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HCI Fundamentals and Design Principles

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0% found this document useful (0 votes)
5 views17 pages

HCI Fundamentals and Design Principles

Uploaded by

Wishaq Akbar
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

HCI and Computer Graphics Notes

Topic 1: Fundamentals of HCI


Sub-Topic 1: Riddles for the Information Age

 The Information Age gives humans unlimited data, fast machines, and powerful
software yet people still make mistakes, feel confused, misuse systems and struggle
with simple interfaces.
 These contradictions are called riddles.
Sub-Topic 2: Definition and Goals of HCI

 Human–Computer Interaction (HCI) is the discipline concerned with the design,


evaluation, and implementation of interactive computing systems for human use.
1. Design → How it looks and behaves
2. Evaluation → Testing with real users
3. Implementation → Building usable systems
4. Human use → Human limitations come first, not machine power
 HCI studies how humans interact with computers and how to design systems that
humans can actually use.
 Practical roles:
1. Reduce user errors
2. Improve efficiency, learnability and safety
3. Reduce mental load
 Without HCI:
1. Users blame themselves
2. Systems fail silently and Productivity drops
3. Training costs increase

Sub-Topic 3: Limitations / Problems of HCI

1. Humans are inconsistent

2. Designers are not users

3. Cultural differences

Sub-Topic 4: Human vs Computer


Human characteristics:

 Slow but flexible

 Learns from experience

 Makes judgment calls

 Emotion-driven
 Limited memory

Computer characteristics:

 Extremely fast

 Accurate

 No emotions

 No understanding

 Follows instructions blindly

Overall Humans are good at meaning; computers are good at execution.


HCI exists to bridge this mismatch.

Sub-Topic 5: Computer + Information

 A computer without information is useless. Information without structure is harmful.


 Problems:
1. Poor data visualization
2. Complex menus
3. Bad feedback
4. No error recovery
 HCI ensures
1. Information is presented, not dumped
2. Users can understand, not memorize
3. Systems guide users instead of punishing them

Sub-Topic 6: Goals of HCI

 Primary goals:
1. Effectiveness – users can complete tasks
2. Efficiency – tasks completed quickly
3. Safety – minimize serious errors
4. Utility – system does what users need
5. Learnability – easy for new users
6. Memorability – easy to remember after time
 Secondary goals:
1. User satisfaction
2. Reduced frustration
3. Trust in systems

Sub-Topic 7: Evolution of HCI


Phase 1: Batch Processing (1950s–60s)

 No interaction and uses Punch cards

 Users adapt to machines

Phase 2: Command Line Interfaces (1970s)

 Text commands

 High learning curve

 Expert-only systems

Phase 3: Graphical User Interfaces (1980s)

 Mouse, icons, windows

 Xerox PARC, Apple, Microsoft

 User-cantered shift

Phase 4: Web & Multimedia (1990s–2000s)


 Browsers and Hyperlinks

 Visual information

Phase 5: Mobile & Touch Interfaces (2010s)

 Smartphones

 Gestures

 Context-aware systems

Phase 6: Intelligent & Adaptive Interfaces (Now)


 AI

 Voice assistants

 Predictive systems

Topic 2: Human Cognition and Design Foundations in HCI


Sub-Topic 1: Quality in HCI

 Quality in HCI refers to how well an interactive system meets user needs and
expectations. A high-quality system is not only functional but also easy, efficient, and
pleasant to use.

 Key Quality Attributes in HCI:


1. Usability: The system should be easy to learn and use.
2. Efficiency: Users be able to complete tasks quickly with minimal effort.
3. Effectiveness: The system should allow users to achieve their goals accurately.
4. Learnability: New users should be able to understand the system easily.
5. Memorability: Users should remember how to use the system after a break.
6. Error tolerance: System should prevent errors and help users recover from
them.
7. User satisfaction: The interaction should be comfortable and enjoyable.

