SlideShare a Scribd company logo
UNIT 2
Design process:
Human interaction with computers
Importance of human characteristics
Human consideration
Human interaction speeds
Understanding business junctions
OBSTACLES AND PITFALLS IN
DEVELOPMENT PATH
 No body ever gets it right for the first time
 Development is chock full of surprises.
 Good design requires living in a sea of changes.
 Designers need good tools.
 Performance design goals
 People may make mistakes while using a good system
also
COMMON PITFALLS
 No early analysis and understanding the users needs
and expectations.
 A focus on using design features or components .
 No usability testing.
 No common design team vision.
 Poor communication
COMMON USABILITY PROBLEMS
 Ambiguous menus and icons.
 Languages that permit only single direction movement
through a system.
 Input and direct manipulation limits.
 Complex linkage.
 Inadequate feedback.
 Lack of system anticipation.
 Inadequate error messages.
IRRITATING CHARACTERS
 Visual clutter
 Impaired information readability
 Incomprehensible components
 Annoying distractions.
 Confusing navigation.
 Inefficient operations
 Inefficient page scrolling.
 Information overload
DESIGN TEAM
 Development
 Human factors
 Visual Design
 Usability assesment
 Documentation
 Training
HUMAN INTERACTION WITH
COMPUTERS
Understanding How People Interact with Computers
Characteristics of computer systems, past and present,
that have caused, and are causing, people problems.
We will then look at the effect these problems have –
• Why people have trouble with computers
• Responses to poor design
• People and their tasks
Why People Have Trouble with
Computers
• Extensive technical knowledge but little behavioral
training.
• With its extensive graphical capabilities.
• Poorly designed interfaces.
• Non-obvious design
• Fine distinctions
• Disparity in problem-solving strategies
• an "error-preventing" strategy
• Design inconsistency
Responses to poor design
Typical psychological responses to poor design are:
 Confusion
 Annoyance
 Frustration
 Panic or stress
 Boredom
Responses to poor design
Typical physical responses to poor design are:
 Partial use of the system
 Indirect use of the system
 Modification of the task
 Compensatory activity
 Misuse of the system
 Direct programming
IMPORTANT HUMAN
CHARACTERISTICS IN DESIGN
 Memory
 Visual activity
 Peripheral vision
 Sensory storage
 Information processing
 Learning
 Skill
 Individual differences.
 Perception
 Proximity
 Similarity
 Matching patterns
 Succinctness
 Closure
 Unity
 Continuity
 Balance
 Expectancies
 Context
 Signals versus noise
HUMAN CONSIDERATIONS IN
DESIGN
The User's Knowledge and Experience:-
The knowledge possessed by a person, and the experiences
undergone, shape the design of the interface in many ways.
The following kinds of knowledge and experiences should be
identified.
• Computer Literacy - Highly technical or experienced,
moderate computer experience, or none
• System Experience - High, moderate, or low knowledge of a
particular system and its methods of interaction
• Application Experience - High, moderate, or low knowledge
of similar systems
HUMAN CONSIDERATIONS IN
DESIGN
• Task Experience - Other Level of knowledge of job and job
tasks
• Systems Use - Frequent or infrequent use of other systems
in doing job
• Education - High school, college, or advanced degree
• Reading Level - Less than 5th grade, 5th-12th, more than
12th grade
• Typing Skill - Expert (135 WPM), skilled (90 WPM), good
(55 WPM), average (40 WPM), or "hunt and peck" (10
WPM).
• Native Language or Culture- English, another, or several.
JOB/TASK/NEED IN DESIGN
PROCESS
• Type of System Use - Mandatory or discretionary use of the system.
• Frequency of Use - Continual, frequent, occasional, or once-in-a-lifetime
use of system
• Task or Need importance - High, moderate, or low importance of the task
being performed
• Task Structure - Repetitiveness or predictability of tasks being automated,
high, moderate, or low
• Social Interactions - Verbal communication with another person required
or not required
• Primary Training - Extensive or formal training, self training through
manuals, or no training
• Turnover Rate - High, moderate, or low turnover rate for jobholders
• Job Category - Executive, manager, professional, secretary, clerk
• Lifestyle - For Web e-commerce systems, includes hobbies, recreational
pursuits, and economic status
PSYCHOLOCICAL CHARCTERISTICS
• Attitude - Positive, neutral, or negative feeling toward
job or system
• Motivation - Low, moderate, or high due to interest or
fear • Patience - Patience or impatience expected in
accomplishing goal
• Expectations - Kinds and reasonableness • Stress Level
- High, some, or no stress generally resulting from task
performance
• Cognitive Style - Verbal or spatial, analytic or intuitive,
concrete or abstract.
