hci (2)
TRANSCRIPT
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HUMAN
COMPUTER INTERFACE
BY
B.LAKSHMI Email Id : [email protected]
P.S. MADHURI Email Id :[email protected]
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ABSTRACT
Interacting with automated systems is a routine aspect of daily life, yet existing interfaces to computer systems
typically fail to respect the basic dynamics of interpersonal communication. They ignore the natural interface
modalities people use--body language, pose, expression, and gestures--and as a result are often found to be
awkward or unpleasant. This presentation will explore the use of machine perception techniques to build
computer interfaces that are no longer deaf and blind to their users, creating interfaces which can directly
perceive a users' state and respond accordingly. Figures of merit (e.g., time, errors, learnability, design for
guessing, preference, etc.)
The goal of this section is to provide background for this report in terms of some of the major themes and
influences that have shaped the field of HCI. In addition, an attempt is made to project some current trends into
the near future as a basis for anticipating some of the conditions with which students will be faced upon, or even
before, graduation
Human-computer interaction arose as a field from intertwined roots in computer graphics, operating systems,
human factors, ergonomics, industrial engineering, cognitive psychology, and the systems part of computer
science.Computer vision techniques supply us with promising human-computer interaction methods by analysing and
recognising human movements. The process of detection and tracking human body parts is one of the main steps
necessary to reach a robust and precise recognition. Nevertheless, this task is rather dif cult, specially when the response
from that interaction is required to be in real time
Human-computer interaction arose as a field from intertwined roots in computer graphics, operating systems,
human factors, ergonomics, industrial engineering, cognitive psychology, and the systems part of computer
science.
Likely Future Developments
The means by which humans interact with computers continues to evolve rapidly. A curriculum in a changing
area must be put together with some understanding of the forces shaping the future so that its concepts are not
quickly out of date. They must build their own future understanding upon the foundations provided by the
courses taken at the time they were students.
Decreasing hardware costs leading to larger memories and faster systems. Miniaturization of hardware
leading to portability.
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What is HCI?
HCI is a discipline concerned with the design, evaluation and implementation of interactive
computing systems for human use.
Some of HCI disciplines are:
Ergonomics
Sociology and anthropology
Engineering
Graphic design
Computer science and software engineering
Cognitive psychologyWhy study HCI?
To get more out of human productivity and efficiency
Human cost more than hardware and software costs
Human view computers as appliances and want them to perform as appliances
Human expect easy to use systems
To produce easily understandable UI by heterogeneous groups
Principles of Human-Computer Interface Design:
Recognize Diversity - In order to recognize diversity, you, the designer, must take into account the type of
user frequenting your system, ranging from novice user, knowledgeable but intermittent user and expert
frequent user. Each type of user expects the screen layout to accommodate their desires, novices needing
extensive help, experts wanting to get where they want to go as quickly as possible. Accommodating both styles
on the same page can be quite challenging. You can address the differences in users by including both menu or
icon choices as well as commands (ie. Command or Control P for Print as well as an icon or menu entry), or
providing an option for both full descriptive menus and single letter commands.
Software architecture and standards for interfaces
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eg. Look and feel, standardization, interoperability
You Should Use the Eight Golden Rules of Interface Design
1. Strive for consistency
2. Enable frequent users to use shortcuts
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple error handling
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load
Human Charachteristics
The Human as an information processing system
Memory, motor skills, attention, problem solving, motivation, conceptual models,
How humans communicate
Syntax, semantics, pragmatics; conversational interaction, specialized languages
Physical and psychological requirements
Ergonomics
Historically, Ergonomics was another name for Human Factors. Today, Ergonomics commonly refers to
designing work environments for maximizing safety and efficiency. Biometrics and Anthropometrics play a
key role in this use of the word Ergonomics. Engineering Psychology often has a specialty dealing with
Workplace or Occupational Ergonomics
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Computer Characteristics
Input and output devices
Mechanics and characteristics of hardware devices; Monitors, Keyboards, Virtual devices
Dialogue techniques
The techniques for interacting with humans
Dialogue genre
The conceptual uses to which the technical means are put
Computer graphics
Easily understandable actions through graphical representations
Dialogue architecture
The Content of Human Computer Interaction
The aim in this section is to inventory the current state of results in the field of human-computer interaction.
Our object is to delimit the scope of our concerns and to specify the connections with other fields.
The topics in this table derive from a consideration of five interrelated aspects of human-computer interaction:
(N) the nature of human-computer interaction, (U) the use and context of computers, (H) human characteristics,
(C) computer system and interface architecture, and (D) the development process. Although not content areas,
per se, and not discussed in the inventory below, project presentations and examinations (P).