Sub-Topic 2: Interdisciplinary Nature of HCI

 HCI is an interdisciplinary field, meaning it draws knowledge from multiple


disciplines to understand human behaviour and design better systems.
 Major Disciplines Involved:
1. Computer Science: Software design, algorithms, UI development.
2. Psychology: Human cognition, perception, memory, learning.
3. Cognitive Science: Mental processes involved in interaction.
4. Sociology: Social interaction and collaborative systems.
5. Design (Graphic & Interaction Design): Visual layout and user experience.
6. Ergonomics (Human Factors): Physical interaction and comfort.
7. Anthropology: Cultural aspects of technology use.

Sub-Topic 3: Modes of Cognition

 Modes of cognition describe different ways humans process information during


interaction with systems.
 Major Modes:
1. Automatic (System 1) Cognition: Fast, unconscious, and intuitive which are
used in routine tasks
2. Controlled (System 2) Cognition: Slow, conscious, and analytical which used
in problem-solving and decision-making tasks
 In HCI design, interfaces should support both modes, minimizing cognitive effort for
routine tasks while providing clarity for complex operations.

Sub-Topic 4: Human Processor Model (HPM)

 The Human Processor Model is a theoretical model that describes how humans
process information similarly to a computer system.
 Three Main Components:
1. Perceptual Processor
 Receives information through senses (vision, hearing)
 Processes stimuli such as icons, text, and sounds
2. Cognitive Processor
 Interprets information
 Performs thinking, reasoning, and decision-making
3. Motor Processor
 Executes physical actions (mouse movement, typing, tapping)
 The model also includes memory systems:
1. Sensory memory
2. Short-term (working) memory
3. Long-term memory

HPM helps designers predict user response time, error rates, and interaction efficiency.
Sub-Topic 5: GOMS Model

 GOMS stands for Goals, Operators, Methods, and Selection rules. It is a task analysis
model used to describe how users perform tasks in an interface.
 Components:
1. Goals: What the user wants to achieve
2. Operators: Basic actions (click, type, move mouse)
3. Methods: Sequences of operators to achieve goals
4. Selection Rules: Decide which method to use in a situation
 Example:
1. Goal: Save a document
 Method 1: Click “File → Save”
 Method 2: Press Ctrl + S
2. GOMS helps in:

 Predicting task execution time

 Comparing interface designs

 Improving efficiency

Sub-Topic 6: Recent Developments in Cognitive Psychology

 Recent research in cognitive psychology has significantly influenced HCI design.


 Key Developments:
1. Cognitive Load Theory: Limiting mental overload improves performance.

2. Attention Management: Designing interfaces that reduce distraction.

3. Embodied Cognition: Cognition is influenced by physical interaction.


4. Emotion and Affect: Emotional responses affect usability and engagement.

5. Neuroscience Integration: Brain studies help understand user behavior.

 Modern interfaces are now designed to be user-centric, emotion-aware, and context-


sensitive.

Sub-Topic 7: External Cognition


 External cognition refers to using the environment or external artifacts to reduce
cognitive load.
 Examples:
1. Notes and reminders
2. Icons and visual cues

3. Checklists

4. Diagrams and flowcharts

 By offloading memory and processing to the environment, systems become easier to


use and less mentally demanding. Good HCI design encourages thinking with tools,
not just in the head.

Sub-Topic 8: Distributed Cognition

 Distributed cognition extends the idea of cognition beyond the individual to include:
1. People

2. Artifacts

3. Environment

4. Time

 Example:
1. In an air-traffic control system:

2. Controllers

3. Screens

4. Procedures

5. Communication systems

 All work together as one cognitive system.


 In HCI, distributed cognition helps design collaborative systems, shared workspaces,
and team-based interfaces.

Topic 3: Human Input–Output Channels and Cognitive Processes in HCI


Sub-Topic 1: Input–Output Channels

 Input–output channels describe how humans receive information from a computer


(input to human) and how humans respond back to the computer (output from
human).

1. Input channels (to human): Vision, hearing, touch


2. Output channels (from human): Movement, speech, gestures
 HCI design must match these channels to human capabilities and limitations to ensure
effective interaction.

Sub-Topic 2: Vision

 Vision is the primary input channel in human–computer interaction. Most interfaces


rely heavily on visual elements such as text, icons, images, colors, and layouts.
 The human visual system processes:
o Shape

o Size
o Colour

o Motion

o Spatial relationships

 Good interface design uses vision efficiently by maintaining clarity, contrast, and
simplicity.