PHYSICAL CHARACTRISTICS
• Age :-Young middle aged or elderly
• Gender :-Male or Female
• Handness :-Left, right or ambidextrous
• Disabilities:- Blind, defective vision, deafness, motor
handicap
HUMAN INTERACTION SPEEDS
The speed at which people can perform using various
communication methods has been studied by a number of
researchers.
READING
• Prose text - 250-300 words per minute.
• Proof reading text on paper - 200 words per minute.
• Proofreading text on a monitor - 180 words per minute.
LISTENING
• Speaking to a computer: 150-160 words per minute.
• After recognition corrections: 105 words per minute.
KEYING
• Typewriter
Fast typist: 150 words per minute and higher
Average typist: 60-70 words per minute
• Computer
Transcription: 33 words per minute
Composition: 19 words per minute
• Two finger typists
Memorized text: 37 words per minute
Copying text: 27 words per minute
• Hand printing
Memorized text: 31 words per minute.
Copying text: 22 words per minute.
UNDERSTAND THE BUSINESS
FUNCTION
• Business definition and requirements analysis
--Direct methods
--Indirect methods
--Requirements collection guidelines
• Determining basic business functions
--Developing conceptual modes
--Understanding mental models
--Users new mental model
UNDERSTAND THE BUSINESS
FUNCTION
• Design standards or style guides
--Value of standards and guidelines
--Document design
--Design support and implementation
• System training and documentation
-- Training
--Documentation
DIRECT METHODS
• Individual Face-to-Face Interview
• Telephone Interview or Survey
• Traditional Focus Group
• Facilitated Team Workshop
• Observational Field Study
• User-Interface Prototyping
• Usability Laboratory Testing
• Card Sorting for Web Sites
• A technique to establish groupings of information for
Web sites
INDIRECT METHODS
• MIS Intermediary
• Paper Surveyor
Questionnaire
• Electronic Surveyor
Questionnaire
• Electronic Focus Group
• Marketing and Sales
• Support Line
• E-Mail or Bulletin Board
• User Group
• Competitor Analyses
• Trade Show
• Other Media Analysis
• System Testing
DETERMINING BASIC BUSINESS
FUNCTIONS
A flowchart of major functions is developed. The process the
developer will use is summarized as follows:
Gain a complete understanding of the user's mental model based
upon:
• The user's needs and the user's profile.
• A user task analysis.
• Develop a conceptual model of the system based upon the user's
mental model.
This includes:
• Defining objects.
• Developing metaphors.
THANKS

More Related Content

Unit2 hci

  • 1. UNIT 2 Design process: Human interaction with computers Importance of human characteristics Human consideration Human interaction speeds Understanding business junctions
  • 2. OBSTACLES AND PITFALLS IN DEVELOPMENT PATH  No body ever gets it right for the first time  Development is chock full of surprises.  Good design requires living in a sea of changes.  Designers need good tools.  Performance design goals  People may make mistakes while using a good system also
  • 3. COMMON PITFALLS  No early analysis and understanding the users needs and expectations.  A focus on using design features or components .  No usability testing.  No common design team vision.  Poor communication
  • 4. COMMON USABILITY PROBLEMS  Ambiguous menus and icons.  Languages that permit only single direction movement through a system.  Input and direct manipulation limits.  Complex linkage.  Inadequate feedback.  Lack of system anticipation.  Inadequate error messages.
  • 5. IRRITATING CHARACTERS  Visual clutter  Impaired information readability  Incomprehensible components  Annoying distractions.  Confusing navigation.  Inefficient operations  Inefficient page scrolling.  Information overload
  • 6. DESIGN TEAM  Development  Human factors  Visual Design  Usability assesment  Documentation  Training
  • 7. HUMAN INTERACTION WITH COMPUTERS Understanding How People Interact with Computers Characteristics of computer systems, past and present, that have caused, and are causing, people problems. We will then look at the effect these problems have – • Why people have trouble with computers • Responses to poor design • People and their tasks
  • 8. Why People Have Trouble with Computers • Extensive technical knowledge but little behavioral training. • With its extensive graphical capabilities. • Poorly designed interfaces. • Non-obvious design • Fine distinctions • Disparity in problem-solving strategies • an "error-preventing" strategy • Design inconsistency
  • 9. Responses to poor design Typical psychological responses to poor design are:  Confusion  Annoyance  Frustration  Panic or stress  Boredom
  • 10. Responses to poor design Typical physical responses to poor design are:  Partial use of the system  Indirect use of the system  Modification of the task  Compensatory activity  Misuse of the system  Direct programming
  • 11. IMPORTANT HUMAN CHARACTERISTICS IN DESIGN  Memory  Visual activity  Peripheral vision  Sensory storage  Information processing  Learning  Skill  Individual differences.  Perception  Proximity  Similarity  Matching patterns  Succinctness  Closure  Unity  Continuity  Balance  Expectancies  Context  Signals versus noise
  • 12. HUMAN CONSIDERATIONS IN DESIGN The User's Knowledge and Experience:- The knowledge possessed by a person, and the experiences undergone, shape the design of the interface in many ways. The following kinds of knowledge and experiences should be identified. • Computer Literacy - Highly technical or experienced, moderate computer experience, or none • System Experience - High, moderate, or low knowledge of a particular system and its methods of interaction • Application Experience - High, moderate, or low knowledge of similar systems
  • 13. HUMAN CONSIDERATIONS IN DESIGN • Task Experience - Other Level of knowledge of job and job tasks • Systems Use - Frequent or infrequent use of other systems in doing job • Education - High school, college, or advanced degree • Reading Level - Less than 5th grade, 5th-12th, more than 12th grade • Typing Skill - Expert (135 WPM), skilled (90 WPM), good (55 WPM), average (40 WPM), or "hunt and peck" (10 WPM). • Native Language or Culture- English, another, or several.
