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UNIT I
FOUNDATIONS OF HCI
The Human: I/O Channels Memory Reasoning and Problem Solving; The Computer:
Devices Memory Processing and Networks; Interaction: Models Frameworks
Ergonomics Styles Elements Interactivity- Paradigms.
HCI (human-computer interaction) is the study of how people interact with computers
and to what extent computers are or are not developed for successful interaction with
human beings.
Long-term
Deductive reasoning
Inductive Reasoning
Abductive Reasoning
dot-matrix printers
o use inked ribbon (like a typewriter
o Line of pins that can strike the ribbon, dotting the paper.
o typical resolution 80-120 dpi
ink-jet and bubble-jet printers
o tiny blobs of ink sent from print head to paper
o Typically 300 dpi or better.
Laser printer
o like photocopier: dots of electrostatic charge deposited on drum, which picks up
toner (black powder form of ink) rolled onto paper which is then fixed with heat.
o Typically 600 dpi or better.
The first one is flat-bed: paper placed on a glass plate, whole page converted into bitmap and
second one is hand-held: scanner passed over paper, digitising strip typically 3-4" wide.
11. Mention the types of computer memory.
Memory is primarily of three types, (i) Cache Memory (ii) Primary Memory/Main Memory
(iii) Secondary Memory
12. List out the advantages and disadvantages of Cache memory.
Advantages: The advantages of cache memory are as follows:
Disadvantages
Graphics bound
Batch processing
Timesharing
Networking
Graphical display
Microprocessor
WWW
Ubiquitous Computing
Sensory memory
Short term memory
Long Term Memory
Unconscious incompetence
Conscious incompetence
Conscious competence
Unconscious competence
They are small touch sensitive tablets and requires several strokes to move the cursor
across the screen.
used mainly in laptops
fast stroke
o Lots of pixels per inch moved
o Initial movement to the target
slow stroke
o Fewer pixels per inch moved
o For accurate positioning
Part B
1. Explain in detail about Human Input and Output Channels. (8 Marks)
I. Vision
Human vision is a highly complex activity with physical and perceptual limitations.
Two stages of visual perception:
o Physical reception of stimulus from outside world.
o Processing and interpretation of that stimulus. Eye is a physical receptor.
Human Eye Image formation
The cornea and lens focuses light into a sharp image on back of the eye, retina.
The retina is light sensitive and contains two types of photoreceptor: rods and cones.
Rods are sensitive to light and allow us to see under a low level of illumination. However,
they are unable to resolve fine detail and are subject to light saturation. This is the cause for
temporary blindness we get when moving from a darkened room into sunlight. There are
approximately 120 million rods per eye and situated towards the edges of retina.
Cones are less sensitive to light and can tolerate more light when compared to rods. There
are 3 types of cone each sensitive to a different wavelength allowing color vision. The eye
has approximately 6 million cones, mainly concentrated on fovea, a small area of retina
where images are fixated.
There is a blind spot where optic nerve enters the eye and has no rods or cones, yet our
visual system compensates for it.
Specialized nerve cells called ganglion cells. The two types are: X cells concentrated in
fovea and responsible for early detection of pattern whereas Y cells widely distributed in the
retina and responsible for early detection of movement.
Visual perception
Visual perception involves how we perceive size, depth, brightness and color, perception of
brightness and perceiving color.
Capabilities and limitations of visual processing
Visual processing allows transformation and interpretation of a complete image.
It creates Context illusion, over compensation illusion, proof reading illusion, lines and
optical center illusion.
II. Reading
There are three stages in the reading process.
o First, the visual pattern of the word on the page is perceived.
o It is then decoded with reference to an internal representation of language.
The final stages of language processing include syntactic and semantic analysis and operate
on phrases or sentences.
III Hearing
The sense of hearing is often considered secondary to sight, but we tend to underestimate the
amount of information that we receive through our ears.
The human ear
The ear comprises three sections, commonly known as the outer ear, middle ear and
inner ear.
Sound is changes or vibrations in air pressure and has a number of characteristics such
as pitch, loudness and type of sound.
The auditory system performs some filtering of the sounds received, allowing us to
ignore background noise and concentrate on important information.
IV. Touch
The third and last of the senses that we will consider is touch or haptic perception.
Touch provides us with vital information about our environment.
It tells us when we touch something hot or cold, and can therefore act as a warning.
We receive stimuli through the skin.
The skin contains three types of sensory receptor: thermo receptors respond to heat and
cold. nociceptors respond to intense pressure, heat and pain, and mechanoreceptors respond
to pressure.