Sub-Topic 3: Visual Perception & Color Theory

 Visual perception refers to how the brain interprets visual stimuli, not just what the
eyes see.
 Color Theory in HCI:
o Hue: Type of color (red, blue)

o Saturation: Color intensity


o Brightness: Lightness or darkness

 Design Principles:
o Use color to group related items

o Avoid using color alone to convey information

o Maintain sufficient contrast for readability

o Consider color blindness

 Proper use of color enhances usability, attention, and aesthetics.


Sub-Topic 4: Stereopsis

 Stereopsis is the perception of depth created by the brain combining images from both
eyes.

 Importance in HCI:
1. Used in 3D interfaces, VR, and AR systems

2. Helps users understand spatial relationships

3. Enhances realism and immersion

 Poor stereoscopic design can cause eye strain and discomfort, so it must be used
carefully.

Sub-Topic 5: Reading

 Reading is a complex visual and cognitive activity that involves pattern recognition
and language processing.
 HCI Design Considerations:
1. Use readable fonts

2. Maintain proper line length and spacing

3. Avoid long blocks of text

4. Use headings and bullet points

 Interfaces should support scanning, not just deep reading, since users often skim
content.

6. Hearing

 Hearing is an auditory input channel used for alerts, notifications, and feedback.
 Examples:
1. Error sounds

2. Confirmation beeps

3. Voice assistants

 Auditory feedback is especially useful when:


1. Visual attention is occupied

2. Immediate response is required

3. Sounds should be informative, not annoying, and should complement visual


cues.

Sub-Topic 7: Touch

 Touch provides tactile input and is crucial in modern devices like smartphones and
tablets.

 Types of Touch Interaction:


1. Tapping

2. Swiping

3. Pinching

4. Haptic feedback (vibration)

 Touch-based interfaces must consider:


1. Finger size

2. Screen sensitivity

3. Physical comfort

Sub-Topic 8: Movement

 Movement is the primary output channel through which humans interact with
computers.
 Examples:
1. Mouse movement
2. Typing

3. Touch gestures

4. Body movement (VR)

 HCI design aims to:


1. Minimize unnecessary movement

2. Reduce fatigue

3. Increase efficiency

 Models like Fitts’ Law are used to optimize movement efficiency.


Sub-Topic 9: Attention

 Attention refers to the limited ability of humans to focus on specific information.


 Types:
1. Selective attention

2. Divided attention

3. Sustained attention

 HCI systems should:


1. Avoid clutter
2. Highlight important information
3. Reduce distractions

 Good design respects the limits of human attention.


Sub-Topic 10: Memory

 Memory allows users to store and retrieve information during interaction.


 Types:
1. Sensory memory

2. Short-term (working) memory

3. Long-term memory

 Interfaces should:
1. Reduce memory load

2. Favor recognition over recall

3. Provide cues and reminders


11. Revised Memory Model

 The revised memory model expands the traditional view by emphasizing working
memory and its limitations.
 Key Points:
1. Working memory capacity is limited

2. Information decays quickly without rehearsal

3. Cognitive load affects performance

 This model influences HCI design by promoting:

1. Simplicity
2. Chunking of information

3. Step-by-step interactions

Topic 4: Interaction Design Principles and I/O Technologies in HCI


Sub-Topic 1: Design Principles

 Design principles are fundamental guidelines that help designers create usable,
efficient, and user-centered interfaces.
 Core Design Principles in HCI:
1. Visibility: Important functions should be clearly visible.

2. Feedback: The system must respond to user actions.


3. Consistency: Similar actions should have similar results.

4. Affordance: The design should suggest how it is used.

5. Constraints: Prevent users from making errors.

6. Mapping: Controls should correspond logically to their effects.

7. Simplicity: Avoid unnecessary complexity.

 Good design principles reduce learning time, errors, and user frustration.
Sub-Topic 2: Devices

Input Devices

 Input devices allow users to enter data and commands into a computer system.
 Common Input Devices include Keyboard, Mouse, Touchscreen, Stylus, Camera etc.
 Selection of input devices depends on Task type, User ability and Context of use
Text Entry Devices

 Text entry devices are specialized input devices used for entering textual information.
 Types include Physical keyboards, On-screen virtual keyboards, Numeric keypads
and Voice-based text input
 Design Considerations:

1. Speed

2. Accuracy
3. Ergonomics

4. Error correction support

 Efficient text entry improves productivity and usability.


