An Interactive Guide With Visual Example
The Digital Writing:
Human Computer Interaction
Ts Harun Bin Sahat
Nur Liyana Binti Khalid Khan
Division of Instructional and Digital Learning
Department of Polytechnic and Community Collage
Ministry of Education Malaysia
EDITION 2018
First Publishing 2018
All rights reserved. No part of this publication may be
reproduced, distributed or transmitted in any form or by any
means, including photocopying, recording, or other electronic
or mechanical methods, without the prior written permission of
the publisher.
Published By:
Division of Instructional and Digital Learning
Department of Polytechnic and Community College
Ministry of Education Malaysia
Level 4, Galeria PjH, Jalan P4W, Persiaran Perdana,
Presint 4, 62100 Putrajaya
The Digital Writing: Human Computer Interaction
Edition 2018
Ts Harun Bin Sahat
Nur Liyana Binti Khalid Khan
ISBN : 978-967-2243-48-9
TABLE OF CONTENT
TOPIC PAGE
CHAPTER 1: Human Computer Interaction 1
Interaction Framework 3
Ergonomics 7
Interaction Styles 8
QUIZ 14
Story Board: Human Computer Interaction 20
CHAPTER 2: The Design Process 27
Software Development Process 29
Design Rules 33
QUIZ 40
Story Board: The Design Process 46
CHAPTER 3: Definition Of Evaluation Method 53
Types Of Evaluation 53
Evaluate Design By Expert Analysis 53
Evaluate Design By User Perception 56
QUIZ 66
Story Board: Definition Of Evaluation Method 72
CHAPTER 4: Understand Universal Design 79
Principles Of Universal Design Of Interactive System 79
Multi-Modal Technology 83
Accessibility In User Interface 88
Emerging Technologies In Interface Design 90
QUIZ 92
Story Board: Understand Universal Design 98
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Human Computer Interaction
TOPIC 1
INTRODUCTION TO HUMAN
COMPUTER INTERACTION
The Digital Writing:
Human Computer Interaction
HUMAN COMPUTER INTERACTION
In this topic, we will discuss a few sub topics as follows:
- Definition Of Human & Computer
- Interaction Framework
CInteraction Framework / Model
• Ergonomics
• Common Interaction Style
• Social And Organizational Context
Briefly describe, human computer interaction is the study of how people
interact with computers. The definition looks simple isn`t it? Well, let`s see
the explanation beyond this definition.
INTRODUCTION
Humans are limited in the capacity to process information. There are 3 main
components which are:
Figure 1.0: Three components of human process information
Human received information and responses to the information and use
the different channel to react such as visual channel, auditory channel,
haptic channel and movement. Human store memory either by using the
sensory memory, short-term memory or long-term memory. As a human,
we also proses received information and applied them. The proses include
reasoning, problem solving and skills acquisition. These limitation in
processing information has implications in designing any interface.
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Now, let`s see the explanation for Computers. Computers can be describes
as any machines or computer system that comprises various elements,
each of which affects the user of the system. Ok students, let`s see the
relationship between human, and computer.
The bridge between human and computer is called, interaction. Computer
allows human to do data entry, pointing, drawing and others. These
activities can be done with the input devices (such as mouse and keyboard)
as interaction platform. In order to allow this interaction happened, the
computer / machine must have an INTERFACE. The interactions include:
- Insert data
- Do selection
- Searching
- Pointing
- Playing games
- Drawing and other activity that allow human to interact with
computer / machine
- And many other activities
After we understand the main components in this topics, let`s move to the
question, Why is that User Interface Design is Important? The important of
user interface design are mainly because:
Figure 1.1: Important of User Interface Design
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1. Domain
- An area of expertise and knowledge in some real-world activity
- Example: graphic design, authoring and process control in a factory
2. Goal
- The desired output from a performed task
3. Task
- Operation to manipulate the concepts of a domain
4. Intention
- A specific action required to meet the goal
SUB TOPIC 1: INTERACTION FRAMEWORK
Interaction framework help to understand what is going on, in the interaction
between user and system. There are 4 components in interaction framework
which are:
Figure 1.2: Components in Interaction Framework
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Interaction Model
Interaction models help us understand the communication between the user
and the system. Before we propose a design solution, we must articulate
the problem. In order to understand the problem, we introduce a conceptual
model of how the user perceives and understands the system with which
they interact. We frame the design solution in terms of this model.
