INS202: Human-Computer Interaction (HCI) Definitive Study Guide
Learning Outcomes for INS202: Human-Computer Interface (HCI)
Course Credit/Contact: 2 Units (C:LH; 45).
Outcome 1: Explain human-computer interaction and interaction design.
Outcome 2: Understand and conceptualize the nature of interaction.
Outcome 3: Understand principles and the application of user-centered design (UCD).
Outcome 4: Understand design rules and various interaction models.
Outcome 5: Knowledge of interface design guidelines.
Outcome 6: Identify different interaction styles within HCI.
Outcome 7: Understand how interfaces psychologically and behaviorally affect users.
Outcome 8: Explain the interaction process cycle.
Outcome 9: Explain life cycle models in both Software Engineering and HCI.
Outcome 10: Knowledge of programming tools used for interactive systems.
Outcome 11: Explain techniques for evaluating interactive systems.
Outcome 12: Understand general principles of universal (accessible) design.
Outcome 13: Understand requirements and approaches to providing user support.
Outcome 14: Understand principles of effective display design.
Outcome 15: Explain user interface issues related to task design and user selection.
Foundations of HCI
Definition: Human-Computer Interaction (HCI) is a field of study concerned with the design, evaluation, and implementation of interactive computing systems for human use.
Primary Focus: Improving interaction between users and computers to make systems more usable, efficient, and satisfying.
Importance: A powerful system is useless if users cannot operate it effectively. Design must align with human capabilities and limitations rather than forcing adaptation to technology.
Components of HCI:
The Human: Considers physical and cognitive abilities—perception, memory, attention, and motor skills.
The Computer: Refers to hardware and software—input devices (keyboards, touchscreens) and output devices (monitors, speakers).
The Interaction: The communication path (clicking, typing, swiping) between the user and the system.
Human Factors and Cognitive Load
Human Perception: Determines how users interpret visual and auditory data; necessitates clear layouts, readability, and appropriate color usage.
Attention Limits: Presentation of too much information simultaneously can overwhelm users.
Role of Memory: Short-term memory is limited. Designs should favor recognition (menus, icons) over recall.
Cognitive Load: The mental effort required; keeping it low prevents confusion and frustration.
Usability Factors:
Learnability: Ease of use for new users.
Efficiency: Speed of use for experienced users.
Memorability: Ease of remembering actions after a period of non-use.
Errors: Accuracy, minimizing errors, and providing easy recovery.
Satisfaction: The pleasantness of the experience.
History and Generations of Interactive Software
Interactive vs. Non-Interactive: Interactive software requires user input as it runs (e.g., word processors, spreadsheets). Non-interactive programs run independently (e.g., compilers, batch-processing).
First Generation (CLI): Command-line systems (UNIX, DOS). Required memorizing specific commands and syntax. Tightly controlled interaction.
Second Generation (Menus/Forms): Eased memory demands. Examples include Automatic Teller Machines (ATMs) and data entry forms.
Third Generation (WIMP/GUI): Introduced by Xerox Corporation in 1980 with the Xerox Star.
Innovation: Combined mouse, icons, desktop metaphor, windows, and bit-mapped displays.
Evolution: Star Apple Lisa/Macintosh (mid-1980s) Microsoft Windows (1990s).
Current/Future Trends: Virtualization, intelligent agents, and direct manipulation.
Ergonomics and Human Factors
Standard Definition (ISO 6385:2016): A scientific discipline concerned with understanding interactions among humans and other system elements to optimize human well-being and system performance.
Ergonomics Sub-Areas:
Performance Ergonomics: Uses mathematical metrics to indicate efficiency (internal performance) and effectiveness (external performance).
Physical Ergonomics: Focuses on human anatomy, biomechanics, and anthropometry. Addresses repetitive strain injuries, posture, and strength requirements.
Cognitive Ergonomics: Studies mental processes (memory, reasoning, perception) to ensure systems match psychological capabilities.
Efficiency and Effectiveness Metrics
Efficiency (Internal): The relationship between inputs (resources like time, cost, energy) and results (outputs).
Metrics: Task time, cost-effectiveness, product-time ratio, unnecessary actions, and fatigue.
Effectiveness (External): Whether users can actually complete tasks accurately without negative consequences.
Metrics: Task completion rate, objectives achieved, errors per task, and task error intensity.
Cognitive Theories in HCI
Model Human Processor (MHP): Views humans as information-processing systems with three subsystems:
Perceptual System: Receives environment input (visual/auditory).
Cognitive System: Processes data using memory and decision-making.
Motor System: Executes physical actions (clicking/typing).
GOMS Model (Goals, Operators, Methods, Selection Rules):
Goals: Final objective (e.g., "Send email").
Operators: Basic steps (e.g., "Press key").
Methods: Procedures/sequences of operators (e.g., shortcut vs. menu).
Selection Rules: Criteria for choosing a method when multiples exist.
ACT-R (Adaptive Control of Thought-Rational): A cognitive architecture modeling knowledge representation.
Declarative Knowledge: Facts (the "what").
Procedural Knowledge: Rules for actions (the "how").
Interaction Models: Norman’s Seven Stages of Action
The Two Gulfs:
Gulf of Execution: The gap between the user's intent and the physical actions available. Bridged via signifiers, constraints, mapping, and conceptual models.