V. Movement
A simple action such as hitting a button in response to a question involves a number of
processing stages.
The stimulus is received through the sensory receptors and transmitted to the brain.
The question is processed-and a valid response generated. The brain then tells the
appropriate muscles to respond.
Each of these stages takes time, which can be roughly divided into reaction time and
movement time.
Movement time is dependent largely on the physical characteristics of the subjects: their age
and fitness. Reaction time varies according to the sensory channel through which the stimulus is
received.
Speed and accuracy of movement are important considerations in the design of interactive
systems, primarily in terms of the time taken to move to a particular target on a screen. The
target may be a button, a menu item or an icon.
One common form is
Human Memory
Memory contains our knowledge of actions or procedures.
It allows us to repeat actions, to use language, and to use new information received via our
senses.
It also gives us our sense of identity, by preserving information from our past experiences.
Types of Memory
They are three types of memory,
Sensory Memory
Short Term Memory or Working Memory
Long-Term Memory
I. Sensory Memory
Sensory memory is the shortest term element of memory.
It is the ability to retain impressions of sensory information after the original stimuli have
ended.
It acts as a kind of buffer for stimuli received through the five senses of sight, hearing,
smell, taste and touch retained accurately but for a flick of seconds.
o The sensory memory for visual stimuli is known as iconic memory.
o The memory for aural stimuli is known as echoic memory.
o The memory for touch is known as haptic memory.
o Example Firework displays where moving sparklers leave a persistent image in
the order of 0.5 seconds.
Episodic memory represents our memory of events and experiences in a serial form. An
example would be a memory of our 1st day at school.
Semantic memory structured record of facts, concepts and skills that we have acquired.
For example, London is the capital of England. It involves conscious thought and is
declarative.
3. List out and explain the various types of Reasoning and Problem solving
with an example. (8 Mark)
Reasoning and Problem Solving
A. Reasoning
The process by which we use the knowledge to derive conclusions is known as reasoning.
Types
Deductive reasoning
Inductive Reasoning
Abductive reasoning
I. Deductive reasoning
It derives logically necessary conclusion from the given premises.
Example
o If it is Monday then she will go to office.
o It is Monday
o Therefore she will go to office.
B. Problem Solving
The process of finding a solution to a problem through the information, knowledge and skills we
have.
Gestalt Theory
Problem Space Theory
Analogy in Problem Solving
I. Gestalt Theory
According to this theory, problem solving is a process of reproducing known responses or use of
trial and error concept.
The two types are Productive and Reproductive.
Productive problem solving is deriving a solution from previous experience whereas
Reproductive problem solving involves insight and restructuring of the problem.
Similarity occurs when objects look similar to one another. People often perceive them as a
group or pattern.
The example below (containing 11 distinct objects) appears as as single unit because all of the
shapes have similarity. Unity occurs because the triangular shapes at the bottom of the eagle
symbol look similar to the shapes that form the sunburst. This is called anomaly.
1. Unconscious incompetence It is the first stage where we don't know much about the skills
and also we don't know how much we don't know. We have a very basic understanding of the
skill.
2. Conscious incompetence It is the stage where we have learned enough about the skill to
realize how little we know.
3. Conscious competence It is the stage where we find ourselves able to perform the skill
increasingly well but it takes lot of concentration and hard work to do so.
4. Unconscious competence It is the stage where our ability to perform the skill has become
almost second nature and need less conscious effort.
Devices
Display Devices
QWERTY keyboard
V. Speech Recognition
Speech recognition is a promising area of text entry, but it has been promising for a
number of years and is still only used in very limited situations.
There is a natural enthusiasm for being able to talk to the machine and have it respond to
commands, since this form of interaction is one with which we are very familiar.
Mouse
Touchpad
Trackball and Thumbwheel
Joystick and Keyboard Nipple
Touch-Sensitive Screens
Stylus and Light Pen
Digitizing Tablet
Eyegaze
I. Mouse
It is Handheld pointing device.
o very common
o easy to use
o Two characteristics - planar movement & buttons.
II. Touchpad
They are small touch sensitive tablets and requires several strokes to move the cursor across the
screen.
It is used mainly in laptops.
It is fast stroke,
o Lots of pixels per inch moved.
o Initial movement to the target.
It is slow stroke,
o Fewer pixels per inch moved
o For accurate positioning
Thumbwheels
For accurate CAD two dials for X-Y cursor position.
For fast scrolling single dial on mouse.
Keyboard nipple
Controls the rate of movement across the screen.
V. Touch-Sensitive Screens
The touch screen is very fast, and requires no specialized pointing device.
It is especially good for selecting items from menus displayed on the screen.