The model help us identify the problem space:
• What the problem is with the current interface
• What the users find difficult
• What functionality the users want
• Whether all users have the same requirements
• Whether users are willing to put time into understanding the problem
There are 2 types of interaction model that will be discussed in this lesson
which are:
Figure 1.3: Types of Interaction Model
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Norman’s Execution-Evaluation Cycle
Norman proposed a simple model of interaction to explain why users have
problems with interfaces. In his model, interaction consists of seven stages
all of which are performed by the user:
- execution
• establish the goal
• form the intention
• specify the action sequence
• execute the action
- evaluation
• perceive the system state
• interpret the system state
• evaluate the system state with respect to the goals and
intentions
Norman classifies the problems that arise in his model in terms of two
distinct gulfs:
1. the gulf of execution - difference between the user’s formulation of
an action and the action allowed by the system
2. the gulf of evaluation - difference between the physical representation
and the expectations of the user
For Norman, the purpose of an interface is to reduce the gulf of execution.
The gulf of evaluation measures the effectiveness of the interaction. The
more effort required interpreting the presentation, the less effective is the
interaction.
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Let`s take a simple example to understand this model.
For example:
In execution (from a human)
• establish the goal - to get light.
• form the intention - to switch on the light
• specify the action sequence – to reach over & press the lamp
• execute the action – execute the action
In evaluation (from a computer / machine)
• perceive the system state – either the light is on or not
• interpret the system state – If the light is on, then the lamp is in
good condition
• evaluate the system state with respect to the goals and intentions
– if enough light, then the goal is accomplish and the cycle is
complete.
The advantages and disadvantages of Norman’s execution-evaluation
cycle are as follows:
Advantages
• An intuitive and easy means of understanding the interaction
• Allows other, more detailed, empirical and analytic work to be
placed within a common framework
Disadvantages
• Concentrates only on the user’s view of interaction
• Does not deal with the system’s communication through the
interface
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The Abowd and Beale framework
This is an extension of Norman’s execution-evaluation cycle.The framework
identifies four steps in the interaction cycle:
1. the user formulates the goal and a task to achieve that goal
2. the interface translates the input language into the core language
3. the system transforms itself into a new state
4. the system renders the new state in the output language and
sends it to the user
Each has its own unique language. Interaction necessitates translation
between languages. The four translations involved in the interaction
framework are:
Figure 1.4: Interaction translation
1. articulation - the user articulates the task in the input language
2. performance - the interface translates the input language into
stimuli for the system
3. presentation - the system presents the results in the output
language
4. observation - the user translates the output language into
personal understanding
After We Understand The Model Includes In The Interaction Framework,
let`s figure out the physical characteristic involve in the framework which
called Ergonomics.
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Ergonomics
Ergonomics can be defined simply as the study of work. More specifically,
ergonomic is the science of designing the job to fit the worker, rather
than physically forcing the worker’s body to fit the job. Ergonomics helps
harmonize things that interact with people in terms of people’s needs,
abilities and limitations.
Why Ergonomics IS IMPORTANT? Well, there are 4 main reasons why
ergonomics is important. Figure 1.5 shows the importance of ergonomics.
Figure 1.5: Importance of Ergonomics
Within the discipline of ergonomics, there are Domains of specialization as
follows;
Figure 1.6: Domains of specialization for Ergonomics
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Physical ergonomics deals with the human body’s responses to physical
and physiological stress. It takes into account characteristics of the human
such as anatomy, physiology, and biomechanics as they relate to physical
activity.
Cognitive ergonomics is concerned with mental processes, such as
perception, memory, reasoning, and motor response, as they affect
interactions among humans and other elements of a system. (Relevant
topics include mental workload, decision-making, skilled performance,
human-computer interaction, human reliability, work stress, attitudes,
motivation, pleasure).
