Human Computer Interaction Lecture 06 The Interaction Ergonomics



















- Slides: 19

Human Computer Interaction Lecture 06 The Interaction Ergonomics Interaction Styles

What is Interaction? Communication User � System • Interaction is a kind of action that occurs as two or more objects have an effect upon one another.

Ergonomics Physical aspects of interfaces

Ergonomics • Study of the physical characteristics of interaction • Also known as human factors – but this can also be used to mean much of HCI! • Ergonomics good at defining standards and guidelines for constraining the way we design certain aspects of systems

Ergonomics - examples • Arrangement of controls and displays – – Important because disastrous results can appear if rules not followed Example: using ‘y’ and ‘u’ as shortcut keys for two opposite tasks • Possible organizations of controls – Functional • Reflecting related functionality – Sequential • Reflecting order of use – Frequency • Reflecting frequency of use

Ergonomics - examples • Ergonomics is also concerned with the work environment – Where will the system be used? – Who will use it? – Will the user be sitting, standing or moving about? • Consider all above issues in your design – Seating should be provided back support

Ergonomics - examples • health issues – physical position • Users should be able to reach all controls and see all displays – environmental conditions (temperature, humidity) • Low or high temperature affect performance – Lighting • Lighting should be arranged to avoid glare and reflection – Noise • No noise is not expected, but little – Time • Time should be controlled (considers harms of CRT, as discussed)

Ergonomics - examples • Use of colour – Awareness of colour-blindness • Use distinct colours • Don’t use colour as the only clue – Follow colour conventions • E. g. red, green and blue – Consider cultural differences

Interaction Styles dialogue … computer and user distinct styles of interaction

Common interaction styles • • Command line interface Menus Natural language Question/answer and query dialogue Form-fills and spreadsheets WIMP Point and click Three–dimensional interfaces

Command line interface • Way of expressing instructions to the computer directly – function keys, single characters, short abbreviations, whole words, or a combination • • suitable for repetitive tasks better for expert users than novices offers direct access to system functionality command names/abbreviations should be meaningful! Typical example: the Unix system

Menus • Set of options displayed on the screen • Options visible – less recall - easier to use – rely on recognition so names should be meaningful • Selection by: – numbers, letters, arrow keys, mouse – combination (e. g. mouse plus accelerators) • Often options hierarchically grouped – sensible grouping is needed • Restricted form of full WIMP system

Natural language • Familiar to user • speech recognition or typed natural language • Problems – vague – Ambiguous – hard to do well! • Solutions – try to understand a subset i. e. constraints on vocabulary – pick on key words

Query Interfaces • Question/answer interfaces – user led through interaction via series of questions – suitable for beginner users but restricted functionality – often used in information systems • Query languages (e. g. SQL) – used to retrieve information from database – requires understanding of database structure and language syntax, hence requires some expertise

Form-fills • • Primarily for data entry or data retrieval Design screen like paper form. Data put in relevant place Requires – good design – correction facilities

Spreadsheets • first spreadsheet VISICALC, followed by Lotus 1 -2 -3 MS Excel most common today • sophisticated variation of form-filling. – grid of cells contain a value or a formula – formula can involve values of other cells e. g. sum of all cells in this column – user can enter and alter data, spreadsheet maintains consistency

WIMP Interface Windows Icons Menus Pointers … or windows, icons, mice, and pull-down menus! • Default style for majority of interactive computer systems, especially PCs and desktop machines

Point and click interfaces • Used in. . – multimedia – web browsers and hypertext • Just click something! – icons, text links or location on map • Minimal typing

Three dimensional interfaces • Virtual reality • ‘Ordinary’ window systems – highlighting – visual affordance – indiscriminate use just confusing! • 3 D workspaces – use for extra virtual space – light give depth – distance effects flat buttons … click me!
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