The document provides an overview of human-computer interaction (HCI), including key definitions and concepts. It discusses how HCI draws from multiple disciplines including computer science, psychology, and ergonomics. The document also describes several HCI design models, including the waterfall model and star life cycle model. It examines different types of interfaces such as graphical user interfaces, virtual reality, and natural language interfaces. Eye tracking research methodology is also briefly discussed as a way to study what users look at when interacting with computers.
3. INTRODUCTION
Human factors related to computer can roughly
divided into topics related to hardware design &
topics related to design of the software interface
Hardware should be designed to maximize task
performance.
Software interface refers to the information provided
by the computer and the control mechanisms for
information inputting
4. HUMAN - COMPUTER INTERFACE
Human
the end-user
Computer
hardware
software
5. Interface
A point where two objects meet.
A point where the human can tell the computer what
to do.
A point where the
computer displays the
requested information.
7. Importance of HCI
Productivity
individual (e.g. installations, word processing)
organizational (changing job content, satisfaction,
working environment, power and influence)
Safety (e.g. nuclear plants, flight control)
8. Disciplines, contributing to HCI
Computer science
Cognitive psychology
Social & organizational psychology
Ergonomics
Artificial intelligence
Linguistics
Philosophy, sociology, anthropology
9. Computer Match
A good interface match would include as many
senses as possible.
Computer input and output is basically seeing what
we enter and what is displayed.
Sound can be added to some programs, either by
giving instructions by voice, or listening to a
commentary / music.
Touch can be in the form of using the mouse, a
joystick, or a drawing tablet.
10. Virtual Reality
Virtual Reality is a computer interface.
The applications programs combine the interfaces
already mentioned to give a simulated three
dimensional world of sight, sound, touch and
movement.
Interaction may be made through special equipment
such as: spectacles, gloves, sound systems, and the
computer and monitor.
As these types of interfaces develop and become
more advanced (realistic) through high level
programming, so the human use will become more
common and so it will seem to be similar to
communication with other humans.
11. Natural Language
Normal speech recognised by a computer is Natural
Language Interface. Talk to a computer and it
recognises what we want.
Natural means human-like,
and the technology is leaning
towards getting
computers to behave in a
more natural way.
12. Graphical User Interface (GUI)
Used on computers first by Apple Macintosh, and
afterwards by Microsoft.
The memory and file management are done by the
operating system while applications are running
Multi-Tasking.
A mouse is used to point and click on icons instead of
typing in a command.
Dialogue boxes, menus, icons, toolbars etc form the
window on the computer screen.
16. Standardisation
The GUI is very similar in different applications.
In an integrated package it will be almost identical
from application to application.
Word
Power
Point
Excel
17. Command Driven Interfaces
Had to type in a command.
The syntax had to be correct.
Difficult for inexperienced users.
Example above: Microsoft DOS, and UNIX.
Advantages: Powerful, Quick, and Flexible.
Disadvantages: Difficult, need experience, Syntax
difficult to remember, typing mistakes!
18. A model of HCI
People Technology
Work
Level 1
Level 2
Level 3 Social
system
Organizational
goal
21. The star life cycle
Task analysis /
functional
analysis
Requirements
specification
Conceptual design /
formal design
Prototyping
Implementation
Evaluation
22. Eye Tracking
Eye tracking is a research methodology
whereby a person's eye movements are
captured using a camera, and this data
is used to track exactly what the participant
is looking at. In Human Computer Interaction
(HCI) and usability research, eye tracking is
used to determine what people look at
when interacting with computers. This
information is used to make programs
and applications that are more intuitive
and easier to use.
23. Referred websites
IBM HCI design guide at
http://www.ibm.com/ibm/hci/guidelines/design
Terry Winograd, Donald Norman