Organizational ergonomics is concerned with the optimization of
sociotechnical systems, including their organizational structures, policies,
and processes. (Relevant topics include communication, crew resource
management, work design, design of working times, teamwork).
Now, shall we move to the next part in this lesson?
COMMON INTERACTION STYLES
Let’s see the common interaction styles applied in our daily interaction with
the computers.
Briefly, there are 8 components that can be describe which are:
• Command Line Interface
• Menus - Wimp
• Natural Language
• Question/Answer And Query Dialogue
• Form-fills And Spreadsheets
• Point And Click
• Three–dimensional Interfaces
• Web navigation
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Command Line Interface
Now, let`s see the details explanation for each of the component. We will
start with the Command Line Interface.
Command line interface is an interface which allows human to interact or
give instruction directly to the computer / machine.
It includes function keys, single characters, short abbreviations, whole
words, or a combination. This interaction is suitable for repetitive tasks.
It is better to be used by the expert users than novices to give instructions to
the computers directly. Besides that, it also offers direct access to system
functionality and the command names/abbreviations should be meaningful!
Typical example is the Unix system. This interface usually looks very simple
and plain.
Menus
Next, is the Menus.
Menu is a set of options displayed on the screen to allow human do selection.
Let`s see the type of option visible
• It is an Options from which user selects the desired choice.
• The menus usually contain or rely on recognition so names should
be meaningful.
Next, is the Selection by:
• It can be use from letters, arrow keys, mouse or combination such
as mouse plus accelerators.
Menu usually Restricted form of full WIMP system. WIMP are:
• Windows
• Icons
• Menus
• Pointers
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In a WIMP system:
• A window runs a self-contained program, isolated from other
programs that (if in a multi-program operating system) run at the
same time in other windows.
• An icon acts as a shortcut to an action the computer performs
• A menu is a text or icon-based selection system that selects and
executes programs or tasks.
• The pointer is an onscreen symbol that represents movement of a
physical device that the user controls to select icons, data
elements, etc.
But, nowadays, since human are interact with so many new technology,
there is the post-WIMP interface. This interface usually:
• Used in a portable devices such as mobile phone and tablets.
• Icons and menus are used to input commands
• Uses more than one finger as the input device together with a
touch screen
The new features includes in this Post-WIMP Interface are:
Figure 1.7: Features in Post-WIMP
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NATURAL LANGUAGE
The next component is Natural Language. Natural language interface is a
type of user interface where linguistic phenomena such as verbs, phrases
and clauses act as controls for creating, selecting and modifying data
in software applications. It can be used for dictation, and general word
processing. In addition, human who have difficulty for typing due to physical
limitations tends to use natural language interface since it is commonly used
for automated speech recognition.
Human can ask a computer / machine to do things by giving instruction by
saying a human language. For example, human can say, “Turn off all my
alarms” to the phone. The phone will automatically turn off the phone alarm.
Well, it is interesting, to talk to your computer / machine right.
Question/Answer and Query Dialogue
OK Students, now, let`s have a look to the next components in common
interaction styles. The component is Question/Answer and Query Dialogue.
The question and answer interface allows the followings to happen:
• The computer displays a question for the user on the screen.
• The user enters an answer via the keyboard or a mouse click.
• The computer acts on that input information in a preprogrammed
manner.
• New users may find the question-and-answer interface most
comfortable.
Query dialog used to construct queries for databases. It appear to use
natural language phrases. SQL example. But, in query dialog, specific
syntax is required (as well as knowledge of database)
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Human Computer Interaction
Form-Fills and Spreadsheets
The next component is Form-Fills and Spreadsheets.
• The form-fill is simple. It is any form that you fill in.
• Primarily for data entry or data retrieval
• Screen like paper form.
• Data put in relevant place
Spreadsheet.
• Can be used as sophisticated forms
• Grid of cells
• Cells have formulae (e.g., the total for a row or column)
• Data may be added in any order
• System maintains consistency and updates values immediately
• User can manipulate values and observe effects
• Blurs distinction between input and output
• Attractive medium for forms
Point and Click
Now, let`s move to the next component. Point and Click.
