HCI - Module 7 - Shared
HCI - Module 7 - Shared
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Desiging in an Iterative manner means that the entire design process from start to end is not a linear
process, In a linear process, the designer starts the design and throughout the entire process of the
design they don't listen to the user or any others and just delivers the final product as instructed to
him at the start.
In an iterative approach, the designer creates a certain product (prototype), let the user test the
product and then gathers the feedback from the user
Using the feedback they make changes in the design and again let the user test it until and unless
the user says that they liked the product and no other change is needed to do there.
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It’s a methodology aimed at meeting needs specific user segment. It uses user persona to achieve
this. In technology development, user persona is a fictional, research-based character that
represents a specific user segment, capturing their goals, behaviors, pain points, and motivations. A
persona typically includes a name, photo, demographic details (age, job title), goals, behaviors, and
frustrations.
2) Activity Theory: focuses on the entire activity system—subject, object, tools, rules,
community, and division of labor—rather than just the user-tool interaction. A key example
is designing for complex, collaborative, and context-dependent environments like healthcare or smart
homes. The design takes into consideration, the entire activity system with respect to the environment and
social factors influencing how users use technology. Therefore, influence of the community must be
factored into the design process.
In contextual analysis, it emphasizes understanding the real-world context, including social, cultural,
and physical factors influencing interaction. In terms of methodology, it encourages techniques
like ethnographic observation to understand the "activity system" (subjects, tools, objects,
community, rules, division of labor). Examples of HCI designs based on Activity Theory include:
Electronic Health Records (EHR) Systems: Instead of just optimizing data entry, design considers
the subject (doctor), object (patient health), tools (software), rules (hospital
protocols), community (nurses/staff), and division of labor (who does what) to reduce errors and
improve workflows.
Context-Aware Systems ("Cycler" case): Design focuses on the interaction between user and
environment, incorporating, for example, location, lighting, and network connections to create
adaptive interfaces.
Smart Home Systems: Design focuses on mediating tools that help occupants manage energy
consumption or security, treating the home as a community activity rather than a solitary computer
task.
Core Components in Activity Design Analysis include:
Subject: The user/person.
Object: The goal or purpose.
Tools: The technological artifacts.
Rules: Norms, procedures, and policies.
Community: Social context.
Division of Labor: Allocation of tasks.
3) Value Sensitive Design (VSD): Integrates human values (such as privacy, sustainability,
or trust) directly into the technology development process, considering direct and indirect
stakeholders. It integrates human values throughout the design process, accounting for direct and
indirect stakeholders via conceptual, empirical, and technical investigations.
Examples of HCI design based on VSD include:
Cookie Consent Management: Designing browser interfaces that move beyond "dark
patterns" to truly inform users about data tracking, prioritizing the value of informed
consent.
Surveillance Systems in Public Spaces: VSD requires identifying both direct
stakeholders (security personnel) and indirect stakeholders (pedestrians) to ensure privacy,
autonomy, and security are balanced, rather than just focusing on efficiency.
Privacy-Respecting Office "Windows": Instead of a simple camera feed, a VSD approach
to digital "windows" between offices (using high-definition screens) might include features
that prevent surveillance of intimate moments while allowing for social, ambient connection.
VSD operates through an iterative cycle of three investigations:
i) Conceptual: Identifying stakeholders (direct and indirect) and values (e.g., trust, privacy).
Ii) Empirical: Understanding how stakeholders experience these values through interviews or
observations.
Iii) Technical: Designing the system's technical features to support these identified values.
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4) Contextual Design: Contextual design in HCI involves designing technology based on in-depth
field observation of users in their actual environment ("work practice"), ensuring systems fit seamlessly into
their lives. An example is creating a mobile app for nurses that, based on observation, allows input via voice
or large, one-touch buttons to accommodate fast-paced, hands-busy, and high-stress hospital environments,
rather than a complex, text-heavy interface. (Developed by Karen Holtzblatt and Hugh Beyer), it uses
five key models—flow, sequence, culture, artifact, and physical—to analyze work practices, driving
the creation of systems that fit real user needs. In terms of contextual enquiry (i.e. user research),
instead of just surveys or interviews, designers watch users perform tasks in their own environment
to understand their true motivations and constraints.
An example of HCI design based on contextual design is creating a specialized, in-context interface
for hospital nurses, developed by observing them in their work environment to identify bottlenecks.
This approach involves "master-apprentice" interviews to understand workflow, leading to, for
example, a mobile dashboard for nurses that displays patient vitals and medication schedules based
on their current location and tasks. Other examples include adjusting websites to pre-fill forms based
on user location/history or designing smart devices that use sensors to adapt functionality to the
user's current environment.
In terms of modeling and Analysis, data is structured into five key models to interpret findings:
i) Flow Model: Social/functional communication.
ii) Sequence Model: Detailed steps of activities.
iii) Cultural Model: Constraints and influence of culture/norms.
iv) Artifact Model: Tools and documents used.
v) Physical Model: The physical environment's layout.
