Exploring Human Computer Interaction HCI
Exploring Human Computer Interaction HCI
Exploring Human Computer Interaction HCI
HUMAN-COMPUTER INTERACTION
10.5281/zenodo.10212300
EVALUATE THE PRINCIPLES OF HCI (1.1)
Hick-Hyman's law, named after psychologists William Edmund Hicks and Ray Hyman,
refers to a principle of response selection. According to this law, when individuals are
faced with an abundance of choices, their decision-making and response time
increase exponentially. Furthermore, the law suggests that response time also rises
when choices are presented in a disorganized manner (The Interaction Design
Foundation, 2021). Hick-Hyman’s law is disadvantageous when people are aware of
what they want to do despite being presented with choices. This reduces decision-
making time significantly.
RT = a + b log2 (n)
Where “RT” is the reaction time, “(n)” is the number of stimuli present, and “a” and
“b” are arbitrary measurable constants that depend on the task that is to be carried
out and the conditions under which it will be carried out.
FITTS’ LAW
Fitts' Law, coined after psychologist Paul Fitts, is a mathematical model that pertains to human
motion and finds extensive application in fields like human-computer interaction and ergonomics.
The fundamental principle of Fitts' law is that the time needed for an individual to move a pointer
(such as a mouse cursor) to a designated target area is determined by the ratio of the distance to
the target and the size of the target. In simpler terms, the greater the distance to cover and the
smaller the target's size, the more time it will take to complete the movement (The Interaction
Design Foundation, 2020). Without Fitts’ Law, it would have been a struggling endeavour to figure
out the concept behind the design development of some aspects of the software in accordance
with human ergonomics, interaction and perception. Below are the equations proposed by Fitts to
measure the difficulty of task selection and how human performance is involved with this.
2 ∗ 𝐷𝑖𝑠𝑡𝑎𝑛𝑐𝑒 𝐷
𝐼𝑛𝑑𝑒𝑥 𝑜𝑓 𝐷𝑖𝑓𝑓𝑖𝑐𝑢𝑙𝑡𝑦 𝐼𝐷 = 𝑙𝑜𝑔2 ( )
𝑊𝑖𝑑𝑡ℎ 𝑊
and,
𝐼𝑛𝑑𝑒𝑥 𝑜𝑓 𝐷𝑖𝑓𝑓𝑖𝑐𝑢𝑙𝑡𝑦 𝐼𝐷
𝐼𝑛𝑑𝑒𝑥 𝑜𝑓 𝑃𝑒𝑟𝑓𝑜𝑟𝑚𝑎𝑛𝑐𝑒 𝐼𝑃 =
𝑀𝑜𝑣𝑒𝑚𝑒𝑛𝑡 𝑇𝑖𝑚𝑒 𝑀𝑇
CRITIQUE INTERFACE DESIGN USING THE PRINCIPLES OF HCI (1.2)
• Perceptible Information
INTERFACES THAT SUPPORT COLLABORATION
Interfaces for certain systems should be designed in such a way that they can support
multi-user collaboration. It means that multiple users should have the ability to
collaborate on the same project (SaasWorthy, 2023).
The title refers to various ways a user can interact with a computer system (Soegaard,
2023). These are:
• Offer adaptable and seamless routes within • Simplify the switch between primary and
workflows secondary information
• Facilitate users in monitoring actions and • Highlight crucial information through visual
cognitive processes emphasis
SHNEIDERMAN’S EIGHT GOLDEN RULES OF INTERFACE DESIGN
Professor Ben Shneiderman devised eight golden rules of interface design which ensure that
system interface designs are user-centric (Shneiderman, et al., 2018).
There are many human-computer interaction (HCI) styles. Some of these are (Microsoft Corporation, 2021):
Keyboard and Mouse Interaction: Using a keyboard and mouse, it is possible for us to type and navigate programs such
as browsers, word processors, etc. However, from time to time, we can feel our fingerbones getting fatigued when we
use this interaction method frequently.
Touch Screen Interaction: Touch Screen interaction is when we navigate and operate a digital device by touching its
display. However, the downside is that such devices tend to be inoperable when the touchscreen display malfunctions.