They work in one of a number of different ways: by the finger (or stylus) interrupting a matrix of
light beams, or by capacitance changes on a grid overlaying the screen, or by ultrasonic
reflections.
Light Pen
It now rarely used.
It uses light from screen to detect location.
VIII. Eyegaze
Eyegaze systems allow you to control the computer by simply looking at it! Some systems
require you to wear special glasses or a small head-mounted box, others are built into the screen
or sit as a small box below the screen.
Bitmap Displays
Technologies
o Cathode Ray Tube
o Liquid Crystal Display
Large Displays
Digital Paper
I. Bitmap Displays
II. Technologies
1. Cathode Ray Tube
It is Stream of electrons emitted from electron gun, focused and directed by magnetic fields, hit
phosphor-coated screen which glows.
It is used in TVs and computer monitors.
Positioning in 3D Space
3D Displays
I. Positioning in 3D Space
cockpit and virtual controls
o Steering wheels, knobs and dials ... just like real!
the 3D mouse
o six-degrees of movement: x, y, z + roll, pitch, yaw
data glove
o fibre optics used to detect finger position
VR helmets
o detect head motion and possibly eye gaze
whole body tracking
o accelerometers strapped to limbs or reflective dots and video processing
II. 3D displays
Desktop VR
o ordinary screen, mouse or keyboard control
o perspective and motion give 3D effect
Seeing in 3D
o use stereoscopic vision
o VR helmets
Screen plus shuttered specs, etc.
Scanning
Two sorts of scanner
Flat-bed: paper placed on a glass plate, whole page converted into bitmap.
Hand-held: scanner passed over paper, digitising strip typically 3-4" wide.
I. Cache Memory
Cache memory is a very high speed semiconductor memory which can speed up CPU.
It acts as a buffer between the CPU and main memory.
It is used to hold those parts of data and program which are most frequently used by CPU.
Advantages
The advantages of cache memory are as follows,
o Cache memory is faster than main memory.
o It consumes less access time as compared to main memory.
o It stores data for temporary use.
Disadvantages
o Cache memory has limited capacity.
o It is very expensive.
sometimes
Network capacity
Most computers are linked by networks. At the simplest this can mean using shared files on a
remote machine.
When accessing such files it can be the speed of the network rather than that of the memory
which limits performance.
(c) Ergonomics
Study of the physical characteristics of interaction.
Ergonomics are good at defining standards and guidelines for constraining the way we design
certain aspects of systems.
Arrangement of controls and displays
o e.g. controls grouped according to function or frequency of use, or sequentially
Surrounding Environment
o e.g: seating arrangements adaptable to cope with all sizes of user
Health Issues
o e.g. physical position, environmental conditions (temperature. humidity), lighting, noise.
Use of Colour
o e.g: use of red for warning, green for okay, awareness of colour-blindness etc.
Interaction Styles
Interaction can be seen as a dialog between the computer and the user.
The choice of interface style can have a profound effect on the nature of this dialog.
Common interaction styles are,
II. Menus
It is a Set of options displayed on the screen.
Options visible
o Less recall - easier to use.
o Rely on recognition so names should be meaningful.
Selection by
o Numbers, letters, arrow keys, mouse.
o Combination (e.g. mouse plus accelerators).
Often options hierarchically grouped
o Sensible grouping is needed.
Restricted form of full WIMP system
Spread sheets
First spreadsheet VISICALC, followed by Lotus 1-2-3 MS Excel most common today.
Sophisticated variation of form-filling,
o Grid of cells contain a value or a formula
o Formula can involve values of other cells e.g. sum of all cells in this column
o User can enter and alter data spreadsheet maintains consistency
VI. Wimp Interface
It is a Windows, icons, mice, and pull-down menus!
It default style for majority of interactive computer systems, especially PCs and desktop
machines.
VII. Point and click interfaces
It is used in multimedia, web browsers and hypertext.
Just click something! - icons, text links or location on map.
It is Minimal typing.
VIII. Three dimensional interfaces
virtual reality
'ordinary' window systems
o highlighting
o visual affordance
o Indiscriminate use just confusing!
3D workspaces
o use for extra virtual space
o light and occlusion give depth
distance effects
10. Describe about the Elements of the WIMP Interface. (16 Mark)
Elements of the WIMP Interface
Windows
Icons
Pointers
Menus
Buttons
Toolbars
Palettes
Dialog boxes
I. Windows
Areas of the screen that behave as if they were independent,
o can contain text or graphics
o can be moved or resized
o can overlap and obscure each other, or can be laid out next to one another (tiled)
o scroilbars
o allow the user to move the contents of the window up and down or from side to side
o title bars - describe the name of the window
II. Icons
It is a small picture or image.