• In multimedia systems (e.g., web browsers), most interactions
require only a single click of a mouse button
• Point-and-click philosophy is simpler
• Closely related to hypertext idea
• Not limited to mouse
• Also use for touch screen, such as information kiosks
This interface can be apply in various application including websites and
games.
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Three–Dimensional (3D) Interfaces
Next component is the Three–Dimensional (3D) Interfaces.
• Increasing use of 3D in user interfaces
• Most obvious example is virtual reality
• Appearance of being sculpted out of stone with light source to the
upper-left/right
• 3D also used for more complex workspaces such as designing a
3D button in a website, 3D games and using AutoCAD software.
Web Navigation
The last component is Web Navigation.
Navigation is both the system(s) that a visitor can use to move around
a website such as (global navigation, breadcrumb trails, related links,
pagination (previous/next page), footer navigation, etc.) and the visual
manifestation of such systems (hyperlinked text, tabs, buttons, etc.).
Website navigation is important to the success of interface design as it will
give website visitor’s experience to the website. The website’s navigation
system is like a road map to all the different areas and information contained
within the website.
Website navigation has two main functions:
1. to tell the user where they are
2. to enable the user to go somewhere else
Interaction however affected by social and organizational context
• to Other people – it desire to impress, competition, fear of failure
• in Motivation aspect –interaction includes fear, allegiance,
ambition, self-satisfaction
• Inadequate systems will cause frustration and lack of motivation
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SUMMARY
As a summary for this lesson, we can say that there are 5 important aspects
that you must know.
1. The definition of human, computer & interaction
2. Notion of interaction / interaction framework / model
3. Ergonomics
4. Interaction styles
5. Social, organizational & motivational
I hope that you can understand this lesson well.
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QUIZ 1
1. Which of the following refers to a human memory, except?
A. Sensory memory
B. Working memory
C. Long-term memory
D. Apply memory
Answer : C
2. What is the term of a bridge between computer / machine and a human.
A. Goal
B. Application
C. Interaction
D. Presentation
Answer : C
3. In Norman`s execution-evaluation cycle, what is the purpose of an
interface?
A. To increase the gulf of execution
B. To reduce task among employee
C. To reduce the gulf of execution
D. To help user to deal with the gulf
Answer : C
4. In execution (from a human) in Norman`s execution-evaluation cycle, all
below are the actions in Execution Gulf, except:
A. Establish The Goal
B. Form The Intention
C. Execute The Action
D. Observation
Answer : D
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5. Which of the following is not a design principle that allows the user
to maintain control?
A. Provide for flexible interaction
B. Allow user interaction to be interrupt-able and undo-able
C. Show technical internals from the casual user
D. Design for direct interaction with objects that appear on the screen
Answer : C
6. A software might allow a user to interact via
A. keyboard commands
B. mouse movement
C. voice recognition commands
D. all of the mentioned
Answer : D
7. Ergonomics is the study of the ‘fit’ between the physical demands of the
workplace and the employees who perform the work.
A. True
B. False
Answer : A
8. There are many benefits to integrating an ergonomics process deeply
into all of your operations. Among the many benefits except:
A. Ergonomics increase costs
B. Ergonomics improves productivity
C. Ergonomics improves product quality
D. Ergonomics increases employee engagement
Answer : A
9. Ergonomic risk factors and injuries result in direct and indirect costs for
employers and employees.
A. True
B. False
Answer : A
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10. People who work in offices don’t have to worry about workplace health
and safety?
A. True
B. False
Answer : A
QUIZ 2
You have completed all sub topics in this lesson. Now, let`s have some
quick quiz to refresh what you have learned.
1. Pop-up menu appears when the user right-clicks on the mouse.
A.True
B.False
Answer : A
2. Which of the following instruction-driven interfaces allows a customer to
enter a question about a given product?
A. mnemonic
B. textual
C. natural language
D. language-based
Answer : C
3. Which one of these would NOT be found in a good HCI?
A.Common short cuts, like CTRL+Z for undo.
