HCI - interaction paradigms
UNIT-I: Interaction Paradigms
Overview of Human-Computer Interaction (HCI)
Definition of HCI:
Study of interaction between users and computers.
Design, evaluation, and implementation of interactive computing systems for human use.
Understanding phenomena surrounding these interactions.
Goals of HCI:
Improve interactions between users and computers.
Enhance usability and receptiveness to user needs.
Minimize barriers between user cognition and computer understanding.
User Interface Definition
User Interface (UI):
Subset of HCI focused on how people and computers work together.
Satisfying user needs effectively.
Factors in HCI Design
HCI designers must consider:
User expectations and desires.
Physical limitations and abilities of users.
Functionality of information processing systems.
Enjoyability and attractiveness of interfaces.
Technical limitations of hardware/software.
UI Components:
Input: Communication from user to computer (e.g., keyboard, mouse, voice).
Output: Results conveyed back to the user (e.g., display screens, sound).
Unexplored areas: Senses of smell and touch in interface design.
Goals for Effective UI:
Minimize noticeability, allowing focus on information/task at hand.
Importance of HCI
Critical for software/hardware system development.
Powerful applications may be discarded if not user-friendly.
Key Focus Areas for HCI Specialists:
Understanding psychological and social factors in human-computer systems.
Developing methodologies for HCI design.
Ensuring effective interactions for both individuals and groups.
Interaction Paradigms: Computing Environments
Types of Environments:
Physical: Safety, efficiency, workspace conditions (e.g., lighting, noise).
Social: Impact of social context on computer use; personal vs. mobile computing.
Cognitive: Factors such as age, disabilities, technical knowledge, focus, and cognitive stress.
Analyzing Interaction Paradigms
5W + H Heuristic:
Who, What, Where, Why, How: Used to define and analyze interaction paradigms.
Components:
What/How: Understanding interface components (I/O devices, icons).
Where/When: Relates to the physical environment and system type.
Who/Why: Looks at tasks and required skill sets.
Types of Interaction Paradigms:
Large Scale Computing, Personal Computing, Networked Computing, Mobile Computing, Collaborative Environments, Virtual Reality, Augmented Reality.
Large Scale Computing Paradigm
What/How:
Involves mainframes accessed by remote terminals; use in government and large research.
Examples: Supercomputers, specialized machinery for data processing.
Who/Why:
Primarily for government and corporate research; backbone of the Internet.
Personal Computing Paradigm
What/How:
Driven by Graphical User Interfaces (GUIs); first example is Xerox Alto (1973).
Development:
Apple and Microsoft adopted and evolved GUIs.
Includes Desktop and Personal-Public Computing.
Networking Computing Paradigm
What/How:
Systems for communication and resource sharing (WAN, LAN, etc.).
Where/When:
Users can access resources from any location; internet-based.
Who/Why:
Global usage; varied applications like banking, gaming.
Mobile Computing Paradigm
What/How:
Technologies like smartphones; integrates GPS and sensory input.
Where/When:
Access from any location; supports situational computing.
Who/Why:
Beneficial for business, healthcare, education, etc.
Collaborative Environment Paradigm
What/How:
Networks enable group collaboration on shared files.
Examples: Groupware technologies for coordination (email, video conferencing).
Where/When:
Online projects in businesses and education.
Virtual Reality Paradigm
What/How:
Simulated environments; immersive and interactive spaces.
Applications: Training in military, medicine, and job simulations.
Augmented Reality Paradigm
What/How:
Integrates real and virtual objects to enhance perception.
Applications: Military, emergency services, navigation, and education.
Interaction Frameworks and Styles
Execution–Evaluation Cycle:
Norman’s model: User formulates a plan, executes it, evaluates outcomes.
Stages in the cycle: Goal setting, intention formation, action specification, etc.
Gulfs:
Gulf of Execution: Difference between intended actions and system actions.
Gulf of Evaluation: Discrepancy between system output and user expectations.
Interaction Framework
Components: System, User, Input, Output.
Translation between components crucial for usability assessment.
Coping with Complexity in Interaction Design
Tools: Mental models, task-action mappings, semantic/articulatory distances, affordances.
Mental Models:
User's cognitive representation of interaction with a system.
Task-Action Mapping:
Links real-world tasks to system actions.
Interaction Styles
Command Line:
Fast, flexible but complex; best for expert users.
Menu-Based Interface:
Ideal for novice users; potential for information overload.
Form Fill-in:
Simplifies data entry; linear flow.
Spreadsheets:
Powerful but requires learning.
Question and Answer:
Guided interaction, suitable for beginners.
Direct Manipulation:
Intuitive, immediate feedback with visual cues.
Metaphors:
Relate concepts to real-world; can lead to confusion.
Web Navigation:
Link-based vs. search; relies on user interpretation.
3D Environment:
Natural but processor-intensive.
Zoomable Interfaces:
Infinite information access; navigated like flying.
Natural Language:
User-friendly but can be error-prone.