  • 14. JOB/TASK/NEED IN DESIGN PROCESS • Type of System Use - Mandatory or discretionary use of the system. • Frequency of Use - Continual, frequent, occasional, or once-in-a-lifetime use of system • Task or Need importance - High, moderate, or low importance of the task being performed • Task Structure - Repetitiveness or predictability of tasks being automated, high, moderate, or low • Social Interactions - Verbal communication with another person required or not required • Primary Training - Extensive or formal training, self training through manuals, or no training • Turnover Rate - High, moderate, or low turnover rate for jobholders • Job Category - Executive, manager, professional, secretary, clerk • Lifestyle - For Web e-commerce systems, includes hobbies, recreational pursuits, and economic status
  • 15. PSYCHOLOCICAL CHARCTERISTICS • Attitude - Positive, neutral, or negative feeling toward job or system • Motivation - Low, moderate, or high due to interest or fear • Patience - Patience or impatience expected in accomplishing goal • Expectations - Kinds and reasonableness • Stress Level - High, some, or no stress generally resulting from task performance • Cognitive Style - Verbal or spatial, analytic or intuitive, concrete or abstract.
  • 16. PHYSICAL CHARACTRISTICS • Age :-Young middle aged or elderly • Gender :-Male or Female • Handness :-Left, right or ambidextrous • Disabilities:- Blind, defective vision, deafness, motor handicap
  • 17. HUMAN INTERACTION SPEEDS The speed at which people can perform using various communication methods has been studied by a number of researchers. READING • Prose text - 250-300 words per minute. • Proof reading text on paper - 200 words per minute. • Proofreading text on a monitor - 180 words per minute. LISTENING • Speaking to a computer: 150-160 words per minute. • After recognition corrections: 105 words per minute.
  • 18. KEYING • Typewriter Fast typist: 150 words per minute and higher Average typist: 60-70 words per minute • Computer Transcription: 33 words per minute Composition: 19 words per minute • Two finger typists Memorized text: 37 words per minute Copying text: 27 words per minute • Hand printing Memorized text: 31 words per minute. Copying text: 22 words per minute.
  • 19. UNDERSTAND THE BUSINESS FUNCTION • Business definition and requirements analysis --Direct methods --Indirect methods --Requirements collection guidelines • Determining basic business functions --Developing conceptual modes --Understanding mental models --Users new mental model
  • 20. UNDERSTAND THE BUSINESS FUNCTION • Design standards or style guides --Value of standards and guidelines --Document design --Design support and implementation • System training and documentation -- Training --Documentation
  • 21. DIRECT METHODS • Individual Face-to-Face Interview • Telephone Interview or Survey • Traditional Focus Group • Facilitated Team Workshop • Observational Field Study • User-Interface Prototyping • Usability Laboratory Testing • Card Sorting for Web Sites • A technique to establish groupings of information for Web sites
  • 22. INDIRECT METHODS • MIS Intermediary • Paper Surveyor Questionnaire • Electronic Surveyor Questionnaire • Electronic Focus Group • Marketing and Sales • Support Line • E-Mail or Bulletin Board • User Group • Competitor Analyses • Trade Show • Other Media Analysis • System Testing
  • 23. DETERMINING BASIC BUSINESS FUNCTIONS A flowchart of major functions is developed. The process the developer will use is summarized as follows: Gain a complete understanding of the user's mental model based upon: • The user's needs and the user's profile. • A user task analysis. • Develop a conceptual model of the system based upon the user's mental model. This includes: • Defining objects. • Developing metaphors.