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Some of the interrelationships among these topics are represented in Figure 1
Content of HCI
N The Nature of HCI
N1 (Meta-)Models of HCI
U Use and Context of Computers
U1 Human Social Organization and Work
U2 Application Areas
U3 Human-Machine Fit and Adaptation
H Human Characteristics
H1 Human Information Processing
H2 Language, Communication, Interaction
H3 Ergonomics
C Computer System and Interface Architecture
C1 Input and Output Devices
C2 Dialogue Techniques
C3 Dialogue Genre
C4 Computer Graphics
C5 Dialogue Architecture
D Development Process
D1 Design Approaches
D2 Implementation Techniques
D3 Evaluation Techniques
D4 Example Systems and Case Studies
P Project Presentations and Examinations
Complex dialogues lead into considerations of the systems architecture necessary to support such features as
interconnectable application programs, windowing, real-time response, network communications, multi-user
and cooperative interfaces, and multi-tasking of dialogue objects (C5). Finally, there is the process of
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development which incorporates design (D1) for human-computer dialogues, techniques and tools (D2) for
implementing them (D2), techniques for evaluating (D3) them, and a number of classic designs for study (D4).
Each of these components of the development process is bound up with the others in a relationship of mutual,
reciprocal influence whereby choices made in one area impact upon the choices and the options available in theothers.
Humancomputer interaction is also called as man-machine interaction (MMI) or computerhuman
interaction.
It is an interdisciplinary subject, relating computer science with many other fields of study and research
Interaction between users and computers occurs at the user interface (or simply interface), which includes both
software and hardware, for example, general purpose computerperipherals and large-scale mechanical systems
such as aircraft and power plants.
Anthropology is traditionally distinguished from other disciplines by its emphasis on cultural relativity, in-depth
examination of context, and cross-cultural comparisons. Anthropology is methodologically diverse using both
qualitative methods and quantitative methods. Case studies have historically played a key role in anthropology,
for instance in producing ethnographies based on field research.
Nature of Human-Computer Interaction (N)
Overviews of, and theoretical frameworks for , topics in human-computer communication.
N1. The Nature of Human-Computer Interaction
Points of view: HCI as communication, agent paradigm, tool paradigm, the work-centered point of view
human/system/tasks division, supervisory control
Objectives (e.g. productivity, user empowerment)
Use and Context of Computers
The uses to which computers are put are spoken of as 'applications' in the computer world. These uses and
the extent to which the interface Moreover, the general social, work, and business context may be important.
http://en.wikipedia.org/wiki/Computer_sciencehttp://en.wikipedia.org/wiki/List_of_human-computer_interaction_topicshttp://en.wikipedia.org/wiki/User_interfacehttp://en.wikipedia.org/wiki/User_interfacehttp://en.wikipedia.org/wiki/Softwarehttp://en.wikipedia.org/wiki/Computer_hardwarehttp://en.wikipedia.org/wiki/Peripheralshttp://en.wikipedia.org/wiki/Cultural_relativismhttp://en.wikipedia.org/wiki/Cross-cultural_studieshttp://en.wikipedia.org/wiki/Qualitative_methodshttp://en.wikipedia.org/wiki/Quantitative_methodshttp://en.wikipedia.org/wiki/Case_studieshttp://en.wikipedia.org/wiki/Ethnographieshttp://en.wikipedia.org/wiki/Field_researchhttp://en.wikipedia.org/wiki/Computer_sciencehttp://en.wikipedia.org/wiki/List_of_human-computer_interaction_topicshttp://en.wikipedia.org/wiki/User_interfacehttp://en.wikipedia.org/wiki/User_interfacehttp://en.wikipedia.org/wiki/Softwarehttp://en.wikipedia.org/wiki/Computer_hardwarehttp://en.wikipedia.org/wiki/Peripheralshttp://en.wikipedia.org/wiki/Cultural_relativismhttp://en.wikipedia.org/wiki/Cross-cultural_studieshttp://en.wikipedia.org/wiki/Qualitative_methodshttp://en.wikipedia.org/wiki/Quantitative_methodshttp://en.wikipedia.org/wiki/Case_studieshttp://en.wikipedia.org/wiki/Ethnographieshttp://en.wikipedia.org/wiki/Field_research -
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In addition to technical requirements, an interface may have to satisfy quality-of-work-life goals of a labor
union or meet legal constraints on "look and feel"
FIGURE 1. Human-Computer Interaction
U1. Social Organization and Work
This heading relates to the human as an interacting social being. It includes a concern with the nature of work,
and with the notion that human systems and technical systems.
Points of view (e.g., industrial engineering, operations research,)
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Models of human activity (e.g., opportunistic planning, open procedures)
Socio-technical systems, human organizations as adaptive open systems, mutual impact of computer
systems on work and vice versa, computer systems for group tasks, case studies
U2. Application Areas
The focus of this section is on classes of application domains and particular application areas where
characteristic interfaces have developed.
Characterization of application areas (e.g., individual vs. group)
Communications-oriented interfaces: Electronic mail, computer conferencing, telephone and voice
messaging systems
U3. Human-Machine Fit and Adaptation
Part of the purpose of design is to arrange a fit between the designed object Adjustments can be made (1) either
at design time or at time of use (2) by either changing the system or the user and (3) the changes can be made by
either the users themselves or, sometimes, by the system.
Alternate techniques for achieving fit .
