Human Computer Interfacing
Human Computer Interfacing
1 HCI Foundations
1.1 Input–Output channels 1
1.2 Human memory 2
1.3 Individual differences 1
1.4 Text entry devices 1
1.5 Display devices 1
1.6 Devices for virtual reality and 3D interaction
Human Eye
• Light → reflected from objects → forms upside-down image on retina
• Retina converts light → electrical signals → brain
Main parts:
• Cornea & Lens → focus light
• Retina → light-sensitive
Photoreceptors:
Rods
• Very sensitive to light
• Work in low light
• Cannot detect fine detail
• Cause temporary blindness in bright light
• Located in edges (peripheral vision)
• About 120 million
Cones
• Less sensitive to light
• Detect color & detail
• 3 types → red, green, blue
• Located in fovea (center)
• About 6 million
Visual Perception
1. Size and Depth
• Object size on retina = visual angle
• Depends on:
o Object size
o Distance
Key concepts:
• Small visual angle → object not visible
• Visual acuity → ability to see fine detail
Size Constancy
• Object appears same size even if distance changes
Depth cues:
• Overlapping objects
• Size & height in view
• Familiarity
2. Brightness
• Brightness = subjective feeling
• Depends on luminance (light amount)
Important points:
• Contrast = difference between object & background
• Low light → rods active
• Normal light → cones active
Effects: Legibility factors:
• Higher luminance → better acuity • Font size: 9–12 points
• But increases flicker • Line length: 58–132 mm
• < 50 Hz → visible
Contrast:
• Dark text on light background → better
• More noticeable in peripheral vision
readability
3. Color • But more flicker
• Color components:
o Hue (wavelength) 1.2.2 HEARING
o Intensity (brightness) • Hearing provides important environmental
o Saturation (whiteness) information
Facts:
Human Ear
• Humans distinguish:
Three parts:
o ~150 hues
1. Outer Ear
o ~7 million colors (with variation)
• Pinna + auditory canal
• But identify only ~10 colors without training
• Functions:
o Protect ear
Visual Processing Capabilities o Amplify sound
• Brain interprets incomplete images 2. Middle Ear
• Perception remains stable despite • Contains:
movement o Ear drum
• Size, color, brightness appear constant o Ossicles (bones)
Context helps interpretation • Amplifies sound
Skin receptors:
1. Thermoreceptors → heat/cold Design implications:
• Large targets → easier
2. Nociceptors → pain
• Short distance → faster
3. Mechanoreceptors → pressure (important)
• Place frequent options closer
• Pie menus → equal distance but use more
Types of mechanoreceptors:
• Rapid → respond to immediate pressure
space
• Slow → respond to continuous pressure
1.2.4 MOVEMENT
• Interaction involves:
1. Stimulus received
2. Brain processes Types of Memory
3. Muscles respond There are three types of memory:
1. Sensory Memory
Time components: 2. Short-Term Memory (STM) / Working
Reaction Time: Memory
• Auditory → 150 ms
3. Long-Term Memory (LTM)
• These memories interact with each other
• Visual → 200 ms
• Pain → 700 ms
• Combined signals → fastest
1.3.1 Sensory Memory
• Acts as a buffer for sensory input
• Practice → reduces time
• Exists for each sense:
• Fatigue → increases time
o Visual → Iconic memory
o Hearing → Echoic memory
Movement Time:
o Touch → Haptic memory
• Depends on:
o Age
o Fitness
Important points:
• Information lasts for a very short time
o Iconic memory → about 0.5 seconds
Accuracy vs Speed
• Continuously overwritten by new input
• Faster response may reduce accuracy
• Skilled users → fast and accurate
Recency Effect
Examples:
• Last items are remembered better
• Seeing a moving finger in multiple
Important:
positions → iconic memory
• If another task is done → recency effect
• Hearing a question and realizing it later →
disappears
echoic memory
• Shows STM is affected by interference
Attention
Interference
• Transfers information to short-term
• STM is affected when tasks use same channel
memory
Types of channels:
• Helps focus on important stimuli only
• Visual
Reasons:
• Articulatory (verbal)
• Limited capacity of brain
• Prevents overload
Working Memory Model (Baddeley)
Factors affecting attention:
• STM has:
• Interest
o Multiple components
• Need
o Central executive
• Arousal
Characteristics:
1. Fast access
• Around 70 ms
2. Short duration
• About 200 ms
3. Limited capacity
• Can remember 7 ± 2 items (digits)
1.3.3 Long-Term Memory (LTM)
• Called Miller’s rule
• Main storage of knowledge
Chunking
Characteristics:
• Grouping information into meaningful
1. Large capacity