Positioning, Pointing, and Drawing Devices

 These devices allow users to select, manipulate, or draw objects on a screen.


 Examples: Mouse, Trackpad, Joystick, Stylus, Graphics tablet and Touch input

 Used in design software, gaming, and creative tools

 Governed by Fitts’ Law for efficiency

 They enhance precision and control in interaction.


Display Devices

 Display devices provide visual output to the user.


 Types include Monitors (LCD, LED), Mobile screens, Projectors and VR/AR headsets
 Key Factors include Resolution, Refresh rate, Screen size, Brightness and contrast
 High-quality displays improve readability and visual comfort.
Sub-Topic 3: Touch, Feel, and Smell (Non-Visual Interaction)

 These channels support multisensory interaction, beyond vision and hearing.


 Touch (Haptics):
1. Vibration feedback

2. Force feedback

 Feel:
1. Texture simulation

2. Pressure sensing

 Smell (Olfactory Interfaces):


1. Rare, experimental

2. Used in VR and therapeutic systems

 These interactions enhance immersion and realism


Sub-Topic 4: Physical Controls

 Physical controls are tangible interface elements that users manipulate directly.
 Examples include Buttons, Knobs, Switches, Sliders and Dials
 Advantages:
o Tactile feedback

o High accuracy

o Useful in safety-critical systems

 Physical controls support muscle memory and reduce errors.


Sub-Topic 5: Environment and Bio-Sensing

 These systems use environmental and biological data to adapt interaction.


 Environmental Sensors are Light, Temperature, Motion and Noise
 Bio-Sensors are Heart rate, Eye tracking, Brain signals (EEG) and Skin conductance
 Applications:
1. Adaptive interfaces and Smart environments

2. Health monitoring

3. Emotion-aware systems

 They enable context-aware and intelligent interaction.


Topic 5: HCI Process and Design Models
Sub-Topic 1: HCI Process and Models

 The HCI process refers to the systematic approach used to design, evaluate, and refine
interactive systems with a strong focus on users and their needs. HCI models provide
structured frameworks that guide designers through different stages of interaction
design.
 The HCI process emphasizes:
o User involvement
o Iterative design
o Usability evaluation
o Continuous improvement
 HCI models help ensure that systems are usable, efficient, and user-centered rather
than technology-driven.

Sub-Topic 2: Lifecycle Models

 A lifecycle model describes the stages a system passes through from conception to
deployment and maintenance.
 General Phases:
1. Requirements analysis
2. Design
3. Implementation
4. Evaluation and testing
5. Deployment
6. Maintenance
 Lifecycle models help manage complexity and ensure structured development.
Sub-Topic 3: Lifecycle Models in HCI

 Lifecycle models in HCI are different from traditional software models because they
emphasize usability and user feedback.
 Key Characteristics:
1. Early and continuous user involvement
2. Iterative cycles
3. Frequent evaluation
4. Refinement based on feedback
 Common HCI Lifecycle Models:
1. Star Lifecycle Model
2. Usability Engineering Lifecycle
3. User-Centered Design (UCD) Model
4. Agile UX Model
 These models ensure that usability goals are met throughout development.
Sub-Topic 4: Goal-Directed Design Model

 The Goal-Directed Design Model, proposed by Alan Cooper, focuses on users’ goals
rather than system features.
 Main Phases:
1. Research (user interviews, observation)
2. Modeling (personas, scenarios)
3. Requirements definition
4. Framework definition
5. Refinement
6. Support and evaluation
 This model ensures that the system aligns with what users want to achieve, not just
what the system can do.

