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IT-803 (B) · Human Computer Interaction/Quick Revision Short Notes

Human Computer Interaction (IT-803 (B)) - Unit 3 Short Notes

UNIT 3: DESIGN PRINCIPLES, PROTOTYPING, AND EVALUATION

3.1 Core Design Principles for Interactive Systems

Based on established HCI frameworks (Norman, Nielsen).

Principle Core Idea Key Exam Points
Affordances Perceived & actual properties of an object that determine how it can be used. Example: A button affords pressing. Design must make affordances perceptible.
Signifiers Marks or signals that communicate where an action should take place. Example: A label, icon, or cursor change. Signifiers are crucial when affordances are not obvious.
Mappings Relationship between controls and their effects in the world. Good mapping uses spatial layout (e.g., steering wheel turns car). Principle: "The best mapping is natural."
Feedback Immediate communication of the result of an action. Must be instant, informative, and unobtrusive.
Feedforward Information about what will happen before an action is performed. Example: Hover effect on a button. Helps users predict outcomes.
Constraints Limiting the possible interactions. Physical (shape), Logical (rules), Cultural (conventions).
Consistency Similar operations use similar elements; same terminology & gestures. Internal (within a system) vs. External (with other systems).
Error Prevention Design to minimize errors. Better than good error messages. Use constraints, confirmations for critical actions.
Recognition over Recall Minimize memory load by making options visible. Example: Menus vs. command lines.
Flexibility & Efficiency Cater to both novices and experts. Accelerators (keyboard shortcuts), tailoring (customization).
Aesthetic & Minimalist Avoid irrelevant information. Aesthetics enhance usability and user satisfaction.
Help & Documentation Necessary but indicates a design failure. Should be easy to search, task-focused, and concise.

[!TIP] Common Pitfall: Students often confuse Affordance (what you can do) and Signifier (what you should do). Affordance is a property; signifier is a signal.

3.2 Prototyping in the Design Process

Purpose: Explore ideas, communicate design, test usability before expensive development.

Fidelity Definition Techniques When to Use
Low-Fidelity Rough, quick, non-interactive models. Sketches, Storyboards, Paper Prototyping, Card Sorting (for IA). Early stages. Explore many ideas quickly. Test concepts and workflow.
High-Fidelity Detailed, interactive, close to final product. Interactive Wireframes, Digital Mockups (Figma, XD), Functional Prototypes (HTML/CSS/JS). Later stages. Test visual design, detailed interaction, performance.

Choosing Fidelity:

  • Goals: Concept testing → Low-fi. Usability testing of details → High-fi.

  • Resources: Time, budget, team skills.

  • Context: Stakeholder presentation may need high-fi visual polish; internal team brainstorming can use low-fi.

3.3 Evaluation of Interactive Systems

Goals: Assess Usability (effectiveness, efficiency, satisfaction), User Experience (UX), Accessibility.

Paradigms:

  • Formative Evaluation: "How can we improve?" Conducted during design. Identifies problems.

  • Summative Evaluation: "How good is it?" Conducted after design/development. Measures success against criteria.

  • Laboratory Studies: Controlled environment. High control, low ecological validity.

  • Field Studies: Natural environment. High ecological validity, low control.

Evaluation Methods:

Category Method Key Characteristics
Inspection-Based Heuristic Evaluation Experts review UI against Nielsen's 10 Heuristics. Fast, cheap, finds many problems.
Cognitive Walkthrough Experts step through tasks asking: Will user know what to do? Will they see the correct action? Will they understand feedback? Focuses on learnability.
Action Analysis Predict user performance using GOMS or KLM (see below).
User-Based Observational Studies (Think-Aloud) Users perform tasks while verbalizing thoughts. Reveals mental models and unexpected issues.
Interviews & Questionnaires SUS (System Usability Scale), UEQ (User Experience Questionnaire). Quantify subjective satisfaction.
Controlled Experiments Test hypothesis by manipulating independent variable(s) and measuring dependent variable(s). Requires random assignment, control groups.
Field Studies / Ethnography Observe users in context over time. Understand real-world work practices and environmental factors.
Analytical GOMS (Goals, Operators, Methods, Selection rules) Predictive model of task execution time.
KLM (Keystroke-Level Model) Quantitative time prediction. Sum of operator times: T_task = T_M + T_K + T_H + T_P + T_D + T_R
Key Operators: T_M (Mental), T_K (Keystroke), T_H (Home hand to mouse), T_P (Point), T_D (Draw), T_R (System response).

[!TIP] Exam Focus: Be able to compare & contrast methods. E.g., Heuristic Evaluation (expert, cheap, quick) vs. Usability Testing (user, expensive, realistic). Know Nielsen's 10 Heuristics and KLM operator times (e.g., T_K ≈ 0.2s, T_P ≈ 1.1s, T_M ≈ 1.35s).

3.4 Accessibility and Inclusive Design

WCAG 2.1 Principles (POUR):

  1. Perceivable: Info & UI components must be presentable in ways users can perceive.

    • Text alternatives, time-based media, adaptable presentation.
  2. Operable: UI components and navigation must be operable.

    • Keyboard accessible, enough time, no seizures, navigable.
  3. Understandable: Info & UI operation must be understandable.

    • Readable text, predictable, input assistance.
  4. Robust: Content must be robust enough to be interpreted reliably by various user agents, including assistive technologies.

    • Valid, semantic markup (ARIA).

Designing for Diverse Users:

  • Permanent: Blindness, deafness.

  • Temporary: Broken arm, cataract.

  • Situational: Bright sunlight (low vision), noisy environment (deaf).

Assistive Technologies (AT): Screen readers (JAWS, NVDA), screen magnifiers, voice control, switch devices. Design must be AT-compatible.

Inclusive/Universal Design: Design for the full range of human diversity (ability, language, age, etc.) from the start.

3.5 Design for Different Platforms and Contexts

Platform Key Considerations
Desktop Large screen, precise input (mouse/keyboard), multitasking. Complex workflows.
Web Browser inconsistencies, responsive needs, SEO, varying connection speeds.
Mobile Small screen, touch input, fat fingers, limited attention, context (on-the-go), sensors (GPS, camera).
Responsive Design Single codebase that adapts layout to screen size (fluid grids, flexible images, media queries).
Adaptive Design Multiple fixed layouts for specific breakpoints. Server-side detection.
Context-Aware Computing System adapts based on: Location, Social context (who's with user), Task context, Device context.

Cross-Platform Consistency: Maintain brand identity and core interaction patterns while adapting to platform conventions (e.g., iOS vs. Android navigation).

3.6 Iterative Design Process (User-Centered Design - UCD)

Core Cycle:


Specify Requirements → Design → Prototype → Evaluate → (Repeat)

  1. Specify Requirements: Identify user needs and context of use.

  2. Design: Create solutions based on principles & requirements.

  3. Prototype: Build representations at appropriate fidelity.

  4. Evaluate: Test prototype with users or experts.

  5. Redesign: Integrate findings. Iterate until usability goals are met.

Managing Trade-offs:

  • Usability vs. Aesthetics: A beautiful but unusable design fails.

  • Functionality vs. Simplicity: More features increase complexity. Prioritize core tasks.

  • User Needs vs. Business Goals: Find the sweet spot.

[!TIP] Exam Answer Structure: For "Explain the iterative design process," describe the UCD cycle, emphasize that evaluation drives redesign, and give a concrete example of a trade-off (e.g., adding a "advanced search" feature increases functionality but may clutter the interface for novices).

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