Gulf of Evaluation: The gap between system state and user perception/understanding of what happened. Bridged via feedback and conceptual models.
The Seven Stages:
Goal formation.
Planning the action.
Specifying the action sequence.
Performing the action sequence.
Perceiving the state of the world.
Interpreting the perception.
Comparing the outcome with the goal.
Behavior Types:
Goal-Driven: Initiated by forming an internal goal.
Event-Driven (Data-Driven): Triggered by environment events (e.g., lack of light prompting reading a recipe).
Opportunistic: Taking advantage of circumstances rather than extensive planning.
Root Cause Analysis: Asking "Why?" repeatedly to find the fundamental cause of an activity.
Activity Theory and Distributed Cognition
Activity Theory: Human activity is mediated by tools (physical/digital) and social context (community, rules, division of labor).
Levels: Activity (motives) Action (goals) Operation (routine/unconscious).
Distributed Cognition: Cognition is not just internal; it is shared across people, artifacts, and environments.
Artifact Examples: Calculators, car dashboards, GPS systems, or shared documents like Google Docs.
Usability Definitions (ISO 9241)
Effectiveness: Accuracy and completeness of goal achievement.
Efficiency: Resources expended in relation to accuracy.
Satisfaction: Comfort and acceptability to the user.
Usability Principles: Learnability, Flexibility (supporting multiple interaction modes), and Robustness (clear support/feedback).
Affordance Theory
James J. Gibson (Late 1970s): Affordances are action possibilities objectively existing in the environment relative to the organism's capabilities.
Donald Norman: Focuses on "perceived" affordances in HCI—how design suggests use.
Types of Affordances:
Perceptible (Explicit): Obvious and visible (e.g., a raised button).
Hidden: Action is possible but not visible (e.g., keyboard shortcuts).
False: Suggests an action that is not possible (e.g., unclickable button that looks like a link).
Cognitive: Labels or instructions ("Save") that aid understanding.
Sensory: Sensory signals (sound/vibration) suggesting action.
Mathematical Laws of Human Motor and Decision Performance
Fitts’ Law (1954): Predictive model for movement time to a target. Movement time () is determined by target distance () and target width ().
Implication: Larger and closer buttons are easier to hit. Screen edges are "infinitely large" targets.
Hick’s Law (Hick–Hyman Law, 1950s): Reaction time () increases logarithmically with the number of choices ().
Implication: Limit options through categorization or progressive disclosure to reduce decision fatigue.
Social and Emotional Interaction Theories
Social Presence Theory: The degree to which a medium conveys the sense that another person is "real" and psychologically present.
Factors: Immediacy (real-time feedback) and Intimacy (visual/audio richness).
Media Richness Theory (Daft & Lengel, 1980s): Capacity of a medium to facilitate shared understanding.
Rich Media (Video): High feedback, multiple cues, natural language.
Lean Media (Email): Low cues, better for reducing uncertainty (lack of info) rather than equivocality (ambiguity).
Affective Computing (Rosalind Picard, 1990s): Systems that recognize, interpret, and respond to human emotions via signals (facial expression, heart rate, vocal tone).
Interaction Design (IxD) Dimensions and Styles
The 5 Dimensions of IxD:
1D (Words): Textual information.
2D (Visual Representations): Graphics, icons, typography.
3D (Physical Objects/Space): The physical device (mouse, phone).
4D (Time): Media that changes (video, sound, animation).
5D (Behavior): How components react to input and provide feedback.
Interaction Styles:
Instructing: Command-line, explicit commands.
Conversing: Natural language/dialogue (chatbots, voice assistants).
Manipulating: Direct interaction with on-screen objects (drag/drop).
Exploring/Navigating: Browsing/searching through info spaces.
Interface Design Guidelines
Visibility and Clarity: System status and options must be obvious.
Consistency: Similar actions must yield similar results.
Feedback: Immediate informative response for every action.
Minimalism: Avoid unnecessary elements to reduce cognitive overload.
Error Prevention/Recovery: Validate input and provide undo/redo.
User Control: Allow users to pause, cancel, or exit easily.
Affordance/Signifiers: Links and buttons must look interactive.
Accessibility: Inclusion of diverse abilities (contrast, screen readers).
Efficient Navigation: Clear menus and logical structure.
Learnability and Memorability: Ensure returning users can recall functions.
Life Cycle Models
Software Engineering Models:
Waterfall: Linear, sequential phases.
V-Model: Emphasizes testing paired with each development phase.
Spiral: Iterative cycles focused on risk analysis.
Agile: Incremental work with continuous feedback.
HCI-Specific Models:
User-Centered Design (UCD): Iterative process involving user research, prototyping, and testing.
Star Life Cycle: Evaluation is central; designers move flexibly between any stage.
Usability Engineering Life Cycle: Treats usability as a measurable attribute throughout development.
Programming Tools for Interactive Systems
UI Toolkits: Pre-built components (JavaFX, Qt).
Programming Frameworks: Structured environments (React for web, Flutter for mobile).
Integrated Development Environments (IDEs): Code editors and debuggers (VS Code, Android Studio).
Prototyping Tools: Mock-up and simulation (Figma, Adobe XD).
Specialized Tools: Emerging tech environments (Unity for AR/VR, Amazon Alexa for voice).