Touchpad Interaction: Touchpad interaction is when we use a flat-surface pointing device to control our phones or
computers by touching it with our fingers. However, the downside is that touchpads may sometimes become
unresponsive due to heavy usage or its surface may break.
Voice Interaction: Voice interaction is when we use our voice to control a computer, converse with it or with our friends
and relatives through software and a microphone. The drawback is that sometimes, even with a high-quality
microphone, there are chances that the computer won’t properly be able to process what we said because of feedback
or background noise issues.
Stylus (Pen) interaction: Stylus (Pen) Interaction is the process of us interacting with our digital devices using a digital
pen. Using this, we can handwrite, sign or even draw precisely on our devices as we do on paper. The drawback is that
most of these do not have proper grips and is powered by a battery which can run out when you are doing something
important.
Gaze Interaction (Eye-Tracking Technology): Gaze interaction is mostly used to control a security system or a
computer. We scan the retina of our eyes to gain access to a secure facility while a specialized camera can be used to
track the movement of our eyes to control our computers. However, the major disadvantage is that moving eyes like that
constantly can lead to severe eyestrains and/or headaches.
INTERACTION DESIGN PROCESS
There are several stages in the design process of a system that can be interacted with
by a user. These are:
Determining the user’s requirements to analyze how this system can be used and what
processes can it accomplish is a critical first phase of this process. Afterwards, the
design of the interface following several principles, rules and heuristics mentioned
before in this slide should be commenced. As the development of the prototype is
finished, it should be sent to a small range of users so that the interface can be tested
and feedback can be gathered from users regarding their experience. Upon the success
of the prototype, necessary changes should be made and the design should be sent to
the developers to actually implement and deploy it in a software system (The
Interaction Design Foundation, 2021).
However, it is important to note that there might be some non-technical users who are
very unreasonable. They might demand the release of the actual program immediately
after seeing the prototype and dealing with such situations can turn out to be very
resource and time-consuming for the development teams (Sommerville, 2016).
USER ANALYSIS
UI Design Objectives:
Principles:
We will now develop documentation for the user interface and the features that comes
with it, making sure that the UI has been designed following several fundamental
principles and processes such as Nielsen’s Heuristics, Shneiderman’s Eight Golden
Rules of Interface Design, etc. It is necessary to develop a prototype for the application
we will make or overhaul the interface of as this will serve as the reference point and
guideline for the final product. A UI prototype is just an illustration.
To conclude, if the above-mentioned processes are followed, a system interface is
bound to turn out as something efficient and usable and the next design team will be
able to easily figure out how to proceed.
EXAMPLE OF USABILITY AND HEURISTIC TESTING OF A SYSTEM’S
INTERFACE
REFERENCES
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SaasWorthy, 2023. What is Multi-User Collaboration? | SaasWorthy. [Online] Available at: https://www.saasworthy.com/glossary/multi-user-
collaboration [Accessed 18 06 2023].
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REFERENCES
Soegaard, M., 2023. Interaction Styles | The Glossary of Human-Computer Interaction. [Online] Available at: https://www.interaction-
design.org/literature/book/the-glossary-of-human-computer-interaction/interaction-styles [Accessed 18 06 2023].
Sommerville, I., 2016. Software Engineering. 10th ed. Essex: Pearson Education Limited.
The Interaction Design Foundation, 2020. What is Fitts' Law? | IxDF. [Online] Available at: https://www.interaction-
design.org/literature/topics/fitts-law [Accessed 29 5 2023].
The Interaction Design Foundation, 2021. What is Hick's Law? | IxDF. [Online] Available at: https://www.interaction-
design.org/literature/topics/hick-s-law [Accessed 29 05 2023].
The Interaction Design Foundation, 2021. What is Interaction Design Process? | IxDF. [Online] Available at: https://www.interaction-
design.org/literature/topics/interaction-design-process [Accessed 01 07 2023].
Wickens, C., 2021. Attention: Theory, Principles, Models and Applications. International Journal of Human–Computer Interaction, pp. 403-417.