0% found this document useful (0 votes)
18 views30 pages

Module I

Human-Computer Interaction (HCI) is a multidisciplinary field that focuses on the design and evaluation of computer systems to enhance usability and user experience. It addresses the complexities of user interactions with technology, emphasizing the importance of human-centered design to reduce errors and improve accessibility. Key components include interaction design, input/output channels, and cognitive considerations, all aimed at creating effective and user-friendly systems.

Uploaded by

A K Prasad
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
0% found this document useful (0 votes)
18 views30 pages

Module I

Human-Computer Interaction (HCI) is a multidisciplinary field that focuses on the design and evaluation of computer systems to enhance usability and user experience. It addresses the complexities of user interactions with technology, emphasizing the importance of human-centered design to reduce errors and improve accessibility. Key components include interaction design, input/output channels, and cognitive considerations, all aimed at creating effective and user-friendly systems.

Uploaded by

A K Prasad
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

Human Computer Interaction (HCI)

(CSIT325)

BCA/[Link]. IT 4th Sem

By
Dr. Chandan Kumar
Associate Professor
Amity Institute of Information Technology
Amity University Jharkhand, Ranchi, India
27-01-2026 1
What is HCI and Why we need to study HCI

• Human–Computer Interaction (HCI) is the discipline that examines the relationship between
humans and computing systems, focusing on how systems are designed for human use and how
people understand, use, and experience these systems.
• In early computing systems, interaction was minimal and restricted to specialists. Users were
expected to adapt to machines, learn complex command languages, and tolerate inefficiencies.
With the spread of personal computing, mobile devices, and intelligent systems, the focus shifted
toward human-centered design, where systems adapt to users rather than the reverse.
HCI emerged as a response to:
• Increasing system complexity
• A growing non-technical user population
• Failures caused by poor interface design rather than faulty functionality

2
27-01-2026
What is HCI and Why we need to study HCI

• Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design


of computer technology and, in particular, the interaction between humans (the users) and
computers.
• Studying Human–Computer Interaction (HCI) is essential because it focuses on how people
interact with technology and how systems can be designed to be useful, usable, and user-friendly.
In simple terms, HCI ensures that technology works for humans, not against them.
• The following are the major reasons to Study HCI:
1. Improves Usability and User Experience: HCI teaches how to design interfaces that are
Easy to learn, Efficient to use, and Error-free and satisfying. Good HCI reduces user
frustration and increases productivity.
2. Reduces Errors and Increases Safety: In systems like Healthcare software, Aviation control
panels, and Banking and financial systems poor interface design can cause serious human
errors. HCI helps to design safer systems by understanding human limitations (memory,
attention, perception).
3
27-01-2026
What is HCI and Why we need to study HCI

3. Makes Technology Accessible to Everyone: HCI supports inclusive design, helping for
Elderly users, People with disabilities, and Non-technical users. This includes screen
readers, voice interfaces, color-blind friendly designs, and simple navigation.
4. Essential for Software and System Design: For students of Computer Science, MCA,
Software Engineering, HCI helps in Designing better software interfaces, Creating effective
mobile and web applications, and Improving user acceptance of systems. A technically
perfect system can still fail if users don’t like or understand it.
5. Supports Business Success: Good HCI leads to Higher customer satisfaction, Reduced
training costs, and Increased product adoption. That’s why companies like Google, Apple,
Microsoft invest heavily in HCI and UX research.
6. Important in Modern Technologies: HCI plays a key role in Artificial Intelligence systems,
Virtual & Augmented Reality, Chatbots and voice assistants, and Smart devices and IoT.
7. Bridges Humans and Machines: HCI is interdisciplinary, combining Computer Science,
Psychology. Cognitive Science, and Design. It helps engineers to understand human
behavior, not just algorithms.
4
27-01-2026
What is HCI and Why we need to study HCI

Summarized way: Human Computer Interaction is studied to design computer


systems that are effective, efficient, safe, and easy for humans to use by
understanding human behavior and interaction with technology.
Thus, HCI is not limited to software screens; it includes physical devices,
environments, and intelligent systems.

5
27-01-2026
Introduction to Interaction Design

• Interaction Design is a core component of HCI that focuses specifically on


designing the interactive behavior of systems. While traditional software design
emphasizes algorithms and functionality, interaction design emphasizes how users
perform actions and how systems respond.
• Interaction Design is the process of designing interactive products and systems that
are usable, useful, and provide a meaningful user experience.
• Interaction design addresses questions such as:
How does a user know what actions are possible?
How does the system communicate its current state?
How does the system support user goals and intentions?

