WORKBOOK ACTIVITY
3123
HUMAN COMPUTER INTERACTION
ACTIVITY 1:
Introduction to Human Computer
Interaction
3
ACTIVITY 2:
Introduction to Human Computer
Interaction
8
ACTIVITY 3:
The Design Process
13
ACTIVITY 4:
The Design Process
14
ACTIVITY 5:
The Design Process
15
ACTIVITY 6:
The Design Process
16
ACTIVITY 7:
Evaluation Techniques
17
ACTIVITY 8:
Evaluation Techniques
18
ACTIVITY 9:
Evaluation Techniques
21
ACTIVITY 10:
Evaluation Techniques
23
ACTIVITY 11:
Universal Design
27
ACTIVITY 12:
Universal Design
29
ACTIVITY 1: Introduction to Human Computer
Interaction
Learning Outcomes
This Tutorial encompasses activities 1A, 1B, 1C, 1D and 1E. By the end of this tutorial session, you should be able to:
1. List example of command line interface in real life application. 2. Define advantages and disadvantages of WIMP.
3. List features of Question/answer and query dialog. 4. Define applications of 3D interfaces technology.
5. List the best practices for navigation on the mobile web.
Activity 1A:
Discuss and list three example of software that used command line interface in real life application.
Activity 1B:
WIMP interface stands for Window, icon, menu and pointer. In a group discuss the
1. Mac OS X
2.Linux
Advantages and Disadvantages of WIMP
Advantages Disadvantages
This type of user is easy to
use,especially for a beginner
Consider WIMP to be ill-suited for
multiple applications
You do not have to learn complicated
commands
Widget model is not suitable for the
implementation of post-WIMP
interactions
They let you exchange data between
different software applications
Can not be used in scene where
graphics lay on top of each other
There are usually good help facilities
provided with WIMP interfaces
Programmers can not use widgets to
implement a radar image that contains
flight elements on top sectors
Activity 1C:
Features of Question/answer and query dialog
1. A simple mechanism for providing input to an
application in as specific domain
2.
User is asked a series of question
3.
Mainly with yes/no responses or multiple choice
4.
In a group discuss applications of 3D interfaces technology.
Activity 1E:
“Today’s smartphone owners use their phones to perform specific tasks such as checking locations of destinations, public transit schedules, and bank balances. While internet
In 3D user interaction the human interacts with a computer or other device
with an aspect of three-dimensional space. This interaction is created thanks
to interfaces, which they will be the intermediaries between human and
machine.
browsing on handheld devices does occur when many people prefer to surf the web from the comfort of their home or office.”
In a group discuss the best practices for navigation on the mobile web.
ACTIVITY 2: Introduction to Human Computer
Interaction
Because smartphone will save time and costs because they did not have to queue at the
bank or while queuing to buy tickets for public transport
Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activities 2A and 2B
By the end of this tutorial session, you should be able to: 1. Explain the role of ergonomics in interface design 2. Understand and identify the role of interaction.
Activity 2A
1. Open website as follow http://www.exmouth-view.co.uk/.
3. Discuss the use of color using in the website.
5. Create re-designs (hand sketches) the better interface of the website. Give a suggestion on identified problem.
Activity 2B
Norman’s model of interaction is perhaps the most influential in HCI. The interactive cycle can be divided into three phases:
• form goal • execute • evaluate
These can then be subdivided into further stages, giving seven in all. Seven Stages of Action
• establishing the goal • forming the intention
• specifying the action sequence • executing the action
• perceiving the system state • interpreting the system state
• evaluation the system state with respect to the goals and intentions
1. In a group, choose ONE everyday devices or computer application. Do a discussion and answer each of the question :
Determine the function of the device?
Tell what actions are possible?
Does the system perform the action and meet the goal?
Tell what state the system is in?
Is the system frustrating to use or easy to use?
Performance
O
I
U
S
output input task coreArticulation
3. Present your result of discussion.
ACTIVITY 3: The Design Process
Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 3A
By the end of this tutorial session, you should be able to:
1. Explain the principles to support usability in interactive systems design.
Activity 3A
Complete the table given with correct definition for the principles and give an example for each principle.
NO. PRINCIPLES DEFINITION EXAMPLE
1 LEARNABILITY :
The ease with which new users can begin effective interaction and achieve maximal performance.
Predictability
Support for user to
determine the effect
of future action
based on past
interaction history
Operation visability can see
avail actions(e.g menu vs
command shell grayed menu
items)
Synthesizability
-assessing the effect
of past actions
-In a Windows system, to move a
file from one directory to another
directory, the user drags the visual
icon of the file from the original
directory to the destination
directory where it remains visible
-immediate vs. eventual honesty
Familiarity-how prior
knowledge applies
to new system
In the design of GUI, the regions
on the screen which denote buttons
should be shaded to give a
threedimensional appearance
-guessability; affordance
Generalizabilityextending specific
interaction
knowledge to new
situations
– drawing circles ! drawing
ellipses. – applications should
offer the Cut/Copy/Paste
Consistency
likeness in
input/output
behaviour arising
from similar
-Always place the Quit command
as the last item in the leftmost
menu.
