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HCI Introduction

The document outlines the evolution of machines and user interface design, detailing the progression from basic machines to intelligent systems and future augmented reality. It discusses key concepts in human-centered design, including affordances, signifiers, feedback, and the seven stages of action, emphasizing the importance of user satisfaction and effective interaction. Additionally, it explores the psychological aspects of user experience, highlighting the visceral, behavioral, and reflective levels of processing in human actions.

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0% found this document useful (0 votes)
4 views42 pages

HCI Introduction

The document outlines the evolution of machines and user interface design, detailing the progression from basic machines to intelligent systems and future augmented reality. It discusses key concepts in human-centered design, including affordances, signifiers, feedback, and the seven stages of action, emphasizing the importance of user satisfaction and effective interaction. Additionally, it explores the psychological aspects of user experience, highlighting the visceral, behavioral, and reflective levels of processing in human actions.

Uploaded by

minholee1502
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Machine ….

Meaning
Machine
noun
1. an apparatus using mechanical power and having several parts, each with a
definite function and together performing a particular task.
verb
2.make or operate on with a machine.
interface ….meaning
interface
noun
noun: interface; plural noun: interfaces
1. a point where two systems, subjects, organizations, etc. meet and interact.
2. Computing a device or program enabling a user to communicate with a
computer.
verb
1. interact with (another system, person, etc.).
2. Computing connect with (another computer or piece of equipment) by an
interface.
INTRODUCTION
• Era of Machines
• Evolution of washing machines
HISTORY OF USER INTERFACE DESIGN

1. First Generation – Machines that reduce physical labor


HISTORY OF USER INTERFACE DESIGN
CONTINUE..
2. Second Generation – Machines that Displayed output
3. Third Generation – Machines that provided output with feedback
HISTORY OF USER INTERFACE DESIGN
CONTINUE..
4. Fourth Generation – Machines with Computing power
HISTORY OF USER INTERFACE DESIGN
CONTINUE..
5. Fifth Generation -- Intelligence System
HISTORY OF USER INTERFACE DESIGN
CONTINUE..
6. Future – Augmented Reality
HARDWARE, SOFTWARE AND OPERATING ENVIRONMENT

• Hardware
• Software
• Operating Environment
• User Interface
PSYCHOPATHOLOGY OF EVERYDAY THINGS
• Psycho=mind, pathos=suffering/disease, logy=study
• Psychopathology= the study of mental illness
• Complexity of Modern Devices
• Confusing Designs
HUMAN CENTERED DESIGN
• Designers goal- user satisfaction
• Mental model- Microsoft word
• Norman’s four aspect for conceptual models to used or constructed
1.Feedback
▪ Every single user action – acknowledged immediately
▪ Example: previously taken faulty washing machine
2.Constraints
▪ Prevent user from making mistake
▪ Poor design
3.Affordances
▪ Convey the rules by leaving visual clues
4.Power of observation
▪ Learn from struggle of others
NORMAN’S FUNDAMENTAL PRINCIPLES OF INTERACTION

• Affordances -

Actual properties of an object that suggest how it can be used

• Little aspects that tell the human what needs to be done


• Psychologist J.J. Gibson defines affordances as ” the qualities of the physical
world that suggest the possibility of interaction relative to the ability of an
actor to interact”
• Fundamental qualities of affordances
• An affordance exists relatively to the action capabilities of a particular
actor
• Existence of affordance is independent of an actor’s ability to perceive it
• An affordance does not change as the needs and goals of the actor change
NORMAN’S FUNDAMENTAL PRINCIPLES OF INTERACTION…

• Container in kitchen
• Locking features
• Those features of the physical appearance than contribute in
explaining to the user the mechanism with which it operates can be
called as its affordances
• Example: Blinking vertical line, round red button
• Affordances are the visual clues that leads the user to understand
the functionality of the object
SIGNIFIERS

• Physical form of showing the functionality to the user

• Sometimes affordances are not clear enough to tell the user about
functionality of object

• Signifier removes all the ambiguity


• Example: sound, a printed word, an image, etc
Affordances, Perceived Affordances and Signifiers

• Panel of lift
• Enter key
MAPPING
▪ To present the relationship between two object is mapping

▪ Every action has to be acknowledged in some way

▪ Good mapping between the action and consequences


▪ Example: mouse right movement , steering a car wheel in a clockwise
direction, volume of a device, Greater than sign in mathematics
▪ Fan Regulator
FEEDBACK
▪ Feedback is the best and the fastest way of learning

▪ Trial and error method

▪ Learning new features of device now a days

▪ Feedback should not only be prompt, but also predictable to the user

▪ A correct mapping of the actions and consequences creates a good feedback


system
CONCEPTUAL MODEL
• Affordances induce a thought of action

• Signifiers affirm that thought

• Mapping his action to a consequences provides a feedback

• Good feedback encourages learning

• Repeated learning creates a mental model in the user about the system

• “I think the system does this” is different from what the system actually does

• A conceptual model is developed gradually in the user’s mind after repeatedly interactions with a
system

• Design model is the conceptual model of the designer

• Joke of Cup holder tray


PSYCHOLOGY OF EVERYDAY ACTIONS
• How do People do things
• Our aim should not be to make humans adapt to our product
Instead to build products that can adapt to the humans
✔Easily we can use a product without external help
✔Successful design
7 STAGES OF ACTION AND 3 LEVELS OF PROCESSING

• Seven Stages of Action


• Norman states that human actions have two aspects, execution and
evaluation
• We perform and action (execution) and then analyze our action if that is what
we wanted (evaluation)
• Every action is performed in seven stages
1. Forming the goal
7 STAGES OF ACTION AND 3 LEVELS OF PROCESSING..