units
• Almost unlimited
• Increases memory capacity
2. Slow access
Example:
• About 0.1 seconds
• Easy to remember grouped numbers
3. Long duration
• Information lasts long
Closure
• Very little decay
• Completing chunks or tasks
• If not completed → leads to errors
Storage Process
• Information moves from STM → LTM through
Pattern abstraction
rehearsal
• Using patterns to remember easily
• Example: phone numbers
Types of Long-Term Memory Meaningfulness
1. Episodic Memory • Meaningful information is easier to
• Stores events and experiences remember
2. Semantic Memory Example:
• Stores: • Objects > abstract words
o Facts • Sentences > words
o Concepts
o Skills Semantic Structuring
• Information linked to existing knowledge →
Semantic Memory Structure easier learning
Semantic Network
• Information stored as connected nodes 2. Forgetting
• Organized in classes and relationships Two main theories:
Key idea: 1. Decay Theory
• Information stored at highest level • Memory fades over time
• Helps in inference 2. Interference Theory
Retroactive interference
Frames • New information replaces old
• Structured data with slots Proactive interference
• Types of slots: • Old information interferes with new
o Fixed
o Default Other factors:
o Variable • Emotional content:
• Represent structured knowledge o Hard to remember short-term
o Easy to remember long-term
Scripts
• Represent common situations Important point:
Elements: • Forgetting may be due to retrieval failure,
• Entry conditions not actual loss
• Results
• Props 3. Retrieval
• Roles Types:
• Scenes Recall
• Tracks • Retrieve without help
Recognition
Procedural Knowledge • Identify when shown
• Knowledge of how to do things • Recognition is easier than recall
• Stored as production rules
Format: Retrieval Cues
• IF condition → THEN action • Help in remembering
Examples:
Long-Term Memory Processes • Categories
1. Storage (Remembering) • Stories
• Done through rehearsal • Patterns
• Visual imagery
Learning Improvements
Total Time Hypothesis Imagery
• More time → better learning • Visualizing helps memory
Distributed Practice Effect • People may add extra details
• Learning is better when spread over time
3) INDIVIDUAL DIFFERENCES (HCI) 4) TEXT ENTRY DEVICES (HCI)
• Earlier, humans were discussed in a general • Text entry is one of the main activities in
way computer use
• It was assumed that all people have similar • Common methods:
abilities and limitations o Keyboard
o Phone keypad
Important Idea o Handwriting recognition
• This assumption is partly true o Speech recognition
• But in reality, all users are different 2.2.1 Alphanumeric Keyboard
• Most common input device
Why Individual Differences Matter • Used for:
• Even though humans share common o Entering text
processes: o Entering commands
o Each person is not the same QWERTY Keyboard
• Designers must consider these differences • Standard keyboard layout
• Named after first six letters: Q W E R T Y
Types of Individual Differences Important points:
1. Long-term differences • Layout is fixed for letters and digits
• Sex • Non-alphanumeric keys vary (UK vs US
• Physical abilities differences)
• Intellectual abilities • Example:
o UK → £
2. Short-term differences o US → $
• Stress
• Fatigue
Why QWERTY is not optimal
• Designed for old typewriters
• Purpose:
3. Changes over time
o Prevent key jamming
• Age
• Common letters placed far apart
2.4.1 Bitmap Displays – Resolution & Color Brain interprets blur as smooth line
What is a Bitmap Display?
• A screen is made of tiny dots called pixels 2.4.2 Display Technologies
arranged in rows and columns. 1. Cathode Ray Tube (CRT)
• Each pixel shows a color or brightness. How it works:
• Electron beam hits screen
Color Representation • Screen coated with phosphor
• Each pixel stores its color using bits: • Phosphor glows when hit
o 1 bit → only black or white
Scanning process:
o 8 bits → 256 colors
• Beam moves:
o 24/32 bits → almost unlimited colors
o Left → right
More bits = more color options and better image
o Top → bottom
quality
• Repeats ~30 times per second
• Shows how closely pixels are packed • Fast response (good for animation)
Situated Displays
2. Random Scan (Vector Display)
• Displays placed in specific locations
How it works:
• Meaning depends on location
• Draws lines directly (not pixel grid)
Examples:
• Public displays
Advantages:
• Electronic notice boards
• Smooth lines (no jaggies)
• High resolution
2.4.4 Digital Paper
Disadvantages:
• Expensive What is Digital Paper?