5) Participatory Design: This methodology involves end-users directly in the design process
by designing with users, empowering them as co-creators who actively shape the design process to ensure
the final product meets their practical needs and workflows.
Participatory design process involves all stakeholders in the design process, so that the end result
meets the needs they are desiring. This design is used in various areas such as software design,
architecture, landscape architecture, product design, sustainability, graphic design, planning, urban
design, and even medicine. In PD, user’s role is active i.e. they are co-designers – where they are
part of the design team, contributing to the process with team members. PD uses workshops and
collaborative, hands-on design sessions. Participatory design is best for complex,
community-based projects, or when deep insights and user investment (buy-in) are required.
Examples include:
Physical/Digital Prototypes: Designers and users collaborate on physical mockups (e.g.,
paper, sticky notes) to map out user interfaces before digital development.
Virtual Classroom Tools: Students and teachers co-designed features like a "virtual
snack" break, interactive polls, a question manager, and a collaborative blackboard to
enhance online learning engagement.
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Accessible Search Interfaces: Researchers partnered with blind users to design a search
interface, using simulations and scenarios to ensure the interface met their specific
assistive technology needs.
6) Goal-Directed Design: This methodology focuses on understanding user motivations
(goals) rather than just tasks, resulting in intuitive interfaces like, for instance, a banking app
designed to make financial management effortless for users. Key phases include research, modeling
(personas), and behavioral definition. GDD is a methodology that focuses on what the user wants
to achieve ("goals") and how they behave; thereby creating a product that feels intuitive because it
aligns with the user's mental model.
Major examples include:
Banking Applications: Instead of just providing a list of transactions, a GDD-based app focuses on
the user's goal of "staying on top of my finances." It might feature a clear, immediate summary of
available funds and, for instance, automated, insightful spending categorization.
Healthcare Software: Rather than just tracking data, software for nurses or doctors is designed to
support the goal of "providing excellent patient care," resulting in interfaces that highlight critical patient
information and, for example, minimize the time needed to input data.
E-commerce (e.g., IKEA Place): To help users with the goal of "visualizing furniture in their home,"
the app uses augmented reality to place virtual furniture in a real room, rather than just showing
pictures.
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Key aspects of Task Analysis as an evaluation method:
Evaluation of Workflow: It breaks down complex tasks into smaller sub-tasks (e.g., via
Hierarchical Task Analysis - HTA) to analyze user interaction with a system.
Techniques Used: Common approaches include Cognitive Task Analysis (CTA) for
cognitive processes, HTA for procedural steps, and GOMS for keystroke-level interaction.
Cognitive Task Analysis (CTA) – for cognitive processes: in HCI is a method for identifying the mental
processes—such as decision-making, memory, attention, and judgment—that users employ to complete
complex tasks. It goes beyond observing physical actions to understand the underlying knowledge,
goals, and strategies required for expert performance.
Hierarchical Task Analysis (HTA) in HCI is a structured, top-down method used to break down complex
user goals into smaller, manageable subtasks and operations, forming a tree-like hierarchy. It identifies the
"what" and "how" of tasks, mapping out necessary actions, decisions, and plans to improve system
usability, user experience (UX), and interface design.
GOMS (Goals, Operators, Methods, and Selection rules) is a cognitive modeling technique in HCI used to
predict user performance, task completion times, and learnability by simulating expert behavior. It breaks
down tasks into specific actions to evaluate interface efficiency and identify bottlenecks. GOMS analyzes the
user's cognitive structure through four key elements:
Goals: The specific objectives the user wants to achieve (e.g., "delete a file").
Operators: The low-level actions required, such as pressing a key, clicking a mouse, or moving the cursor.
Methods: The sequences of operators and subgoals used to achieve a goal.
Selection Rules: The decision-making process for choosing between different methods.
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They have organized approaches to support the requirement, analysis, and use of task
models in the design.
They support the recycle of in-condition design solutions to problems that happen throughout
applications.
Finally, they let the automatic tools accessible to support the different phases of the design
cycle.
To further understand the task analysis process, one should understand the following concepts:
Dialog Representation
To represent dialogs, we need formal techniques that serves two purposes −
It helps in understanding the proposed design in a better way.
It helps in analyzing dialogs to identify usability issues. E.g., Questions such as “does the
design actually support undo?” can be answered.
7.2.5 Formalism Techniques
There are many formalism techniques that we can use to signify dialogs. In this chapter, we will
discuss on three of these formalism techniques, which are −
The state transition networks (STN)
The state charts
The classical Petri nets
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State Transition Network (STN)
STNs are the most spontaneous, which knows that a dialog fundamentally denotes to a progression
from one state of the system to the next.
The syntax of an STN consists of the following two entities −
Circles − A circle refers to a state of the system, which is branded by giving a name to the
state.
Arcs − The circles are connected with arcs that refers to the action/event resulting in the
transition from the state where the arc initiates, to the state where it ends.