User selection: compatibilities of user and system characteristics .
Human Characteristics (H)
H1. Human Information Processing
Characteristics of the human as a processor of information.
Models of cognitive architecture: symbol-system models, connectionist models, engineering models
Phenomena and theories of memory
Human diversity, including disabled populations
H2. Language, Communication and Interaction
Aspects of language: syntax, semantics, pragmatics
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Formal models of language
H3. Ergonomics
Temperature and environmental noise issues
Arrangement of displays and controls, link analysis
Human cognitive and sensory limits
Computer System and Interface Architecture
Machines have specialized components for interacting with humans. the basically transducers for moving
information physically between human and machine.
C1. Input and Output Devices
The technical construction of devices for mediating between humans and machines.
Input devices: survey, mechanics of particular devices, performance characteristics
Output devices: survey, mechanics of particular devices, vector devices, raster devices, frame buffers and
image stores
Characteristics of input/output devices:(e.g., weight, portability, bandwidth, sensory modality)
C2. Dialogue Techniques
The basic software architecture and techniques for interacting with humans.
Dialogue Inputs:
Input techniques: keyboard techniques (e.g, commands, menus), mouse-based techniques (e.g., picking,
rubber-band lines), pen-based techniques (e.g., character recognition, gesture), voice-based techniques
Dialogue Outputs:
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Output techniques (e.g., scrolling display, windows, animation, sprites, fish-eye displays)
Dialogue Interaction Techniques:
Multimedia and non-graphical dialogues: speech input, speech output, voice mail, video mail, active
documents, videodisc, CD-ROM
Multi-person dialogues
Dialogue Issues:
Real-time response issues
"Look and feel," intellectual property protection
C3. Dialogue Genre
The conceptual uses to which the technical means are put. Such concepts arise in any media discipline (e.g.,
film, graphic design, etc.).
Interaction metaphors (e.g., tool metaphor, agent metaphor)
Content metaphors (e.g., desktop metaphor, paper document metaphor)
Persona, personality, point of view
Workspace models
Transition management (e.g., fades, pans)
Relevant techniques from other media (e.g., film, theater, graphic design)
Style and aesthetics
C4. Computer Graphics
Basic concepts from computer graphics that are especially useful to know for HCI.
Graphics primitives and attributes: bitmap and voxel representations, raster-op, 2-D primitives, text
primitives, polygon representation, 3-D primitives, quadtrees and octtrees, device independent images,
page definition languages
C5. Dialogue Architecture
Software architectures and standards for user interfaces.
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Window manager models (e.g., Shared address-space, client-server), analysis of major window systems
(e.g., X, New Wave, Windows, Open Look, Presentation Manager, Macintosh)
Multi-user interface architectures "Look and feel"
Standardization and interoperability
Development Process
The construction of human interfaces is both a matter of design and engineering. These topics are concerned
with the methodology and practice of interface design.
D1. Design Approaches
The process of design. Relevant topics from other design disciplines.
Graphic design basics (e.g., design languages, typography, use of color, 2D & 3D spatial organization,
temporal sequencing, etc.)
Task analysis techniques (e.g., field studies, analytical methods), task allocation, market analysis
Design specification techniques
Design analysis techniques (e.g., objects and actions)
Industrial design basics
D2. Implementation Techniques and Tools
Tactics and tools for implementation
Relationships among design, evaluation, and implementation
Independence and reusability, application independence, device independence
Prototyping techniques (e.g., storyboarding, video, "Wizard of Oz", HyperCard, rapid prototype
implementations)
Branches of anthropology
Physical anthropology
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Cultural anthropology
Linguistic anthropology,
Archaeology
D3. Evaluation Techniques
Philosophy and specific methods for evaluations
Productivity
D4. Example Systems and Case Studies
Classic designs to serve as extended examples of human interface design.
Command-oriented:
Graphics-oriented
The topics listed in this chapter constitute an attempt to inventory the results of HCI and its supporting fields
that are available for teaching. HCI as a field is continuing to develop rapidly. It is expected, therefore, that the
above topics will undergo change as new results occur and as our understanding of the area deepens.
APPLICATIONS
- Task analysis
- Usability paradigms and principles
- Hypertext, multimedia and the World Wide Web
- Groupware
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- Dialog notations and design
- The design process
- CSCW and social issues
CONCLUSION
Interaction models help us to understand what is going on in the interaction
between user and system. They address the translations between what the user wants and what the system
does. Ergonomics looks at the physical characteristics of the interaction and how these influence its
effectiveness. The dialog between user and system is influenced by the style of the interface.The interaction
takes place within a social and organizational context which affects both user and system
User interface management systems are the final level of programming support
tools, allowing the designer and programmer to control the relationship between the presentation objects of
a toolkit with their functional semantics in the actual application
Programming tools for interactive systems provide a means of effectively
translating abstract designs and usability principles into an executable form. These tools provide different
levels of services for the programmer.
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4. Software Engineering and Human-Computer Interaction: Icse '94 Workshop on
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