Human Computer Interaction 1
Human Computer Interaction 1
Vision
The University of Choice for higher learning with strong research orientation that
produces professionals who are socially responsive to and responsible for human
development; ecological sustainability; and, peace and security within and beyond
the region.
Mission
The Western Mindanao State University, set in a culturally diverse environment, shall
pursue a vibrant socio-economic agenda that include:
•A relevant instruction paradigm in the education and training of competent and
responsive human resource for societal and industry needs;
•A home for intellectual formation that generates knowledge for people
empowerment, social transformation and sustainable development; and;
•A hub where science, technology and innovation flourish enriched by the wisdom
of the Arts and Letters, and Philosophy.
Goals
The institute shall provide academic excellence in the field of Information and
Communication Technology, with emphasis on the following goals:
• Comprehensive faculty development plans
• Achievement of Level 2 accreditation status for curricular programs
• Excellence in quality of graduates
• Outcomes-based curricular offerings
• Strong linkages of partner industries and institutions Institutional
building and development BACKGROUND OF THE WORKBOOK
TABLE OF CONTENTS
TITLE Page
I. Introduction
II. Objectives
Exercise 1. You draw a concept map that explains the importance of HCI in the box
given. Then, discuss your drawing.
Concept Map
Usability
Software
Design HCI
Engineering
Discussions
As you can see in my concept map for me this the 4 importance when it comes
from HCI. The Information Architecture is the structural design of shared
information environments that are organizing labeling websites, software to
support usability and findability and many more. Usability is concerned with
making systems easy to learn, easy to use, and with limiting error frequency and
severity. The Software Engineering is concerned with methods and tools for the
development of human-computer interfaces, assessing the usability of
computer systems and with broader issues about how people interact with
computers. And the last is the Design, Design is considered as a problem-
solving process that has components like planned usage, target area,
resources, cost, and viability.
Exercise 2. List down the Seven (7) Principles of HCI and its importance. Provide an
example for each principle of HCI through an illustration (examples should not be
taken from the lecture notes)
3. Reduce Memory This principle makes the Example the apps that are
Load easier way to less memory very simple, classic and
load. can make you satisfied
than the apps that are
heavy and so much design
but there is the same.
6. Prevent This the best to make the Example when you make a
Errors/Reversal of user satisfied to simply give a website you should state
Action name of every icon or words the name or specific icon
that the are curiously going to that the user can
click to prevent errors. understand properly and
the prevent mistakes of
their work.
Screen shots
2. With its design and functionalities, has the device achieved the goal of HCI?
Explain your answer.
Yes, because if they are usable, safe, and functional they are already
achieved the goal of HCI. And it can help the user also, so it is a best
electronic device for me.
I. Introduction
How many interactive products are used every day? Think for a minute about
what you are using on a typical day: cell phone , computer, personal organizer,
remote control, soft drink machine, coffee machine, ATM, ticket machine, library
information system, web, photocopier, watch, printer, stereo, calculator... it is an
endless list. Just think about how useful they are for a minute. How many are fast,
effortless, and enjoyable to use? In this activity, you will know the role of interaction
design in Human Computer Interaction (HCI) through assessment and application of
principles. You will also evaluate and determine a good design from a bad one.
II. Objectives
Exercise 1. You compare how making a call differs when using the following
devices:
• a public Phone boxes
• a Cell phone
DEVICES COMPARISO
N
Kind of Users Type of Activities Context of Use
Being
Supported
. Phone Public phones Most phone boxes are Phone boxes are
Box are designed to designed with a simple intended to be used in
be used by the mode of interaction: public places, say on
public. Many insert card or money the street or in a bus
have Braille and key in the phone station, and so have
embossed on number. If engaged or been designed to give
the keys and unable to connect the the user a degree of
speaker money or card is privacy and noise
volume control returned when the protection using hoods
to enable receiver is replaced. and booths.
people who are There is also the option
blind and hard of allowing the caller to
of hearing to make a follow-on call by
use them. pressing a button rather
than collecting the
money and reinserting it
again. This function
enables the making of
multiple calls to be more
efficient.
. Cell Cell phones are Cell phones have a Cell phones have been
Phone intended for all more complex mode of designed to be used
user groups, interaction. More any place and any
although they functionality is provided, time. However, little
can be difficult requiring the user to consideration has been
to use for spend time learning how given to how such
people who are to use them. For flexibility affects others
Guide Questions:
Coin purses are usually small zippered wallets carried inside a larger
handbag or woman's purse. Coin purses often have a large central pocket in
order to hold coins and paper currency, plus a number of auxiliary
compartments for credit cards, personal identification and other small items.