• Poor color quality • Flexible display
• Causes fatigue • Can store image without power
Uses: Features:
• Reusable banners • Can:
Purpose: Cause:
• Create immersive experience • Delay between:
• Make user feel inside virtual world o Head movement
o Screen update
2.5.2 3D Displays
Effect:
Desktop VR • Confusion in brain
• Uses normal screen • Nausea (like sea sickness)
• Creates 3D effect using:
Important point:
o Shadows
• Delay > 100 ms → problem increases
o Perspective
o Occlusion
Simulators and VR Caves
Seeing in 3D Simulators
• Human depth perception uses many cues • Example:
o Flight simulators
Stereoscopic Vision
• Each eye sees slightly different image Features:
• Brain combines them → depth perception • User inside physical setup
• Screens show virtual world
Creating Stereo in VR
Step 1: VR Caves
• Generate two images (one for each eye) • Room with screens all around
Features:
Step 2: Show separately • User surrounded by display
Methods: • Can look in all directions
1. VR Goggles Advantage:
• Two small screens • More immersive than headset
• One image per eye
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2 Designing Interaction
2.1 Models of Interaction, Frameworks and HCI 1
2.2 Interaction Styles 1
2.3 Contexts of Interaction 1
2.4 The Process of Design, Navigation Design 1
2.5 Screen Design and Layout 1
2.6 Iteration and Prototyping
Focus:
• How user gives commands
• How interaction is structured
Covers:
FRAMEWORKS AND HCI • Articulation
• Frameworks are used to: • Performance
o Explain interaction details Mostly associated with system side, even though
o Discuss other related aspects of it involves user input
HCI
They help us understand different areas 3. Presentation & Screen Design
connected to interaction • Related to output side of framework
Includes:
• Work environment
• Social factors
Affects:
• How interaction happens
• How systems are used
Important Point
• All these areas:
o Affect system design
Relation to Interaction Framework o Affect user performance
• Different HCI areas are mapped onto parts
of the interaction framework
1. Ergonomics
• Focuses on:
o User side of interaction
INTERACTION STYLES (HCI) Advantages:
• Interaction = dialog between user and • Easy to use
computer • Uses recognition (not memory)
• The interface style affects how this dialog
Disadvantages:
happens • Needs good grouping and naming
Different styles change: • Hierarchical menus can be confusing
• Ease of use
• Speed Types:
• Learning • Text-based menus
Common Interaction Styles • Graphical menus
1. Command line interface
2. Menus 3.5.3 Natural Language
3. Natural language • Interaction using normal human language
4. Question/answer & query dialog
5. Form-fills & spreadsheets Advantages:
• Easy and natural for users
6. WIMP
7. Point-and-click
8. 3D interfaces Problems:
1. Ambiguity in structure
3.5.1 Command Line Interface (CLI) • Example:
• User types commands to interact with o Sentence meaning unclear
system
2. Ambiguity in words
Features:
• Same word → different meanings
• Uses:
o Commands
3. Context dependency
o Abbreviations
• Requires background knowledge
o Function keys
Advantages: 3.5.4 Question/Answer & Query Dialog
• Direct access to system
Question/Answer
• Very powerful
• System asks questions
• Flexible (can use parameters)
• User responds step by step
• Good for repetitive tasks
Advantages:
Disadvantages:
• Easy to learn
• Hard to learn
• Good for beginners
• Requires memory (no visual help)
• Commands may be confusing Disadvantages:
• Limited flexibility
3.5.2 Menus
• Less powerful
• List of options shown on screen
Features: Query Language
• User selects option using: • Used to search databases
o Mouse Features:
o Keyboard • Requires:
Advantages: o Specific syntax
• Easy to use o Knowledge of database
• Uses recognition (not memory)
Disadvantages: Problems:
• Needs good grouping and naming • Complex when multiple conditions used
Iteration:
• Repeated improvement
Prototyping:
• Build early versions of system
Steps: Purpose:
• Study current situation: • Test with real users
o How people work • Get feedback
o What tools they use
Evaluation:
Techniques: • Identify:
• Interviews o Problems
• Observation o Improvements
• Videotaping
5. Implementation & Deployment
• Studying documents
Purpose:
Important method: • Build final system
• Ethnography
Includes:
o Observing users in real environment
• Coding
2. Analysis • Hardware creation
Purpose: • Documentation
• Organize collected data
Result:
Goal: • System ready for users
• Identify:
Important Practical Points
o Key issues , User tasks
Time vs Quality Trade-off
Techniques:
• Limited time available
Task Models
• Cannot make system perfect
• Show how users perform tasks
Must balance:
Scenarios • Quality
• Stories describing interaction • Cost
Used to: • Time
• Represent current system
Reality of Design
• Imagine future system
• Not possible to fix all problems
3. Design • Important question:
Purpose: Which problems are worth fixing?