-QWERTY and DVORAK
keyboards
objectives
2
FLEXIBILITY :
Multiplicity of ways in which the users and system exchange information. Dialog Initiative
-freedom from
system imposed
constraints on input
dialogue
For safety reasons, it may be
necessary to prohibit the user from
the “freedom” to do potentially
serious damages
- direct manipulation is user
pre-emptive
-system vs. user pre-emptiveness
Multithreading
-ability of system to
support user
interaction for more
than one task at a
time
-windowing system with an
audible bell. You are editing a
program when a beep indicates
that a new electronic mail message
has arrived.
- a windowing system support a
multi-threaded that is interleaved
amongst a number of overlapping
task. Each window can represent a
different task, for example text
editing in one window, file
management in another and
electronic mail in yet another
windows.
-concurrent vs. interleaving;
multimodality
Task migratabilitypassing
responsibility for
task execution
between user and
system
-user can perfectly able to check
his spelling.
– this task also is perfectly suited
to automation.
– It is not desirable to leave this
task completely to computer...
-spell checking is best Performed
in such cooperative way.
Substitutivity
-allowing
equivalent values of
input and output to
be substituted for
each other
-Allow users to input margin for a
letter in inches or centimetres
-Representation multiplicity
illustrate flexibility for state
rendering
-representation multiplicity; equal
opportunity
Customizabilitymodifiability of the
user interface by
user (adaptability)
or system
(adaptivity)
-users ability to adjust the form of
input and output
- automatic customization of the
user interface by the system
3 Observability
-ability of user to
evaluate the
ROBUSTNESS :
The level of support provided to the user in determining successful achievement and assessment of goals
internal state of the
system from its
perceivable
representation
reachability; persistence; operation
visibility
Recoverability
-ability of user to
take corrective
action once an error
has been
recognized
reachability; forward/backward
recovery; commensurate effort
Responsivenes s
-how the user
perceives the rate
of communication
with the system
Stability
Task
Conformance
-degree to which
system services
support all of the
user's tasks
-task completeness; task adequacy
ACTIVITY 4: The Design Process
Duration: 2 Hours
Learning Outcomes
By the end of this tutorial session, you should be able to:
1. Identify design rationale technique using design space analysis
Activity 4A
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.
i) State the problem
Transportation
ii) Identify the options Bas
Car
iii) Describe the criteria
Bas :Widely Spaces
:Expensives
Car :Limited Space
:Cheap
iv) Sketch the QOC diagrams and choose your favorite option
BAS Expensives Widely Spaces TRANSPORTATION CAR Cheap Limited Spaces
ACTIVITY 5: The Design Process
Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 5A
By the end of this tutorial session, you should be able to:
Activity 5A
Select a suitable example for each of the following environments. i) Web Application Systems
HTML
JAVASCRIPT
HTTP
ii) Programming environments
UNIX or DOS command-line interfaces
SQL
Programming and scripting languages
a. Snap shot the interface design selected and find where the interfaces does meets the Schneiderman’s Eight Golden Rules that you had learned.
Enable Frequent Users To Use Shortcuts
Design dialogs to yield closure
b. Suggest potential interface design improvements and recommendations.
ACTIVITY 6: The Design Process
Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 6A
By the end of this tutorial session, you should be able to:
Activity 6A
In a group, you are required to select a suitable example for each of the following environments.
i) Auto Teller Machine (ATM)
Wizards
Receipt
Repair Manuals
Getting cash from an ATM
ii) Voice answering systems
Alert dialogs
Ringing Telephone
Alarm of all sorts
iii) Multimedia Environments
Text
Audio
Animation
a. Snap shot the interface design selected and find where the interfaces does meets the Schneiderman’s Eight Golden Rules that you had learned.
Offer Informative Feedback
Permit Easy Reversal Of Actions
b. Suggest potential interface design improvements and recommendations.
ACTIVITY 7: Evaluation Techniques
Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 7A
By the end of this tutorial session, you should be able to:
1. Understand to evaluate the design by expert techniques using review-based evaluation
Step 1: Open two existing Interactive system from website.
i. www.psmza.edu.my ii. www.psis.edu.my
Step 2: Explore each website chosen using its navigation provided within 15 minutes. Step 3: Make some comparison between the systems. Explain the PRINCIPLES OF
LEARNABILITY
Step 4: Describe how interfaces influence the user on element below:
i. Strive for consistency
Consistent sequences of actions should be required in similar situations; identical terminolgy should be used in prompts, menus and help screens; and consistent command should be employed throughout.
ii. Offer informative feedback
For every operator action, there should be some system feedback. For frequent and minor actions, the response can be modest, while for infrequent and major actions, the response should be more substantial. iii. Enable frequent users to use shortcuts
As the frequency of use increases, so do the user’s desires to reduce the number of interactions and to increase the pace of interaction.