It didn’t fit any types of cards like credit card or debit card.
II. Objectives
The human is an information processor which receives input from the world,
stores, manipulates and uses information, and reacts to the information received.
Information is received through the senses, particularly through sight, hearing, and
touch. It can be stored in memory, whether temporarily in sensory or working
memory, or in long-term memory permanently. It can then be used for reasoning and
problem-solving. Furthermore, recurrent familiar situations allow people to acquire
skills in a particular field, as their information structures become more clearly
defined. However, this could also lead to error, when the context changes.
Human perception and cognition are complex and sophisticated, but not
unlimited. Understanding the human capacity and limitations as a processor of
Exercise 1. You write down five (5) capabilities and five (5) limitations of Human
Perception. Complete the table given below.
2. Touch Pain
4. Taste Odor
5. Smell Stink
Exercise 2. You analyze the different optical illusions below and provide your
answers on the space provided for. Also, provide a brief justification for your answer.
1.
2.
3.
4.
5.
Exercise 3. You identify the type of Long-Term Memory (LTM) whether episodic,
procedural, or semantic given the examples below.
Exercise 4. You identify the levels of emotional design whether visceral, behavioral,
or reflective given the examples below. Provide a brief justification for your answer.
Reflective
1.
x
Behavioral
2.
Reflective
3.
Visceral
4.
5.
I. Introduction
II. Objectives
Exercise 1. You find at least 5 different examples as you can of physical controls
and displays. Do the following:
(a) List them
(b) Try to group them or classify them.
(c) Discuss whether you believe the control or display is suitable for its purpose.
Discussions
CCTV systems may operate continuously or only as required to monitor a particular
event. A complete motion sensor alarm system has a few main components.
Biometrics is the measurement and statistical analysis of people's unique physical and
behavioral characteristics. Picture IDs is an identity document that includes a
photograph of the holder, usually only their face. Locked and dead-bolted steel doors
is a locking mechanism distinct from a spring bolt lock because a deadbolt can be
opened only by a key or handle.
Exercise 2. You examine a range of input and output devices to understand how
they influence interaction.
- A mouse is used to move a little cursor around the screen, clicking and
dragging as you go. if you let go of the mouse, the cursor will stop. The
computer is relying on you to move the mouse, the mouse won't move on its
own! Therefore, it is an input device.
3. Are these adequate for all possible applications? If not, to which areas are
they most suited? Do these areas map well onto the typical requirements for
users of computer systems?
- They are best suited for general inputs and program control where speed is not
a major factor. While many games can be played using a mouse and keyboard,
they are much more fun using a dedicated controller such as a game pad or
joystick. Many graphics applications are easier and quicker to use with either a
stylus and graphics tablet or by using a touch screen.
Problem 2. If you were to design a keyboard for a modern computer, and you
wanted to produce a faster, easier to use layout, what information would you need to
know and how would that influence the design?
Discussions
Discussions
I pick this as a scenario because it can be used as both input and output devices. Word
processor can read aloud the contents of the word processing the program to users with
severe blindness. This software can read an entire word processing document or it can echo
each letter, word or sentence. As an input device, word processor provide audio feedback to
keystrokes from a standard keyboard to help the user identify what they’ve type and it also
helps the user verify what they’ve type if the user is blind. As an output device, word
processor can read the contents aloud to the user. This device provides for the person that
has a low vision access to written the word processing documents. Although this software is
utilized as a text to speech device, it only works in word processing documents.
Exercise 3. Design any assisted device either for senior citizen or persons with
disabilities (PWD) and analyze how its properties or attributes influence interaction.
Include labels in your drawing.
Analysis
It is essential to know how the human user uses the computer as a tool to
perform, simplify, or support a task. To do this, the users must communicate their
requirements to the computer. The process of communication between the user and
computer is called Interaction. There are several ways in which the user can
communicate with the system efficiently and effectively through different interaction
styles. In this activity, you will demonstrate your understanding of interaction and its
relation to the user and to the computer through illustrations, examining of different
models, and evaluating variety of styles of interaction. Also, you will know the
essential role of ergonomics in interaction design through analysis of the physical
characterisation of interaction.
II. Objectives
Exercise 1. Illustrate the general framework of interaction. After, you explain the
relation of interaction between the user and the computer system.
Illustration
Discussions
Exercise 3. List down three (3) examples of software that uses command-line
interface in real-life application. Discuss each of the listed examples.