STN Diagram
StateCharts
StateCharts represent complex reactive systems that extends Finite State Machines (FSM), handle
concurrency, and adds memory to FSM. It also simplifies complex system representations.
StateCharts has the following states −
Active state − The present state of the underlying FSM.
Basic states − These are individual states and are not composed of other states.
Super states − These states are composed of other states.
Illustration with State Chart
For each basic state b, the super state containing b is called the ancestor state. A super state is
called OR super state if exactly one of its sub states is active, whenever it is active.
Let us see the StateChart Construction of a machine that dispense bottles on inserting coins.
The above diagram explains the entire procedure of a bottle dispensing machine. On pressing the
button after inserting coin, the machine will toggle between bottle filling and dispensing modes. When
a required request bottle is available, it dispense the bottle. In the background, another procedure
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runs where any stuck bottle will be cleared. The ‘H’ symbol in Step 4, indicates that a procedure is
added to History for future access.
Petri Nets
Petri Net is a simple model of active behavior, which has four behavior elements such as − places,
transitions, arcs and tokens. Petri Nets provide a graphical explanation for easy understanding.
Place − This element is used to symbolize passive elements of the reactive system. A place
is represented by a circle.
Transition − This element is used to symbolize active elements of the reactive system.
Transitions are represented by squares/rectangles.
Arc − This element is used to represent causal relations. Arc is represented by arrows.
Token − This element is subject to change. Tokens are represented by small filled circles.
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a) Distance
Distance is an interface that decides the gulfs between a user’s goal and the level of explanation
delivered by the systems, with which the user deals. These are referred to as the Gulf of
Execution and the Gulf of Evaluation.
The Gulf of Execution
The Gulf of Execution defines the gap/gulf between a user's goal and the device to implement that
goal. One of the principal objective of Usability is to diminish this gap by removing barriers and follow
steps to minimize the user’s distraction from the intended task that would prevent the flow of the
work.
The Gulf of Evaluation
The Gulf of Evaluation is the representation of expectations that the user has interpreted from the
system in a design. As per Donald Norman, The gulf is small when the system provides information
about its state in a form that is easy to get, is easy to interpret, and matches the way the person
thinks of the system.
b) Direct Engagement
It is described as a programming where the design directly takes care of the controls of the objects
presented by the user and makes a system less difficult to use.
The scrutiny of the execution and evaluation process illuminates the efforts in using a system. It also
gives the ways to minimize the mental effort required to use a system.
Problems with Direct Manipulation
Even though the immediacy of response and the conversion of objectives to actions has made
some tasks easy, all tasks should not be done easily. For example, a repetitive operation is
probably best done via a script and not through immediacy.
Direct manipulation interfaces finds it hard to manage variables, or illustration of discrete
elements from a class of elements.
Direct manipulation interfaces may not be accurate as the dependency is on the user rather
than on the system.
An important problem with direct manipulation interfaces is that it directly supports the
techniques, the user thinks.
d) Menu Layout
Menus should be organized using task semantics.
Broad-shallow should be preferred to narrow-deep.
Positions should be shown by graphics, numbers or titles.
Subtrees should use items as titles.
Items should be grouped meaningfully.
Items should be sequenced meaningfully.
Brief items should be used.
Consistent grammar, layout and technology should be used.
Type ahead, jump ahead, or other shortcuts should be allowed.
Jumps to previous and main menu should be allowed.
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Online help should be considered.
Guidelines for consistency should be defined for the following components −
Titles
Item placement
Instructions
Error messages
Status reports
Contextual Examples: Implementing user-friendly, responsive forms, navigation menus, and feedback
mechanisms to ensure seamless interaction.
The goal is to ensure the technology is both functional and, more importantly, used by the public.
Interface Mockup Tools − Tools to develop a quick sketch of GUI. They are used mainly to
create mockup/prototype systems. E.g., Microsoft Visio, Visual Studio .Net, etc.
Software Engineering Tools − Extensive programming tools to provide user interface
management system.
Evaluation Tools − Tools to evaluate the correctness and completeness of programs.
Programming Languages – Python, Java, C#, Swift.
Data
Storage
Interactive Systems with Data Storage
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Database Query
A database query is the principal mechanism to retrieve information from a database. It consists of
predefined format of database questions. Many database management systems use the Structured
Query Language (SQL) standard query format.
Example
SELECT DOCUMENT#
FROM JOURNAL-DB
WHERE (DATE >= 2004 AND DATE <= 2008)
AND (LANGUAGE = ENGLISH OR FRENCH)
AND (PUBLISHER = ASIST OR HFES OR ACM)
Users perform better and have better contentment when they can view and control the search. The
database query has thus provided substantial amount of help in the human computer interface.
The following points are the five-phase frameworks that clarifies user interfaces for textual search
as: Formulation − expressing the search
Initiation of action − launching the search
Review of results − reading messages and outcomes
Refinement − formulating the next step
Use − compiling or disseminating insight
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