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 computer’s 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

Xerox’s 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 today’s 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 Apple’s 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 one’s 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 who’s 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