▪ Execution
2. Forming the interaction (Plan)
3. Specifying an action (specify)
▪ Evaluation
4. Executing the action (perform)
5. Perceiving the state of the world (perceive)
6. Interpreting the state of the world (reflect)
7. Evaluating the outcome (compare)
7 STAGES OF ACTION AND 3 LEVELS OF PROCESSING…

Example: You are alone at home and bored, so you go and watch a movie
1. I want to kill my boredom (goal)

2. Movie sees to be good idea (plan)

3. Check for the nearest cinema and show time (specify)

4. Purchase a ticket and go sit in the movie hall (perform)

5. You watch the audio, visual effects of the movie (perceive)

6. You interpret the effects to your understanding (reflect)

7. After the movie, you say to yourself “that was a good time pass” (compare)
The Gulf of Execution and Evaluation

• There is always a gap between what we wanted to do, and what we have done

• Norman calls this as The Gulf of Execution and Evaluation

• We wanted to kill boredom, and what had done was watched a movie

• Most of time, what we do does not satisfy our goal


• Gulf of Execution:
• The distance between the options available and the user’s goal is the gulf of execution
• You need to find if the system provides actions that corresponds to the intentions of the
person
• Gulf of Evaluation:
• The amount of effort a person has to put to interpret the options available on the system
and determine if they will match his intentions
THREE LEVELS OF PROCESSING
1. Visceral level:
• Most immediate level of processing
• Human reacts to audio, visual and other aspects of a product before experiencing it
• The look and feel of the product dominates the user in this level
• An immediate decision is made about what is good, bad, safe or dangerous
• Bright color, sweet taste, melody, smooth surface, etc
• Our brain is trained to likes or dislikes based on our culture belief and social upbringing
• Visceral design often corresponds to creating an aesthetically pleasing appearance
• Creative skills of a visual and graphics designer alone creates an impact on the user
• Only after this level approves of the product, we proceed towards working with it
THREE LEVELS OF PROCESSING
2. Behavioral level:
• Middle level of processing
• Emotional brain takes control of the decision making
• We enjoy working on familiar and simple environment
• Here functionality of product take prime importance
• In behavioral design, semantics and usability practices are primarily addressed
• It tells the user how to “behave” or “respond” to a communication or feedback given by the
product
• Example: a dialog box with an error or warning message tells the user what needs to be done
next
THREE LEVELS OF PROCESSING

3. Reflective level:
• Last level of processing
• A careful analysis and reflection of all the incidents or experiences is made
• The meaning of experience is stored in our brain
• Through reflection, we try to share our experience by designing models and convert them
into prototype
• Reflective design is nothing but the effort to develop long term relationship with
customer
• Reflective design can tell us about the customer’s inclination towards various ranges of
products
7 STAGES OF ACTION AND 3 LEVELS OF PROCESSING
• At reflective level - identified our goal

• Analysis past experiences or future requirements, we make a plan to achieve this goal

• Then based on our mood, likes and dislikes we choose a method to execute that plan - behavioral level

• Most of the times our decisions are affected by our emotions

• strongest influence over a human being

• At visceral level - actually perform the specified method

• Our senses of vision, hearing, smell, touch and taste are used to perceive the action being performed

• These perceptions are then interpreted and given a meaning by behavioral level again

• Finally reflective level analyses our experience and compares it with the initial goal

• It stores this experience as positive or negative for future reference


7 STAGES OF ACTION AND 3 LEVELS OF PROCESSING
7 STAGES OF ACTION AND 3 LEVELS OF PROCESSING

• Example: watching a movie because we were bored.


1. Goal:
▪ I want to kill my boredom
▪ Reflective level analyzed your situation as boredom, and realizes from past
experience that it should be avoided
2. Plan:
▪ Movie seems to be a good idea
▪ Again reflective layer gathers from past experiences that a movie is a good
distraction
3. Specify:
▪ Check for the nearest cinema and show time
▪ Now behavioral layer has its likes and dislikes
▪ It takes the responsibility of choosing the perfect movie for the moment
7 STAGES OF ACTION AND 3 LEVELS OF PROCESSING…
4. Perform:
▪ Purchase a ticket and go sit in the movie hall
▪ Visceral level takes care of the physical activities, like choosing the seat, making payment,
reaching the movie hall and watching movie
5. Perceive:
▪ You watch the audio visual effects of the movie
▪ Visceral level appreciates the various audio and visual effects of movie
▪ The actions presented, the sound effects, the direction, etc., creates an impression about the
movie
6. Reflect:
▪ You interpret the effects to your understanding
▪ Now the behavioral level reacts to these perceptions with an emotion
▪ We relate ourselves with one of the actors emotionally
▪ We cry, laugh and get angry while watching the movie
▪ This level appreciates the story line of the movie
7 STAGES OF ACTION AND 3 LEVELS OF PROCESSING…

7. Compare:
• After the movie, you say to yourself “that was a good time pass”
• Now the reflective level gives a meaning to the entire experience, by comparing it
with the goal
• It sure killed the boredom
• So it was a good idea
• Next time when you feel bore, you will consider watching another movie.
Thank You

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