Sub-Topic 5: A Process Overview (HCI Design Process)

 The HCI design process can be summarized as an iterative cycle:


1. Understand users and context
2. Specify user requirements
3. Create design solutions (prototypes)
4. Evaluate designs against usability goals
5. Refine and repeat
 This overview highlights the continuous nature of HCI design, where improvement is
ongoing.

Sub-Topic 6: Types of Users

 Understanding different types of users is essential for effective HCI design.


 Common User Categories:
1. Novice users: Little or no experience
2. Intermediate users: Some experience
3. Expert users: Highly skilled and efficient
4. Primary users: Regular users of the system
5. Secondary users: Occasional users
6. Tertiary users: Affected indirectly (e.g., managers)
 Designers must consider all user types to ensure inclusivity and usability.

Topic 6: Foundations of Interaction Design


Sub-Topic 1: Interaction Design Principles

 Interaction design principles are general rules and guidelines that help designers
create usable, efficient, and meaningful interactions between users and systems.
 Core Interaction Design Principles:
1. Visibility – Users should easily see available actions.

2. Feedback – The system should respond to every user action.


3. Consistency – Similar actions should behave similarly.

4. Affordance – The design should indicate how it can be used.

5. Constraints – Limit user actions to prevent errors.

6. Mapping – Controls should match their effects logically.

7. Simplicity – Avoid unnecessary complexity.

8. Error prevention and recovery – Reduce mistakes and support correction.

 These principles help reduce cognitive load and improve user satisfaction.
Sub-Topic 2: Interaction Design Patterns

 Interaction design patterns are reusable solutions to common interaction problems in


user interface design.
 They are not strict rules, but proven design solutions that can be adapted to different
contexts.
 Examples of Interaction Design Patterns:
1. Navigation menus

2. Search with autocomplete

3. Wizard-based forms

4. Undo/Redo

5. Infinite scrolling

6. Confirmation dialogs

 Benefits of Design Patterns:


1. Save design time

2. Promote consistency

3. Improve usability

4. Use familiar interaction styles

 Patterns allow designers to apply best practices without reinventing solutions.


Sub-Topic 3: Interaction Design Imperatives

 Interaction design imperatives are essential design requirements that must be followed
to ensure effective and ethical interaction.
 They represent non-negotiable priorities in interaction design.
 Key Interaction Design Imperatives:
o User-centered design – Always design around user needs.
o Usability first – The system must be easy to use.

o Accessibility – Design for users with diverse abilities.

o Safety – Prevent harmful errors.

o Transparency – The system’s behavior should be understandable.

o Responsiveness – The system should react promptly.

o Ethical responsibility – Respect user privacy and trust.

 Imperatives ensure that interaction design is responsible, inclusive, and reliable.

Topic 7: Raster Image


Sub-Topic 1: Raster Image

 A raster image is a digital image composed of a grid of tiny square elements called
pixels (picture elements).
Each pixel contains information about color and intensity, and together these pixels
form the complete image.
 Raster images are resolution-dependent, meaning their quality decreases when
scaled up, causing pixelation.
 Key Characteristics:

1. Made up of pixels

2. Resolution dependent
3. Best suited for complex images like photographs

4. Commonly used in digital displays

 Examples:
1. Photographs

2. Scanned images

3. Digital camera images

Sub-Topic 2: Types of Raster Images

Raster images can be classified based on color representation and bit depth.

1. Binary Images
 Each pixel is either black or white

 Uses 1 bit per pixel

 Common in scanned text and simple graphics

2. Grayscale Images
 Pixels represent shades of gray

 Typically use 8 bits per pixel

 Used in medical imaging and photography

3. Color Images

 Pixels contain color information

 Common color models: RGB, CMYK

 Used in digital photography, web images, and design

4. Indexed Color Images

 Use a color lookup table (palette)

 Limited number of colors

 Used in GIF images

Sub-Topic 3: Sources of Raster Images


Raster images are created or captured from various digital and physical sources.

Common Sources:

 Digital cameras (mobile and DSLR)

 Scanners

 Screenshots

 Image editing software (Photoshop, GIMP)

 Video frames
 Medical imaging devices (X-ray, MRI)

These sources capture real-world visuals and convert them into pixel-based digital form.

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