History of HCI (Human-Computer Interface)
The lowest level of communication are movements and gestures. They are language-independent.
The next higher level is spoken language, which is very efficient if both parties understand it.
The third level is written language. However, writing is not nearly as efficient a means of communication as speaking.
History Continued
In modern times we have the typewriter, another level of complexity in communication.
Through its history a computers ability to deal with human communication was inversely related to what was easy for people to do.
The computer demanded rigid typed input.
History Continued
Designers are continuing to develop systems that respond better to lower levels of human communication--namely hand-writing and voice recognition. However, these systems still have along way to go.
Xerox STAR
Xeroxs famous Palo Alto Research Center came up with a new approach to Human-Computer interaction in the 1960s when they pioneered a system based on the lowest human communication method, gesturing.
The system, known as STAR was the predecessor to todays mouse pointing system.
Xerox Continued
Xerox patented the first mouse with wheels in 1970, after a research was inspired to turn his track ball upside down.
However, Xerox was never able to successfully market STAR.
It was Apple computer who did that in 1984 with the release of the Lisa and Macintosh computers.
Apple
The Lisa and Macintosh were the first computers to use a full graphical interface employing point and click technology pioneered at the Palo Alto Labs of Xerox.
It was a year later when Microsoft responded to Apples innovation with its own GUI entitled Windows 1.0.
GUI a definition
A Graphical User Interface (GUI) can be defined as a collection of techniques and mechanisms to interact with something.
In a graphical interface, the primary interaction mechanism is a pointing device of some kind. The computer equivalent of the human hand.
What the user interacts with is a collection of elements referred to as objects.
The Concept of Direct Manipulation
The concept of interaction with graphical systems became know as "direct manipulation" systems.
The system is portrayed as an extension of the real world. It is assumed that the person is already familiar with the objects and actions in the environment, the system merely replicates them and portrays them in a different medium, the screen.
Indirect Manipulation
Unfortunately, it is impossible to use direct manipulation for all the necessary functions that we need to carry out in even the simplest of tasks. Therefore, we need to revert to indirect manipulation.
Indirect manipulation substitutes words and text for symbols and substitutes typing for pointing.
Graphical Systems: Advantages and Disadvantages
Advantages
Symbols Recognized Faster than Text
Faster Learning
Faster use and problem solving
Easier Remembering
More Natural
Exploits Visual/Spatial Cues
Fosters More Concrete Thinking
Fewer Errors
Increased feeling of Control
Immediate Feedback
Less Anxiety
More Attractive
Replaces Natural Language
Low Typing
Disadvantages
Greater Design Complexity
Learning still Necessary
Lack of Design Guidelines
Inconsistencies in Technique and Terminology
Not always Familiar
Human Comprehension Limitations
Few Tested Icons Exist
Inefficient for Expert Users
Increased Chances of Clutter and Confusion
Futz and Fiddle Factor
Space Limitations
Hardware Limitations
Principles of Graphical User Interface Design
The Illusion of Manipulable Objects--objects must be created that are representative of the task to be completed and appropriate for the intended application. They must look selectable and it must be self-evident what to do with them.
Visual Order and Viewer Focus--attention must be drawn to functions and tasks at appropriate times. Feedback must also be provided to the user at all times. This can be accomplished through a variety of techniques including use of color, animation, pointer changing shape etc.
Principles continued
Revealed Structure-- the distance between ones intention and the effect must be minimized.
Consistency-- consistency aids in learning. Consistency in such areas as element location, grammar, font shapes, styles, and sizes. Selection indicators, and contrast and emphasis techniques is vital to good design.
Principles continued
Appropriate Effect or Emotional Impact--the product must provide the appropriate emotional effect for its intended market. Is it a corporate, professional, and secure business system? Or should it reflect the fantasy and wizardry.
A Match with the Medium-- The interface must also reflect the capabilities of the device on which it will be displayed.
Steps in the Process
Figure out whos going to use the system to do what.
Choose representative task for task-centered design.
Plagiarize
Rough out a design
Think about it
Create a mock-up or prototype
Test it with users
Iterate (or make changes and test again)
Build it
Track it
Change it