design the user interface
(b) Test
(c) Analyse results
(d) Repeat
The iterative design process is repeated until a sensible, user-friendly interface is
created.
Since the dawn of computers, developers and designers have dreamed of creating
friendly human-computer interaction (HCI). These HCIs make for computer
operations that are intuitive and easy to learn without prior practice or knowledge
of specific computer languages. Creating a graphical user interface (GUI), which
allows users to directly interact with their devices and complete certain tasks by
manipulating elements like icons and scroll bars, is one way designers make their
digital devices more efficient and usable. Best known for its implementation in
Apple Inc.’s Macintosh and Microsoft Corporation’s Windows operating system,
the GUI has replaced the arcane and difficult textual interfaces of earlier
computing with a relatively intuitive system that has made computer operation
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not only easier to learn but more pleasant and natural. The GUI is now the
standard computer interface, and its components have themselves become
unmistakable cultural artefacts.
The Graphical User Interface (GUI) and other forms of user interface design (e.g.,
voice-controlled interfaces) are referred to as UI design. A graphics-based
operating system interface that uses icons, menus and a mouse (to click on the
icon or pull down the menus) to manage interaction with the system. Developed
by Xerox, the GUI was popularized by the Apple Macintosh in the 1980s. At the
time, Microsoft’s operating system, MS-DOS, required the user to type specific
commands, but the company’s GUI, Microsoft Windows, is now the dominant
user interface for personal computers (PCs). A comprehensive GUI environment
includes four components: a graphics library, a user interface toolkit, a user
interface style guide and consistent applications.
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(ii) Built-in limitations. Unlike with GUIs, the command-line interface offers
more freedom and flexibility for experienced users, allowing them to
execute some complex operations or tweak system confirmation.
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It’s impossible to think about GUI design in isolation from a product that will use
it. Thus, there are general five stages of the design thinking process (Empathize,
Define, Ideate, Prototype, and Test) that product design teams use.
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V. Test: Try the Solutions Out
The team tests these prototypes with real users to evaluate if they solve the
problem. The test might throw up new insights, based on which the team might
refine the prototype or even go back to the Define stage to revisit the problem.
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passed on to the application where it is dealt with. The design of those toolkits
has been criticized for promoting an oversimplified model of event-action,
leading programmers to create error-prone, difficult to extend and excessively
complex application code. Finite state machines and hierarchical state machines
have been proposed as high-level models to represent the interactive state changes
for reactive programs.
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The goal of human centred software development is to produce software products
that are designed and developed around the users’ needs and requirements from
the very beginning of the development process. “Human-centred design is a
creative approach to interactive systems development that aims to make systems
usable and useful by focusing on the users, designing around their needs and
requirements at all stages, and by applying human factors/ergonomics, usability
knowledge, and techniques. This approach enhances effectiveness and efficiency,
improves human well-being, user satisfaction, accessibility and sustainability;
and counteracts possible adverse effects of use on human health, safety and
performance satisfaction, quality of work, support and training costs or user
health and well-being.
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experience is predominantly applied to visual interfaces. These are commonly the
front ends of applications, where humans interact with the visually rendered
software (in a browser or mobile app). What about the act of software
development itself?
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