Abbreviations, function keys, hidden commands, aand macro facilities are very helpful to an expert user.
ACTIVITY 8: Evaluation Techniques
Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 8A
By the end of this tutorial session, you should be able to:
1. Understand how to develop a questionnaire for query techniques
Types of questions in questionnaire design are: 1. Open format questions (multiple choices)
2. Likert questions
3. Dichotomous questions
Step 1: Open www.nst.com.my as a reference for your research. All the questions should
be referring to the website.
Step 2: Use Microsoft Word to create the questionnaire.
Step 3: The title of research is “THE USABILITY AND FUCTIONALITY OF A WEBSITE”.
Insert the question wording for category below:
a) Demographic information ( 5 questions ) b) Usability of the system ( 10 questions )
c) System Design (5 questions )
Example: Likert questions
Step 4: Properly arrange the questions.
Notes: the practical exploration is based on website chosen
ACTIVITY 9: Evaluation Techniques
Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 9A
By the end of this tutorial session, you should be able to:
Activity 9A
Complete the experimental evaluation below:
1. There are many factors considered in experimental design. Give the simple explanation & example for all the factors below:
2.
Participants:
Participant should be chosen to match the expected user population as closely as possible
Example:
Sample size must be large enough to be considered to be representative of the population
Variables:
characteristic changed to produce different conditions Example:
interface style, number of menu items
Hypotheses:
prediction of outcome of an experiment
- framed in terms of independent variables (IV) and dependent variables (DV) Example:
error rate will increase as font size decreases
Experimental design (Analysis of data):
each subject performs under only one condition Example:
> Experimental condition - Variables has been manipulated
> Control - ensure that the manipulation is responsible for any differences that are measured
You are required to design an experiment to test whether the learning style of Soft skill will improve student’s assessment in university
Based on the given scenario state the following: i) Participants
ii) Hypothesis
iii) Independent variable
iv) Dependent variable
ACTIVITY 10: Evaluation Techniques
Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 10A
By the end of this tutorial session, you should be able to: 1. Understand how to evaluate an interactive system
Activity 10A
Step 1: You are required to develop a simple web design prototype by using Microsoft
PowerPoint. The title of web page is Dynamic Tuition Centre.
Step 2: Your prototype must include the items below:
- Texts - Graphics - Company Logo - Menu Buttons
Example of Interactive System
Step 3: Create hyperlink for each button
Highlight the button > right click > choose HYPERLINK >PLACE IN THIS DOCUMENT > select the slide number
i. Highlight the button
iii. PLACE IN THIS DOCUMENT
Step 3: The lecturer will evaluate the prototype after finish (Evaluation Method : Think Aloud)
ACTIVITY 11: Universal Design
Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 11A, 11B and 11C By the end of this tutorial session, you should be able to: 1. Define alternative mode of human computer interaction:
o Sound in the interface o Touch in the interface
o Gesture recognition
2. Design an appropriate interface design by using the alternative mode 3. Describes the accessibility guidelines and standards
4. Demonstrate the accessibility features in user interfaces : biometric access control, narrator
Activity 11A
1. In a group, design an interface of the email application. The interface would only cater for the main page of the email and compose page. The application needs to include the entire following alternative mode:
a. Sound in the interface b. Touch in the interface c. Handwriting recognition d. Gesture recognition
2. Prepare and present a presentation which consists:
a. Visual image(s) of the interface
b. Explanation of how the usage of the alternative mode would improve the design of the email application.
c. Demonstration for each of the alternative mode being used in the application.
Activity 11B
Follow the procedure.
Step 2: Go to http://www.w3.org/standards/webdesign/accessibility
Step 3: Understand the article to help for design website accessibility. Step 4: Search another website and list the rules for website accessibility.
Activity 11C
1. In a group, demonstrate the accessibility features in user interfaces:
a. Biometric access control
b. Narrator
2. Prepare and present a presentation which consists:
a. Introduction
b. Example of software c. Show how it work
Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 12A and 12B.
By the end of this tutorial session, you should be able to:
1. Describe the differences between mobile computing and wearable computing. 2. Understand the important of both computing to Human to complete their task. 3. Understand the important of emerging technologies towards user in the society.
Activity 12A
In a group discuss the following issues:
a. How wearable computing differs from mobile computing?
b. What is the difference between wearable computing and mobile computing?
c. Why do we need sensors for wearable computing?
Activity 12B
1. In a group discuss the following issue:
a. The impacts of emerging technologies towards user interface in the society.
2. Prepare and present a presentation which consists: a. Introduction
b. Example of emerging technologies