6
27-01-2026
Introduction to Interaction Design

According to Preece et al., interaction design aims to create products that are:
• Effective: Users can complete tasks accurately
• Efficient: Tasks require minimal effort and time
• Safe: Errors are prevented or easily corrected
• Useful: Functionality matches user needs
• Learnable: New users can begin using the system quickly
• Memorable: Users can return after a gap without relearning
Interaction design therefore requires an understanding of human behavior, context of use,
and cognitive limitations, making it fundamentally interdisciplinary.

7
27-01-2026
Introduction to Interaction Design

Key Goals of Interaction Design:


• Improve usability
• Enhance user satisfaction
• Reduce human errors
• Support efficient task completion
Examples:
• Designing a mobile banking app
• ATM interface
• Online learning platforms
• Medical software dashboards
• And many more wherever user will interact or will use the electrnocs devices.
8
27-01-2026
Input and Output Channels

• Interaction between humans and computers occurs through input and output channels,
forming a communication loop.
• Human Input Channels: Humans receive information from systems primarily through sensory
channels:
Visual channel: This is the most heavily used channel in HCI. It includes perception of
text, color, shape, size, motion, and spatial layout. Poor visual design leads to eye strain,
confusion, and misinterpretation.
Auditory channel: Sound is used for alerts, notifications, confirmations, and speech-based
interaction. Auditory output is especially useful when visual attention is occupied but can
become disruptive if poorly designed.
Haptic channel: Touch-based feedback such as vibration provides confirmation of actions,
particularly in mobile and wearable devices.
Kinesthetic channel: This involves body movement and spatial awareness, relevant in
gesture-based systems, virtual reality, and gaming environments.
9
27-01-2026
Computer Input and Output Devices

• Input channels allow users to communicate instructions to the computer.


Common Input Devices: Human senses involved:
• Keyboard • Vision
• Mouse / Touchpad • Hearing
• Touch screen • Touch (haptics)
• Microphone (voice input)
• Camera (gesture recognition)
• Sensors (biometric, motion)
• Output channels allow the computer to provide feedback to users.
Common Output Devices: Good interaction design ensures:
• Monitor / Screen • Fast feedback
• Speakers • Clear visibility
• Printer • Appropriate response timing
• Haptic feedback (vibration)
• VR/AR displays
10
27-01-2026
Human Memory and Cognitive Constraints

• Understanding human memory is fundamental to designing usable interfaces.


Structure of Human Memory:
• Sensory memory: Briefly retains sensory impressions after stimulus removal.
Although short-lived, it allows continuity in perception. Very short duration
(milliseconds). Holds raw sensory data. Example: afterimage on screen.
• Short-term (working): Memory holds information temporarily during reasoning and
problem solving. It has limited capacity and duration, making it a critical bottleneck
in interaction.
• Long-term memory: Stores knowledge, experiences, and skills. Interfaces that align
with users’ existing mental models are easier to learn and remember.

11
27-01-2026
Implications of Memory for Interface Design

Because working memory is limited:


• Interfaces should not require users to remember large amounts of information
• Recognition should be favored over recall
• Information should be grouped and structured meaningfully
Consistency in layout, terminology, and behavior helps users build long-term memory
associations, reducing cognitive effort over time.

12
27-01-2026
Reasoning and Problem Solving in Interaction

Humans interact with systems by forming goals, planning actions, executing them, and
evaluating results. This involves continuous reasoning.
• Deductive reasoning is used when users apply known rules (e.g., menu conventions).
• Inductive reasoning is used when users infer behavior from repeated interaction.
Example: Observing that every swan you've ever seen is white, leading you to
conclude that all swans are white, moving from specific instances (white swans) to a
general rule (all swans are white)
Problem solving occurs when:
• The interface is unfamiliar
• Errors occur
• Goals are complex or ambiguous

13
27-01-2026
The Computer as an Interactive Partner

In HCI, the computer is not viewed merely as a machine but as an interactive partner.
• Devices determine how users express intentions.
• Memory and processing speed influence system responsiveness.
• Networks enable collaborative and distributed interaction but introduce latency and
reliability issues
User perception of system intelligence and reliability depends heavily on interaction
quality rather than internal complexity.