5. Form-Fills
and Formulae can be used to
Spreadsheets instantly recalculate totals. Lack of control and security.
8. 3D Interfaces
Visually appealing design.
System functionality cannot be
adjusted or adapted.
3. Discuss the arrangement of the text, menu, and image on the website.
- So far as I see the arranging in the text, menu, and image is very perfect I want
to create a website like this one.
4. if you are to re-design the website, what modifications would you like to
make? Provide hand sketches for the better interface of the website. Give a
suggestion on identified problem.
- Keep the interface simple, create consistency and use common UI elements,
be purposeful in page layout, strategically use color and texture, use
typography to create hierarchy and clarity, make sure that the system
communicates what’s happening, and Think about the defaults.
I. Introduction
The analysis of the design space directly reflects the fact that no design
activity can hope to reveal all design options, therefore the best thing you can look
forward to is to document the small part of the design space being examined. This
activity will allow you to examine the design through design space analysis using the
Questions, Options, and Criteria (QOC) approach. After examining, you will learn to
create a QOC notations by creating your own scenario.
II. Objectives
The design process consists of a series of decisions that link the vast set of
potential systems to the one delivered to the customer. The purpose of the Design
rationale, in its many forms, is to allow the designer to manage the information on
the decision-making process, in terms of when and why design decisions have been
taken and what the consequences of those decisions have for the user in carrying
out his work. Questions, Options and Criteria (QOC) Notation is one of the
approaches used in the design rationale. It is characterized as an analysis of the
design of the space, initially structured by a set of questions representing the major
issues of design.
Exercise 1. Create a design space analysis given a scenario below. Then, provide
your answers on the items given.
Scenario:
Semester break is just around the corner. You and six other friends are
planning to have a vacation to the interesting travel destination. Referring to the
situation, produce a graphic solution using design space analysis (QOC notation) to
indicate transportation method to your selected destination.
Discussions
Scenario
.
1. State the problem
4. Develop the QOC diagrams of your formulated scenario and explain the
diagram
I. Introduction
II. Objectives
3. Your app should not allow other substances like caramel or white chocolate to
be added to a perfectly good coffee. Issue a severe admonishment in that
case, clear the current order, and force the user to start over.
7. Issue a confirmation of the total order before finally sending it to the barista.
Exercise 2. Based on the designed paper prototypes, allow two persons to try your
design and pretend to be the customer and order some drinks, while the other two
people operate the app in response to their taps by shuffling pieces of the UI.
Storyboards
I. Introduction
This activity will allow you to explore software environment and design to
assess its usability and the principles, guidelines, and standards being applied.
II. Objectives
USABILITY PRINCIPLES OF
PRINCIPLES EACH U.P. DEFINITION AND EXAMPLES
1. Learnability
1. Predictability
Definition
3. Familiarity
USABILITY PRINCIPLES OF
PRINCIPLES EACH U.P. DEFINITION AND EXAMPLES
4. Generalizability
5. Consistency
2. Multi-Threading
USABILITY PRINCIPLES OF
PRINCIPLES EACH U.P. DEFINITION AND EXAMPLES
3. Task
Migratability
4. Substitutivity
3. Robustness 1. Observability
Definition
USABILITY PRINCIPLES OF
PRINCIPLES EACH U.P. DEFINITION AND EXAMPLES
2. Recoverability
3. Responsiveness
Exercise 2. Choose two (2) suitable examples for each of the following
environments.
• ____________________________________________________
b. Programming Environments
• ____________________________________________________
• ____________________________________________________
1. Provide screen shots of the interface design selected. Then, evaluate if the
interfaces meet the Schneiderman’s Eight Golden Rules that you had
learned during the class.
Programming Environments
Exercise 3. Choose two (2) suitable examples for each of the following
environments.
a. Multimedia Environment
• ____________________________________________________
• ____________________________________________________
• ____________________________________________________
• ____________________________________________________
1. Provide screen shots of the interface design selected. Then, evaluate if the
interfaces meet the Norman Seven (7) Design Principles that you learned
during the class.
Multimedia Environments
I. Introduction
II. Objectives
In an expert evaluation, we identify any areas that are likely to cause difficulties
because they violate known cognitive principles, or ignore accepted empirical results.
Using this approach, does not involve user participation. Moreover, we can perform this
approach through the use of methods such as analytic, review-based, and model-based
• You are at an early stage in the design of a spreadsheet package and you
wish to test what type of icons will be easiest to learn.
• You have a prototype for a theatre booking system to be used by potential
theatre-goers to reduce queues at the box office.