• Decide how system will work
Key Insight
Includes: • Finding problems → easy
• Rules • Fixing problems → possible
• Guidelines • Choosing which to fix → difficult
• Design principles
Activities: Final Thought
• A “perfect” system may mean:
• Plan navigation
o Too much time spent
• Design screen layout
o Poor planning
Support from theory: Better to have:
• Cognitive models
• Acceptable system
• Organizational issues
• Delivered on time
• Communication understanding
NAVIGATION DESIGN (HCI) Four Important Questions for Each Screen
• Design is not just about the system, but the 1. Knowing where you are
whole socio-technical environment • System should show current position
• However, at this stage we focus on the • Example:
system itself o Breadcrumbs
Example
• Moving between:
o Items
o Orders
o Records
Dialog Characteristics
• Has:
o Flow
o Branches
o Loops
3. Decoration
• Use:
o Boxes
o Lines
o Colors
o Fonts
Purpose:
• Show grouping
• Improve clarity
This process continues until the tasks become simple and routine. At the end, we get a structured
hierarchy of goals, where higher-level goals depend on the completion of lower-level subgoals.
3. Multiple Methods
Users often have more than one way to achieve the same goal.
Therefore, a goal hierarchy must include different possible methods and a way to choose between
them. This makes the system flexible and closer to real user behavior.
4. Error Handling
Another important issue is that users are not perfect and may make mistakes.
Goal hierarchies usually describe how an ideal user performs a task, but they do not effectively
predict or handle errors.
This is a limitation of many hierarchical models.
GOMS MODEL
The GOMS model, developed by Card, Moran, and Newell, is one of the most important models used to
describe user interaction. GOMS stands for:
• Goals
• Operators
• Methods
• Selection
Components of GOMS
1. Goals
Goals represent what the user wants to achieve.
They act as a reference point in memory, allowing the user to evaluate progress and return to the
task if errors occur.
2. Operators
Operators are the smallest units of action that a user performs.
These include both physical actions, such as pressing a key, and mental actions, such as reading or
thinking.
3. Methods
Methods describe the different ways in which a goal can be achieved.
For example, a user may close a window using a menu option or by pressing a keyboard shortcut.
Both are valid methods for achieving the same goal.
4. Selection
Selection rules determine which method is chosen.
These rules depend on factors such as user preferences, experience, and system state.
For instance, a user may prefer using the mouse in general but switch to keyboard shortcuts in
specific situations.
Characteristics of GOMS
The GOMS model focuses mainly on expert users performing routine tasks. It provides a structured way
to analyze user actions and can predict performance, such as:
• The time taken to complete tasks
• The memory required for tasks
However, GOMS does not deal well with learning processes or complex problem-solving tasks.
Working Mechanism
In CCT, multiple rules are active at the same time.
At any moment, any rule whose condition is satisfied can execute.
This makes the system flexible and capable of representing complex behavior.
Example
Consider a task where a user needs to insert a missing space in a text. The process involves:
• Identifying the mistake
• Moving the cursor to the correct position
• Inserting the space
• Exiting the insertion mode
Each of these steps is represented by production rules. The system continuously checks conditions and
executes actions accordingly.
1. Proceduralization
In expert users, repeated actions are stored as a single chunk.
For example, inserting a space becomes a single action rather than multiple steps.
3. Error Representation
CCT can represent errors in the system, such as performing actions in the wrong mode.