14
27-01-2026
Models and Frameworks of Interaction

• Models and frameworks of interaction are used to conceptualize, explain, and analyze
how users and computer systems communicate with each other.
• Two popular models are: Norman’s Execution–Evaluation Model and Abowd and Beale
Interaction Framework
Norman’s Execution–Evaluation Model
Norman’s concept, proposed by Donald Norman, explains how humans interact with
computer systems by modeling interaction as a cycle of actions and evaluations.
• This concept is fundamental to understanding why users succeed or fail when using
interactive systems.
• Norman argued that many usability problems do not arise from user mistakes, but from
a mismatch between human expectations and system behavior.
• His model helps designers analyze interaction from the user’s cognitive perspective,
rather than from a purely technical viewpoint.
15
27-01-2026
Norman described interaction as Seven-stage action cycle of
Norman concept

1. Forming the goal: The user decides what they want to achieve (e.g., “I want to print
this document”).
2. Forming the intention: The user determines how to achieve the goal (e.g., “I will use
the Print option”).
3. Specifying the action sequence: The user plans the exact actions (e.g., open menu →
select Print).
4. Executing the action: The user performs the actions using input devices.
5. Perceiving the system state: The user observes what the system displays after the
action.
6. Interpreting the system state: The user understands what the system response means.
7. Evaluating the outcome: The user checks whether the goal has been achieved.
This cycle repeats continuously during interaction.
16
27-01-2026
Norman’s concept of the gulf of execution and gulf of evaluation

Norman’s concept of the gulf of execution and gulf of evaluation explains why users struggle
when system behavior does not match expectations. Reducing these gulfs is a central objective
of interaction design.
• The Gulf of Execution refers to the difficulty users face in figuring out how to perform an
action using the system.
It occurs when:
• Available actions are not visible
• Controls are poorly labeled
• The interface does not match user expectations
Example: A user wants to save a file but cannot find the save option because it is hidden under
an unfamiliar icon.
Design Goal: Reduce the gulf of execution by making actions visible, Using familiar symbols,
and providing clear affordances.
17
27-01-2026
Cont…

The Gulf of Evaluation refers to the difficulty users face in understanding whether their
action was successful.
It occurs when:
• Feedback is missing or unclear
• System status is not visible
• Output is ambiguous
Example: After clicking “Submit,” the system shows no confirmation, leaving the user
unsure if the action worked.
Design Goal: Reduce the gulf of evaluation by providing immediate feedback, showing
system status clearly, and using understandable messages.

18
27-01-2026
Importance of Norman’s Concept in Interface Design

Norman’s concept is important because it:


• Explains user errors scientifically
• Shifts blame from users to poor design
• Guides designers to create intuitive interfaces
• Connects cognition with interaction design
It forms the foundation for:
• Usability engineering
• User-centered design
• Modern UX principles

19
27-01-2026
Real-Life Application Example

In an ATM interface:
• Poor button labeling increases the gulf of execution
• Lack of transaction confirmation increases the gulf of evaluation
Well-designed ATMs minimize both gulfs by providing:
• Clearly labeled buttons
• Step-by-step feedback
• Confirmation screens

20
27-01-2026
Abowd and Beale Interaction Framework

• The Abowd and Beale Interaction Framework is a conceptual model used in Human–
Computer Interaction to describe and analyze how communication occurs between a
human user and a computer system.
• It is proposed by Gregory Abowd and Russell Beale, this framework extends earlier
interaction models by emphasizing that interaction is a process of translation between
human intentions and system representations.
Unlike simple input–output views, this framework highlights:
• Multiple components involved in interaction
• The transformations that occur at each stage
• Where and why interaction breakdowns happen

21
27-01-2026
Abowd and Beale Interaction Framework

It is especially useful for:


• Analyzing usability problems
• Designing better interfaces
• Understanding mismatches between users and systems
• The framework consists of four main components: User, Input, System, and Output.
• These components are connected through translations, forming a continuous interaction
loop.
• This framework (Abowd and Beale) helps designers to identify where communication
fails—whether in input, output, or interpretation.

22
27-01-2026
Example: ATM Interface

In an ATM interface:
• Unclear buttons or keypad layout cause problems in articulation (user → input).
• Incorrect or delayed input processing affects performance (input → system).
• Poor on-screen messages reduce clarity in presentation (system → output).
• Weak or missing feedback creates difficulty in observation (output → user).
Well-designed ATMs support effective interaction by:
• Providing intuitive input mechanisms.
• Accurately translating user actions into system operations.
• Presenting clear visual and physical outputs (messages, cash, receipt).
• Allowing users to easily understand system responses.