B.Icons that can have specific meanings.
C.A long command line to achieve a function
D.Sounds that convey meanings.
Answer : C
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4. Which one of these is a good reason for taking care to design a good
computer human interface?
A.Not every user is a computer expert
B.Well designed HCIs allow the software to be sold at a better price.
C.Well designed HCIs use less computer resources.
D.Well designed HCIs allow the computer to run faster
Answer : A
5. HCI is based on psychological factors of humans?
A.True
B.False
Answer : A
6. Which of these is not a interface style?
A.Command line/command prompt
B.Menus
C.Natural Language
D.Voice Recognition
Answer : D
7. What type of instructions does a computer need in order complete an
action?
A. General
B. Abstract
C. Short
D. Specific
Answer : D
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8. Human–computer interaction (HCI) is the study of interaction between
human (users) and ________.
A. Linux
B. Motherboard
C. Central processing unit
D. Computer
Answer : D
9. A basic goal of HCI is to improve the interactions between users and
computers by making computers more ________ and receptive to the user’s
needs.
A. User interface
B. Usability engineering
C. Usability
D. Human–computer interaction
Answer : C
10. Identify which is not the terms of interaction
A. Goal
B. Domain
C. Task
D. Query
Answer : D
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STORYBOARD
CHAPTER 1 : INTRODUCTION TO HUMAN COMPUTER INTERACTION
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TOPIC 2
THE DESIGN PROCESS
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THE DESIGN PROCESS
This lesson will cover 3 sub topics, which are:
1. Interaction Design
2. Software Development Life Cycle
3. Design Rules
INTERACTION DESIGN
Let`s starts with the explanation of interaction design.
• Interaction design is creating interventions in often complex
situations using technology of many kinds including PC software,
the web and physical devices.
- Design involves:
• Achieving goals within constraints and trade-off between
these.
• Understanding the raw materials: computer & human
• Accepting limitations of humans and of design
The process of interaction design are:
• Identifying needs and establishing requirements for the user
experience
• Developing alternative designs that meet those requirements
• Building interactive versions of the designs
• Evaluating what is being built throughout the process and the user
experience it offers
Let`s understand more each of the design process.
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Identifying needs and establishing requirements for the user experience
In this stage, we must know who our target users are and what kind of
support an interactive product could usefully provide.
These needs form the basis of the product requirements and underpin
subsequent design and development.
This stage is a fundamental activity to a user-centered approach, and is
very important in interaction design.
Developing alternative designs that meet those requirements.
• This stage can be divide into 2 sub-categories:
- Conceptual design
- Physical design
• Conceptual design involves producing the conceptual model for
the product, & a conceptual model describes what the product
should do, what it should look like & how it should behave.
• Physical design, in the other hand considers the detail of the
product including the colors, sounds, & images to use, menu design
& icon design.
• Alternatives are considered at every point.
Building interactive versions of the designs.
• In this stage, Interaction design involves designing interactive
products.
• The most sensible way for users to evaluate such designs, then, is
to interact with them.
• There are different techniques for achieving ‘interaction’, not all of
which require a working piece of software.
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Evaluating what is being built throughout the process and the user
experience it offers.
• In this stage, determining the usability & acceptability of the product
or design that is measured in terms of a variety of criteria including;
- the number of errors users make using it
- how appealing it is
- how well it matches the requirements, and so on.
• Interaction design requires a high level of user involvement
throughout development, & this enhances the chances of an
acceptable product being delivered.
All these 4 stages is required to develop a user-friendly interface and
creating excitement for human, to interact with a computer or machine.
Now students, let`s move to the next sub-topic in this lesson.
SOFTWARE DEVELOPMENT PROCESS
Software Development Process or, can also be called as the software
development lifecycle (SDLC). This process mainly happen in the software
engineering discipline.
• Basically, Software engineering is the discipline for understanding
the software design process, or life cycle
• The design process in software engineering can be assessed for its
effectiveness in interaction system design.