However, it cannot predict when errors will occur.
Problem
Users often take the money and leave the card behind because they feel their main goal is completed.
Solution
Banks changed the system so that the card is returned before dispensing money. This ensures that all
subgoals are completed before the main goal is achieved.
General Rule
A higher-level goal should not be considered complete until all its subgoals are completed. However, it is
difficult to predict exactly when a user feels that a goal has been achieved.
LINGUISTIC MODELS
In Human–Computer Interaction (HCI), the interaction between the user and the computer is often
viewed as a form of communication similar to a language.
Because of this, several modeling techniques have been developed based on linguistic concepts.
These models aim to describe how users interact with systems using structured rules, similar to
grammar in natural languages.
Linguistic models are not only used to describe the structure of interaction but also to analyze user
behavior and measure the cognitive difficulty involved in using an interface.
Many dialog design notations are based on these linguistic principles, and one of the most
common methods used is Backus–Naur Form (BNF).
Key Characteristics
BNF describes interaction at a purely syntactic level, which means:
• It focuses only on how actions are structured
• It ignores the meaning (semantics) behind those actions
• It represents interaction as a set of rules similar to programming languages
2. Terminals
Terminals represent actual user actions.
They are written in uppercase.
Example:
• CLICK-MOUSE
• DOUBLE-CLICK-MOUSE
Operators in BNF
1. Sequence (+)
This indicates that actions occur in order.
Example:
select-line + choose-points
2. Choice (|)
This indicates alternatives.
Example:
choose-one | choose-one + choose-points
Recursive Rules
BNF allows recursion, meaning a rule can refer to itself.
Example:
position-mouse ::= MOVE-MOUSE + position-mouse
This means the user can move the mouse any number of times.
Limitations of BNF
• It does not consider meaning (semantics)
• It ignores user perception of system responses
• It focuses mainly on input actions rather than feedback
2. TASK–ACTION GRAMMAR (TAG)
Task–Action Grammar (TAG) was developed to overcome the limitations of BNF. It provides a more
cognitive approach by considering:
• Consistency in commands
• User knowledge
• Relationships between actions
Purpose of TAG
TAG aims to better represent how users actually think and learn interfaces by:
• Highlighting patterns and regularities
• Reducing learning effort
• Representing real-world knowledge
Handling Consistency
One of the main advantages of TAG is that it can represent consistent command structures.
Example: UNIX commands
• cp (copy)
• mv (move)
• ln (link)
All follow a similar structure, and TAG captures this consistency using parameters.
Parameterized Rules
TAG uses parameters to represent similarities.
Example:
file-op[Op] := command[Op] + filename + filename
This shows that different operations follow the same pattern.
World Knowledge
TAG includes the concept of world knowledge, meaning:
• Users already know certain things
• They do not need to learn them again
Example:
Commands like FORWARD, BACKWARD, LEFT, RIGHT are easier to learn because they match real-world
understanding.
Known-item Concept
TAG uses a special form called known-item to represent knowledge already known by the user.
Example:
known-item[Type=word, Direction]
These rules are:
• Included in the description
• Not counted in complexity
This makes TAG more realistic than BNF.
Congruence
Congruence refers to how well commands are logically related.
Example:
• NEXT ↔ PREVIOUS
• UP ↔ DOWN
Consistent pairs are easier to learn than mixed or unrelated commands.
TAG represents this using feature sets like:
F(‘next’)
Advantages of TAG
• Captures consistency in commands
• Includes user knowledge
• Reflects real learning behavior
• Provides better prediction of usability
Limitations of TAG
• Depends on designer’s assumptions about user knowledge
• Requires careful judgment
• May vary depending on user background and language
2. B – Button Press
This refers to:
• Clicking a mouse button
3. P – Pointing
This involves:
• Moving the cursor to a target
• Depends on distance and size of the target
4. H – Homing
This refers to:
• Moving hands between devices
• Example: keyboard → mouse
5. D – Drawing
This includes:
• Drawing shapes or lines using a mouse
6. M – Mental Preparation
This represents:
• Thinking before an action
• Small pauses while recalling steps
7. R – System Response
This includes:
• Time taken by the system to respond
It is ignored if the user does not need to wait.