23
27-01-2026
Norman’s model Vs Abowd and Beale’s framework

• Norman’s model explains interaction from the user’s cognitive perspective.


• Abowd and Beale’s framework explains interaction from the communication and translation
perspective.
• Norman’s model explains what happens inside the user’s mind and Abowd & Beale’s framework
explains how information moves between the user and the system.
• Norman’s Model – “User Thinking Model” and Abowd & Beale – “User–System
Communication Model”
ATM Example:
Norman’s Model (Mind-Focused) Abowd & Beale (Flow-Focused)
• User cannot find the withdraw option → • Button press not registered → input translation
thinking problem problem
• User is unsure if cash was dispensed → • Transaction success not displayed → output
evaluation problem translation problem

24
27-01-2026
Norman’s model Vs Abowd and Beale’s framework

25
27-01-2026
Ergonomics in Human–Computer Interaction

• Ergonomics is the study of designing systems, products, and environments so that they fit
human physical and mental capabilities, rather than forcing humans to adapt to the
system.
• Ergonomics ensures systems fit human physical and cognitive capabilities.
Ergonomics focuses on:
• How people physically interact with computers
• How people mentally process information during interaction
• How interaction can be made comfortable, safe, and efficient
• Ergonomics in HCI can be broadly divided into two main types: Physical Ergonomics and
Cognitive Ergonomics.
• Physical Ergonomics: Physical ergonomics deals with the human body’s interaction with
computer hardware and physical interfaces. Key Aspects: Seating posture, Screen height
and distance, Keyboard and mouse placement, Touchscreen reach, and Repetitive
movements.

26
27-01-2026
Ergonomics in Human–Computer Interaction

Examples:
• Monitor placed at eye level reduces neck strain
• Proper keyboard angle reduces wrist injury
• Touchscreen buttons large enough for fingers
Problems When Ignored:
• Repetitive Strain Injury (RSI)
• Back and neck pain
• Eye fatigue
• Cognitive Ergonomics: Cognitive ergonomics deals with how the system fits human
mental processes such as: Perception, Memory, Attention, Reasoning, and Decision-
making. Key Aspects: Mental workload, Information clarity, Error handling, Response
time, and Consistency.
Examples: Too many menu options increase cognitive load, Unclear error messages cause
confusion, and Consistent icons reduce learning effort.
Problems When Ignored: User confusion, High error rate, and Mental fatigue
27
27-01-2026
Ergonomics in Human–Computer Interaction

Simple Real-Life Example


Poor ergonomics:
• Laptop screen too low → neck pain
• Complex software interface → mental fatigue
Good ergonomics:
• Adjustable chair and monitor
• Simple, consistent interface design
• Ergonomics in HCI ensures that computer systems are designed according to human
physical and cognitive capabilities, resulting in comfortable, safe, and efficient
interaction.

28
27-01-2026
Interaction Styles

Different systems employ different interaction styles:


• Command language offers power but requires memorization
• Menu-based interaction reduces memory load
• Form-based interaction supports structured data entry
• Direct manipulation provides intuitive, visible interaction
• Natural language interaction aims for human-like communication but faces ambiguity
Choosing the right style depends on users, tasks, and context.
• Interaction Elements and Interactivity: Interaction elements such as buttons, icons,
menus, and dialogs form the building blocks of interfaces. Interactivity refers to how
responsive and controllable a system feels to the user. High interactivity improves
engagement but must be balanced against complexity.

29
27-01-2026
Interaction Paradigms

Interaction paradigms represent dominant ways of interacting with computers:


• Desktop and WIMP (Windows, Icons, Menus, Pointer) interfaces
• Mobile and touch-based interaction
• Ubiquitous and pervasive computing (Lights and fans turn on automatically when
students enter the room → Ubiquitous computing. Attendance is recorded using RFID
cards and sensors continuously during the class → Pervasive computing)
• Virtual and augmented reality (A person wears a VR headset and plays a racing game
inside a completely computer-generated world → Virtual Reality (VR), VR = replaces the
real world. A person uses a mobile phone camera to see how a sofa will look inside their
real living room → Augmented Reality (AR), AR = adds digital objects to the real world)
• AI-driven conversational interfaces. Example- What is today’s weather?” to a voice
assistant like Alexa or Google Assistant, and the system understands the question and
replies in natural language → AI-driven conversational interface

30
27-01-2026

You might also like