• Designing for usability occurs at all stages of the life cycle, not as
a single isolated activity
• Software engineering has spawned many lifecycle models including:
√ Waterfall
√ The Spiral
√ Rapid Application Development (RAD)
√ ADDIE model
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Let`s see the example for each model in Software Development Process.
The waterfall lifecycle model. Waterfall model is the earliest SDLC approach
that was used for software development. The waterfall model also referred
to as a linear-sequential life cycle model. It is very simple to understand and
use. In a waterfall model, each phase must be completed before the next
phase can begin and there is no overlapping in the phases.
The stages include in this model are:
- Requirement Analysis
• Requirement documentation and use case need to be
prepared in this stage
- Design
• This stage where the software architecture happened.
Designer will design the software according to the
requirement.
- Implementation / Development
• In this stage, the software is construct. The earlier design
will be implemented in code.
- Verification /Testing
• Installation and Testing will be done in this stage. Testing is
important to make sure the software can run smoothly.
- Maintenance
• This is the last stage in this model. Error checking will be done in
this stage.
Figure 2.0 : Waterfall Model
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The next model in SDLC is the spiral lifecycle model.
The spiral model, also known as the spiral lifecycle model, is a systems
development lifecycle (SDLC) model used in information technology (IT).
This model of development combines the features of the prototyping model
and the waterfall model. The spiral model is favoured for large, expensive,
and complicated projects.
This model consist 4 main stages which are:
- Determine objectives
- Identify & resolve risks
- Development & testing
- Planning of next iteration
Figure 2.1 : SPIRAL Model
The next model is The RAD Lifecycle Model.
Rapid application development (RAD) is a software development
methodology that uses minimal planning in favor of rapid prototyping. A
prototype is a working model that is functionally equivalent to a component
of the product.
In RAD model the functional modules are developed in parallel as prototypes
and are integrated to make the complete product for faster product delivery.
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There are 4 stages in this model, which are:
- Analysis & Quick Design
- Prototype Cycle – which includes develop, demonstrate & refine
- Testing
- Deployment
Figure 2.2 : RAD Model
The last model that will be discuss in this sub-topic is the ADDIE Model.
The ADDIE model is basically a generic, systematic, step-by-step framework
used by instructional designers, developers and trainers to ensure course
development and learning does not occur in a haphazard, unstructured
way. It is designed to ensure:
1. learners will achieve the goals of the course,
2. allows for the evaluation of learner’s needs,
3. the design and development of training materials, and
4. Evaluation of effectiveness of the training program using processes with
specific, measurable outcomes.
ADDIE Model consists of 5 stages, which are:
- A : Analysis
- D : Design
- D : Develop
- I : Implement
- E : Evaluate
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Figure 2.3 : ADDIE Model
DESIGN RULES
Design rules (or usability rules) are rules that a designer can follow in order
to increase the usability of the system/product.
Why do we need rules in designing an interface?
Well, this because we need to design for the maximum usability to achieve
the goal of interaction design.
TYPES OF DESIGN RULES
1. Principles
2. Standards
3. Guidelines
We will discuss each of the types of design rules.
Let`s starts with the Principles
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TYPES OF DESIGN RULES 1 : PRINCIPLES TO SUPPORT USABILITY
There are 3 principles to support usability.
1. Learnability
The ease with which new users can begin effective interaction and
achieve maximal performance
2. Flexibility
The multiplicity of ways the user and system exchange information
3. Robustness
The level of support provided the user in determining successful
achievement and assessment of goal-directed behavior
LEARNABILITY
Let`s see the 5 elements in the principles of learnability.
1. Predictability
2. Synthezability
3. Familiarity
4. Generalizability
5. Consistency
Predictability
Predictability determinine the effect of future actions based on past
interaction history –operation visibility.
The example of predictability such as the task bar in your personal computer.
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Synthesizability
–assessing the effect of past actions
–immediate vs. eventual honesty
For example, a pop-up message will be display to user, to inform an action
that cannot be done.
Familiarity
-This effect on how prior knowledge applies to new system
–guess ability; affordance
For example, the different internet browser. It has a familiar function but, in
a different interface.
Generalizability
Generalizability extending the specific interaction knowledge to new
situations.