Example Explanation
Suppose a user corrects a typing mistake:
Steps include:
• Move hand to mouse
• Point and click
• Return to keyboard
• Delete character
• Type correct character
Each of these is mapped to operators like:
• H (move hand)
• P (point)
• B (click)
• K (type)
• M (mental preparation)
Time Calculation
Total execution time is calculated using:
T = TK + TB + TP + TH + TD + TM + TR
Each operator has a standard time value based on:
• User skill
• Device type
• Task complexity
Limitations of KLM
• Only works for simple tasks
• Assumes expert users
• Does not consider errors or learning
• Accuracy depends on assumptions
The Three-State Model explains how different input devices behave based on states of interaction.
Even if devices seem similar (mouse, touchscreen, light pen), they behave differently due to
sensory and motor characteristics.
State 0 – No Tracking
• Device is not in contact with the system
• System cannot detect position
Example:
• Finger not touching touchscreen
State 1 – Tracking
• Device is active
• System tracks movement
Example:
• Moving mouse without clicking
Device Limitations
If a device lacks required states:
• Additional keys can simulate missing states
• Example: using keyboard with touchscreen
Key Insight
The constants (a, b) depend on:
• Device type
• User skill
• Device state (0, 1, or 2)
Example Observation
• Touchscreens are less accurate initially (state 0 → 1)
• Mouse dragging (state 2) reduces accuracy due to tension
Limitations
• Does not cover complex interactions
• Focuses only on device behavior
• Needs combination with other models
COGNITIVE ARCHITECTURES
Cognitive architectures are models that describe how humans process information, think, and perform
tasks while interacting with systems.
In earlier models like GOMS, CCT, and KLM, there were certain assumptions about how users think and
act:
• GOMS assumes users solve problems using goals and subgoals (divide-and-conquer)
• CCT assumes the use of long-term and working memory with production rules
• KLM is based on the Model Human Processor, which explains human motor and mental actions
Another common assumption is that human understanding operates at different levels such as:
• Semantic (meaning)
• Syntactic (structure)
• Lexical (words)
Basic Concept
A problem space consists of:
• A set of states (situations)
• A set of operations (actions that change states)
The goal is to:
Move from an initial state to a desired goal state
1. Goal Formulation
• The system identifies what needs to be achieved
• Creates the initial state and goal state
2. Operation Selection
• Chooses the best action to move toward the goal
• Based on current state
3. Operation Application
• Executes the selected action
• Changes the state
4. Goal Completion
• Checks if the goal is reached
• Stops when desired state is achieved
Advantages
• Represents goal-directed behavior
• Models problem solving clearly
• Can predict errors and missing knowledge
Limitations
• Complex to implement
• Requires detailed knowledge representation
• Not always practical for simple tasks
12.6.2 INTERACTING COGNITIVE SUBSYSTEMS (ICS)
The Interacting Cognitive Subsystems (ICS), proposed by Barnard, is a different type of cognitive model.
Unlike other models, ICS:
Does not focus on sequences of actions
Focuses on overall mental processing and interaction
Main Idea
ICS views humans as an information-processing system made up of multiple interacting subsystems.
It provides a holistic (complete) view of:
• Perception
• Thinking
• Action
2. Computational Approach
• Based on AI and language processing
• Focuses on representation and structure
Structure of ICS
ICS consists of nine subsystems:
1. Peripheral Subsystems (5)
• Directly interact with the physical world
• Example: visual system (what we see)
Subsystem Components
Each subsystem includes:
• Inputs and outputs
• Memory storage
• Processing functions
• Transformation mechanisms
Novice Users
• Think about each step
• Slow and error-prone
Expert Users
• Perform actions automatically
• Use stored procedures
• Faster and more accurate
Example
At an ATM:
• Novice → thinks step by step
• Expert → performs actions quickly without thinking
Role in Design
ICS helps designers:
• Create interfaces that support automatic behavior
• Reduce cognitive effort
• Encourage familiar patterns
Advantages
• Provides a complete view of cognition
• Explains learning and expertise development
• Useful for design guidance
Limitations
• Complex and difficult to apply
• Not focused on detailed task sequences
• Hard to measure quantitatively
FACE-TO-FACE COMMUNICATION
Face-to-face communication is considered the most basic form of communication in terms of technology,
but at the same time, it is the most advanced and sophisticated form when we consider how humans
actually communicate.
