Human Machine Interaction

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  • 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
    • 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
    • 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
    • Skill Acquisition
      • Shneiderman (1998)

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This article is all about Human-Machine Interaction. What it is, why you should worry, and how to avoid making mistakes when trying to create a good HMI. So you can visit official site for the best tips on production machines. In short, the article will help you become more aware of the human element behind your technology, in order to make sure that your users can interact with your product in a way that suits them best.

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