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.