Human Machine Interaction
- Created by: Sess
- Created on: 21-05-15 05:18
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- Human Machine Interaction
- Definition
- A discipline concerned with the design, eval & implementation of interactive computing systems for human use & the study of major phenomena surrounding them
- Association for Computing Machinery
- High Level Theories
- Keystroke Theories
- Foley & Wallace (1974)
- 1) Conceptual
- The user's mental model of the interactive system (e.g. I need to delete a file)
- 2) Semantic Level
- The meaning conveyed by user's command input & computer's output display
- e.g. Open the recycle bin, place file inside it
- 3) Syntactic Level
- How units are assembled into a complete sentence to form instruction for a computer's certain task
- e.g. Double click recycle icon to open the folder, right click to empty it
- 4) Lexical Level
- Deals with device descrepancies & precise mechanisms
- e.g. Mouse moved to location X203, Right button clicked at 13:02
- GOMS Model
- Card et al (1983)
- Analyses estimating task times + identifying task steps
- Goals
- e.g. to edit a document
- Operators
- The user, who presses buttons and recalls the file name
- Methods
- The procedures to carry out the goals
- Selection Rules
- Choosing from various methods to achieve goals
- Keystroke Theories
- Dialogues
- 8 Golden Rules
- Shneiderman (1987)
- 1) Strive for consistency
- Consistent sequences of actions
- Consistent prompts, colour, layout
- 2) Cater to universal ability
- Allow explanations for novices
- And shortcuts for experts
- 3) Offer informative feedback
- There should be feedback for every action so that the user knows its working
- Minor actions beg minor feedback
- Error warnings should also be generated if needed
- 4) Design dialogs to yield closure
- Actions should be organised with a beginning middle & end
- E.g e-commerce, moving from basket page to check out page
- Then a signal to know that the task is complete
- 5) Prevent Errors
- Grey out inappropriate menu parts or prevent alphabet in numeric entry fields
- If the user makes an error, the system remains unchanged, guiding the user to fix only that bit
- 6) Permit easy reversal of actions
- Reduces anxiety
- Encourages exploration of the system
- 7) Support internal locus of control
- The user should feel in charge, that the system responds to their commands
- 8) Reduce load on STM
- Information shouldnt be asked for twice
- Gentle reminders about things should be present
- Error Dialogues
- They need to be specific
- Ambiguity/ Inconsistency must be avoided
- Constructive guidance: the system needs to guide the user
- They must be understood by the user
- Can be in the form of a direct command line eg dir/p
- Can be user initiated eg emailing for support
- Can be supported by the user eg what happens if I..
- Can be forms to fill out
- 8 Golden Rules
- Displays
- Menus
- Choices must be constrained
- Should be easier to use than command line interfaces
- Users should learn to constrain their natural language
- Toolbars
- Must be neat and tidy
- Icons must be well designed and understandable
- Capitals must be used sparingly
- Fonts must be legible
- Things must be in high contrast
- Menus
- Skill Acquisition
- Shneiderman (1998)
- Definition
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