• It is not limited to just speaking and hearing
• It involves multiple communication channels working together
• It allows high productivity and natural interaction
This makes face-to-face communication the most effective and complete communication method.
Personal Space
In face-to-face communication:
• People naturally maintain a comfortable distance between each other
• This distance depends on:
o Noise level
o Situation
o Cultural background
Important aspects of personal space:
• People move closer if they cannot hear properly
• People feel uncomfortable if someone stands too close in front of them
• Distance is more acceptable when someone stands at the side or behind
Cultural Differences
Personal space varies across cultures:
• North Americans → stand closer
• Britons → maintain more distance
• Southern Europeans and Arabs → stand even closer
This can lead to misunderstandings in cross-cultural communication.
Use of Gestures
People use hand movements and body posture to:
• Point to objects
• Indicate direction
• Support spoken words
This is called deictic reference, where meaning depends on gestures.
Problems in Computer Systems Solutions in Groupware
• Video systems may not clearly show gestures Some systems try to solve this problem:
• Important information may be lost • Group pointer → a shared cursor to
5. BACK CHANNELS, CONFIRMATION AND INTERRUPTION point at objects
• Shared work surfaces → show hand
What are Back Channels?
movements along with the screen
Back channels are:
• Small signals from the listener to the speaker
These help simulate real-world
• Examples:
pointing behavior.
o Nods
o Facial expressions
o Small sounds like “uh-huh”
6. TURN-TAKING
Turn-taking is the process of:
• Switching roles between speaker and listener
1. Discrete Communication
• Messages are sent individually (like email)
• There is no direct connection between messages
• Any relation between messages depends on text references
Example: Email conversations
2. Linear Communication
• Messages are arranged in sequence (usually time order)
• All messages appear in a single continuous transcript
This is similar to a conversation log.
3. Non-Linear Communication
• Messages are connected using hypertext links
• Allows multiple conversation threads
This helps manage complex discussions.
4. Spatial Communication
• Messages are arranged on a two-dimensional surface
• Example: electronic pin boards
Messages are organized visually instead of sequentially.
Behavioral Changes
• People use stronger and more emotional language
• But they themselves feel less emotionally involved
This happens because:
• Communication is indirect
• Interaction is spread over time
4. GROUNDING CONSTRAINTS
Grounding is the process of achieving mutual understanding.
According to Clark and Brennan, communication depends on certain constraints:
1. Cotemporality
• Message is received as soon as it is sent
Weak in text communication (delays exist)
2. Simultaneity
• Participants can send and receive at the same time
Limited in text communication
3. Sequence
• Messages follow a clear order
Disturbed in text due to overlapping messages
•
• are corrected
In Multi-User Communication
• Turn-taking becomes complex
5. TURN-TAKING IN TEXT COMMUNICATION
In Two-Party Communication
• Turn-taking usually works
• Minor breakdowns occur but are corrected
In Multi-User Communication
• Turn-taking becomes complex
• Difficult to decide:
o Who should speak next
Deictic Reference
Deictic expressions include:
• “this”, “that”, “there”
In face-to-face communication:
• These are supported by gestures
In text-based systems:
• Users must describe objects fully
Solution: WYSIWIS
• “What You See Is What I See”
Ensures all participants see the same content.
Granularity
• Refers to amount of information per message
Slower pace leads to:
• Larger messages
• More detailed communication
Effect on Interaction
• Reduced interactivity
• Less immediate feedback
• Harder to guide conversation direction
8. COPING STRATEGIES
To manage slow pace, users adopt strategies:
1. Multiplexing
• Multiple topics discussed in one message
• Several conversations handled simultaneously
2. Eagerness
• Messages include:
o Possible responses
o Future scenarios
Example:
“If this happens, I will do this…”
Advantages
• Reduces number of interactions
• Saves time
Disadvantages
• May ignore other possible discussion paths
• Can become confusing
9. REVIEWABILITY
Text communication has one major advantage:
• Messages can be stored and reviewed
This helps:
• Revisit earlier discussions
• Clarify misunderstandings
Unlike speech, which is difficult to review.