• You have designed and implemented a new game system and want to
evaluate it before release.
• You have developed a group decision support system for a solicitor’s
office.
• You have been asked to develop a system to store and manage student
exam results and would like to test two different designs prior to
implementation or prototyping.
• the participants
• the technique used
• representative tasks to be examined
• measurements that would be appropriate
Representative Tasks
Appropriate Measurement
Evaluation Plan
Representative Tasks
Appropriate Measurement
Evaluation Plan
Participants
Case 3
You have designed
and implemented a
new game system
Appropriate Measurement
Evaluation Plan
Participants
Case 4
You have developed
a group decision
support system for a
Techniques Used
solicitor’s office.
Representative Tasks
Evaluation Plan
Participants
Case 5
You have been asked
to develop a system
to store and manage
Techniques Used
student exam results
and would like to test
two different designs
prior to
implementation or
prototyping. Representative Tasks
Appropriate Measurement
Evaluation Plan
Exercise 2. Choose two school websites and explore each its navigation and
functionality
Website 2:
__________________________________________________________
1. Visibility of
system status
2. Match between
system and the
real world
4. Consistency and
standards
5. Error prevention
6. Recognition
rather than recall
7. Flexibility and
efficiency of use
8. Aesthetic and
minimalist design
9. Help users
recognize,
diagnose and
recover from
errors
I. Introduction
II. Objectives
I. Introduction
II. Objectives
Interaction Design involves two main goals such as Usability and User
Experience (UX). User Experience (UX) design is the process of interaction design
used to create products that provide users with meaningful and relevant experience.
This involves the designing of the entire process of product acquisition and
integration, including aspects of branding, design, usability, and function. Meanwhile,
one important aspect of UX is the usability of the product. It is the process of finding
the best match between a user’s needs and a product’s use.
Each goal of interaction design has a different set of goals. The Usability goals
include effectiveness, efficiency, safety, learnability, utility, and memorability.
On the other hand, the UX goals include satisfying, enjoyable, fun, entertaining,
helpful, motivating, aesthetically pleasing, supportive of creativity, rewarding, and
emotionally fulfilling.
Hence, we can say that UX design does not merely focus on what the product looks
or feels like but on how the product works and how usable the product to its intended
users.
2. Based on what you had learned during class discussions, compile your own
set of usability and user experience goals that you think will be most useful
in evaluating the software application. Decide which are the most important
ones and explain why.
I. Introduction
People have different capabilities and weaknesses. They come from different
backgrounds and cultures, can have different preferences, views and experiences;
they are different ages and sizes. These aspects have an impact on how an
individual will use a certain computing application and whether they can and not be
able to use it at all. With such diversity, we cannot assume a ‘typical’ user or design
will have the same impact to ours or from one person to the other.
In this activity, you will look at universal design in more detail. First, you will
examine the user experience towards the use of computer technology through
interview. the seven principles of universal design. Then look at different multi-modal
interactions and how these can help you provide redundancy in interaction through
interactive systems evaluation. Third, apply the different principles of Universal
Design through application development addressing human diversity. Lastly, perform
evaluation of the designed application.
II. Objectives
There are range of design approaches that we can use in order to meet
interactive experience in the context of human diversity. Universal design is about
designing systems that are accessible to all users in all circumstances, taking into
account human diversity in terms of disability, age and culture. It helps everyone to
design a system that can be used by someone who is deaf or hard of hearing to
benefit others working in a noisy environment or without audio equipment. Designing
to be accessible to screen-reading systems will make websites more accessible to
mobile users and older browsers.
1. Equitable Use
2. Flexibility in Use
3. Simple and Intuitive Use
4. Perceptible Information
5. Tolerance for Error
6. Low Physical Effort
7. Size and Space for Approach and Use
These principles were intended to cover all the areas of design and are
equally applicable to interactive systems design.
Exercise 1. Interview either (i) a person you know over 65 years of age or (ii) a child
you know under 16 years old about their experience, attitude and expectations of
computers. What factors would you take into account if you were designing an
interactive systems aimed at this person?
Discussions
Description and
Mechanism of the
game
2. Non-Speech
4. Handwriting Recognition
REFERENCES
2. Rogers, Y., Sharp, H and Preece, J. (2007). Interaction Design: Beyond Human
Computer Interaction, Second Edition, Wiley & Sons
4. Weintraub, M. , Tip, F. (n.d.). User Exerience (UX)/ User Interface (UI). Retrieved
from https://course.ccs.neu.edu/cs5500sp17/09-UX.pdf