It represents some object in the interface.
o Often a window or action
It windows can be closed down (iconised).
III. Pointers
It is a important component.
o WIMP style relies on pointing and selecting things.
It uses mouse; trackpad, joystick, trackball, cursor keys or keyboard shortcuts.
It is wide variety of graphical images.
IV. Menus
It is choice of operations or services offered on the screen.
Required option selected with pointer.
Kinds of Menus
Menu bar at top of screen, menu drags down.
o pull-down menu - mouse hold and drag down menu
o drop-down menu - mouse click reveals menu
o Fall-down menus - mouse just moves over bar!
Contextual menu appears where you are
o pop-up menus - actions for selected object
o pie menus - arranged in a circle
easier to select item (larger target area)
quicker (same distance to any option)
V. Buttons
It is individual and isolated regions within a display that can be selected to invoke an action
Special kinds
o radio buttons
o set of mutually exclusive choices
VI. Toolbars
Long lines of icons but what do they do?
fast access to common actions
often customizable:
o choose which toolbars to see
o choose what options are on it
VII. Palettes and tear-off menus
Problem
Menu not there when you want it.
Solution
palettes little windows of actions
o shown/hidden via menu option
o e.g. available shapes in drawing package
o tear-off and pin-up menus
menu 'tears off' to become palette.
VIII. Dialog boxes
Information windows that pop up to inform an important event or request. e.g: when saving a
file, a dialogue box is displayed to allow the user to specify the filename and location.
Once the file is saved, the box disappears.
Paradigms
Successful interactive systems are commonly believed to enhance usability and, therefore, serve
as paradigms for the development of future products. They are Predominant theoretical
frameworks or scientific world views.
o e.g., Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in physics.
Paradigms of interaction
New computing technologies arrive, creating a new perception of the humancomputer
relationship.
We can trace some of these shifts in the history of interactive technologies.
Time Sharing
Video Display Units
Programming Toolkits
Personal Computing
Window Systems and The Wimp Interface
Metaphor
Direct Manipulation
Language Versus Action
Hypertext
Multi-Modality
Computer-Supported Cooperative Work
World Wide Web
Agent-Based Interfaces
Ubiquitous Computing
Sensor-Based And Context-Aware Interaction
I. Time Sharing
1940s and 1950s explosive technological growth- the significant advances in computing
consisted of new hardware technologies.
1960s Need to channel the power.
The concept of time sharing is that a single computer supporting multiple users.
II. Video Display Units
It is more suitable medium than paper.
1962 Sutherland's Sketchpad.
Computers for visualizing and manipulating data from the computer in the form of images on a
VDU (video display units).
One person's contribution could drastically change the history of computing.
III. Programming Toolkits
Engelbart at Stanford Research Institute in the 1960s worked towards achieving the manifesto
set forth in 1963.
The right programming toolkit provides building blocks to produce complex interactive systems
IV. Personal Computing
VI. Metaphor
Relating computing to other real-world activity is effective teaching technique,
o LOGO's turtle dragging its tail,
o File management on an office desktop,
o Word processing as typing,
o Financial analysis on spreadsheets,
o Virtual reality user inside the metaphor.
IX. Hypertext
In mid 1960s Nelson describes hypertext as non-linear browsing structure.
Hypermedia (or multimedia) is used for non-linear storage of all forms of electronic media.
X. Multimodality
This mode is a human communication channel.
It is emphasis on simultaneous use of multiple channels for input and output.
XI. Computer Supported Cooperative Work (CSCW)
CSCW removes bias of single user / single computer system.
It Can no longer neglect the social aspects.
Electronic mail is most prominent success.
XII. World Wide Web
Hypertext, as originally realized, was a closed system.
Simple, universal protocols (e.g. HTTP) and mark-up languages (e.g. HTML) made publishing
and accessing easy.
Critical mass of users leads to a complete transformation of our information economy.
XIII. Agent-based Interfaces
Original interfaces
o Commands given to computer.
o Language-based.
Direct Manipulation/WIMP
o Commands performed on "world" representation.
o Action based.
Agents
o Return to language by instilling proactively and "intelligence" in command processor.
o Avatars, natural language processing.
IVX. Ubiquitous Computing
Ubiquitous Computing is "The most profound technologies are those that disappear."
It was developed by Mark Weiser, 199.
Late 1980's: computer was very apparent.
How to make it disappear?
o Shrink and embed/distribute it in the physical world.
o Design interactions that don't demand our intention.