Hypertext
• Supports multiple conversation paths
• Reduces overlap confusion
GROUP WORKING
Group working is more complex than individual interaction because it involves:
• Multiple people
• Changing social relationships
• Dynamic roles and behaviors
Earlier, we discussed communication mainly between two people. However, in group working:
• The behavior of individuals is influenced by the group environment
• Relationships and roles are not fixed
• Group interaction is dynamic and constantly changing
This section focuses on:
• Groups that are actively working together
• Not long-term organizational structures, but short-term working interactions
1. GROUP DYNAMICS
Changing Roles in Groups
Unlike organizational roles (like manager or employee), group roles:
• Are not stable
• Can change during a task
• Can even change within a single session
Example:
In joint authoring:
• A person may act as:
o Author
o Co-author
o Commentator
• These roles keep changing over time
Example
Early versions of CoLab:
• Supported only a single shared screen
• Could not handle subgroups
Later versions:
• Allowed multiple groups to work separately
2. PHYSICAL LAYOUT
Orientation of Equipment
The placement of computers influences interaction:
• If people face screens → less communication
• If people face each other → more discussion
Example:
• Inward-facing terminals encourage:
o Eye contact
o Better interaction
Power Positions in a Room
Physical layout affects authority and control
Traditional Meeting Room
• Power position → front of the room
• Near:
o Whiteboard
o Presentation area
Managers usually sit here
3. DISTRIBUTED COGNITION
Traditional cognition focuses on:
• Thinking inside the human mind
Distributed cognition suggests:
• Thinking happens across:
o People
o Tools
o Environment
Represented by Distributed cognition
Key Concept
Cognition is not limited to the brain, but includes:
• External objects
• Interactions with others
Examples
• Notes on paper
• Whiteboard diagrams
• Computer systems
These act as extensions of memory
Comparison
• Like traditional systems analysis:
o It is not limited to computer-based tasks
• However:
o Task analysis gives more importance to the user
Key Difference
Task Analysis
• Focuses on:
o External observable behavior
• Includes:
o Real-world actions
o Physical activities
Example:
• Fetching a document from a cabinet
Different Views
• Some practitioners say:
o Task analysis should only focus on:
▪ What users do (objective behavior)
▪ Not why they do it
• However:
o In practice, some inference about:
▪ User goals and intentions is included
Example:
• Task names often reflect user goals
Cognitive Models
• Goal hierarchy is:
o The main focus
• Further analyzed for:
o Complexity
o Learnability
o Performance
Cognitive Models
• Used at the end
• During:
o Evaluation
Purpose:
• Analyze:
o Usability
o Efficiency
o Performance
Outputs of HTA
HTA produces two main outputs:
1. Hierarchy of tasks and subtasks
o Shows how tasks are broken down
2. Plans
o Describe:
▪ The order of tasks
▪ Conditions under which tasks are performed
Representation of HTA
• Tasks are shown using:
o Indentation or numbering
• This shows the hierarchical relationship
Example:
• Task 0 → Main task
• Task 1, 2, 3 → Subtasks
• Task 3.1, 3.2 → Sub-subtasks
Role of Plans
Plans explain:
• Which tasks are performed
• When they are performed
• In what order
Important point:
• Not all subtasks:
o Need to be performed
o Are performed in fixed order
Steps Involved
1. Start with a main task
2. Ask:
o What subtasks are needed?
3. Break each subtask further
4. Repeat until tasks are detailed enough
Sources of Information
To identify tasks, we use:
• Observation
• Expert knowledge
• Documentation
1. Based on Purpose
The level of detail depends on:
• The goal of analysis
Example:
• For system automation:
o Focus on monitoring and actions
• For training manuals:
o Focus on decision-making steps
Meaning
• Simple tasks:
o Do not need further breakdown
• Unless:
o They are critical
3. Motor Actions
• Stop when tasks involve:
o Complex physical actions (e.g., mouse movement)
Reason:
• Further breakdown is not useful
1. Fixed Sequence
• Tasks performed in a fixed order
2. Optional Tasks
• Performed only if needed
Example:
• Add sugar (optional)
5. Time Sharing
• Tasks can be done simultaneously
Example:
• Boiling water and preparing pot
6. Discretionary Tasks
• User decides whether or not to perform
Example:
• Clean rooms based on need
7. Mixed Plans
• Combination of multiple plan types
IMPORTANT CHARACTERISTICS
• Task decomposition is:
o Not straightforward
o Requires skill
• Different analysts:
o May produce different results
• There is:
o No single correct answer
The result depends on:
• Purpose of analysis