As an example, let`s take 2 different software application:
1. Microsoft Power Point
2. Adobe Photoshop
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But, both applications have the same task bar, which will make user
generalize the funcations.
Consistency
It is a likeness in input/output behavior arising from similar situations or task
objectives. For example, the icon “bin / trash” refer to the action of deleting
file or any other records.
FLEXIBILITY
There are 5 elements in this principles, which are:
1. Dialogue initiative
2. Multithreading
3. Task migratability
4. Substitutivity
5. Customizability
Dialogue initiative
Freedom from system imposed constraints on input dialogue. For
example, system will ask user to confirm action.
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Mulithreading
Multithreading is the ability of system to support user interaction for
more than one task at a time. For example, a user can edit a document,
as well as chatting and watching movie at the same time.
Task Migratability
Task Migratability is when responsibility is pass for task execution
between user and system. For example, user allow the system to
make suggestion for the right word, or check grammar in a document.
Substitutivity
This element allow equivalent values of input and output to be
substituted for each other For example, the changing size of an
image, from different units.
Customizability
The modifiability of the user interface by user or system. For example,
users able to customize the system preference by changing color,
font and others.
ROBUSTNESS
The elements in this principle are:
1. Observability
2. Recoverability
3. Responsiveness
4. Task conformance
Observability
It is an ability of user to evaluate the internal state of the system from
its perceivable representation.
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For example, users able to see the battery percentage of the system,
wireless & Bluetooth function and others.
Recoverability
An ability of user to take corrective action once an error has been
recognized. For example, the undo action, and the reminder to
proceed an action – such as, delete a file.
Responsiveness
It is how the user perceives the rate of communication with the
system. For example, system will display the progress bar for an
action to complete.
Task Conformance
It is a degree to which system services support all of the user’s tasks.
For example, system let inform user the completion of an action.
TYPES OF DESIGN RULES 2 : STANDARDS
It is a set by national or international bodies to ensure compliance by a large
community of designer’s standards, require sound underlying theory and
slowly changing technology.
Hardware standards more common than software high authority and low
level of detail. ISO 9241 defines usability as effectiveness, efficiency and
satisfaction with which users accomplish tasks.
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TYPES OF DESIGN RULES 3 : GUIDELINES
It is more suggestive and general. Many textbooks and reports full of
guidelines. Abstract guidelines (principles) applicable during early life cycle
activities. Detailed guidelines (style guides) applicable during later life
cycle activities. Understanding justification for guidelines aids in resolving
conflicts
SUMMARY
We have learned about:
1. Interaction Design
2. Software Development Life Cycle
3. Design Rules
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QUIZ 1
1. What is the structured approach called for developing software and
information systems
A. Software design
B. Prototyping
C. Systems development life cycle
D. Systems methodology
ANSWER : C
2. Who is the person who typically manages the software development
project?
A. Software engineer
B. Project manager
C. IT manager
D. Technology director
ANSWER : B
3. In which phase of the software design and development project would
you try to understand the proposed project?
A. Planning phase
B. Initial phase
C. Requirements phase
D. Analysis phase
ANSWER : D
4. In which phase of the software design and development project would
you build a blueprint of the proposed system?
A. Analysis phase
B. Design phase
C. Requirements phase
D. Development phase
ANSWER : B
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5. In which phase of the software design and development project would
you fix errors in the new built and operational system?
A. Development phase
B. Maintenance phase
C. Implementation phase
D. Execution phase
ANSWER : B
6. _________________ spend most of their time in the beginning stages of
the SDLC, talking with end-users, gathering information, documenting
systems, and proposing solutions.
A. Systems analysts
B. Project managers
C. Network engineers
D. Database administrators
ANSWER : A
7. Product revision is not related to:
A. Maintainability
B. Testability
C. Flexibility
D. Reusability
ANSWER : D
8. Which is not true regarding Spiral model?
A. Risk analysis is involved in every cycle of development.
B. Uses series of prototype for refining test execution plan.
C. For any change we need to iterate the whole cycle.
D. Only this model has the risk analysis phase.
ANSWER : B