Chapter 1: Introduction to Human Computer Interaction (HCI)

What is HCI?

Definition

  • HCI is the study of people and computing and the way they influence each other.
  • It involves three core components: Human + Computer + Interaction.
  • Previously referred to as man-machine interaction (MMI).

Causes

  • Not specified in notes

Goals / Objectives

  • Not explicitly listed under this subtopic (see “The Goals of HCI” subtopic for details)

Importance

  • Central to designing systems that are safe, easy to learn, and easy to use.
  • Usability is the main concept in HCI, highlighting its foundational role in system design.

Procedures

  • Not specified in notes

Benefits

  • Not specified in notes (see “Benefits” under “Usability”)

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Not specified in notes

Examples

  • Cockpit design during World War II (as a historical reference to early HCI concerns)

The Goals of HCI

Definition

  • Not specified in notes

Causes

  • Not specified in notes

Goals / Objectives

  • Increase individual and organizational productivity
  • Improve safety and reduce health hazards
  • Reduce costs associated with the development of user interfaces

Importance

  • Not specified in notes

Procedures

  • Not specified in notes

Benefits

  • Not specified in notes (see “Benefits” under “Usability”)

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Not specified in notes

Examples

  • Not specified in notes

Evolution of Computing and User Interfaces

Definition

  • Not specified in notes

Causes

  • Shift from expensive, expert-operated computing resources to cheap, widely accessible systems operated by non-experts.

Goals / Objectives

  • Not specified in notes

Importance

  • Shows how user interface paradigms evolved in response to changes in technology accessibility and user demographics.

Procedures

  • Not specified in notes

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Enabled broader adoption of computing by non-experts through more intuitive interfaces.

Examples

  • 1950s/60s: Computing resources were expensive; operated by highly trained professionals
  • 1970s: Introduction of personal computers and Command Line Interface (CLI)
  • 1980s: Emergence of Graphical User Interface (GUI)
    • Xerox Star: First commercial mouse-based GUI
    • 1984: Macintosh with GUI
    • 1987: Windows 1.0 and 2.0
  • 1990s/2000s: Computing resources became cheap; operated by non-computer experts
  • Present–future: Ubiquitous/Pervasive Computing

User Interface (UI)

Definition

  • The part of a product/system/software that the user sees, hears, and touches.

Causes

  • Not specified in notes

Goals / Objectives

  • Not specified in notes

Importance

  • Serves as the primary point of contact between the user and the system; directly affects usability and user experience.

Procedures

  • Not specified in notes

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Not specified in notes

Examples

  • Standard PC UI components: screen, keyboard, mouse, speakers
  • Other systems:
    • Microphone (for voice input)
    • Buttons (e.g., ON/OFF, CANCEL on printers, remote controllers)
    • Lights (e.g., on modems, ATMs, air-conditioners)
    • Hand-tracking glove (detects finger movements)
    • Eye tracker (traces where the user is looking)

Human (in HCI Context)

Definition

  • The user (human) is the person whom computer systems are designed to assist.

Causes

  • Humans are limited in their capacity to process information, which influences design decisions.

Goals / Objectives

  • Not specified in notes

Importance

  • Understanding human capabilities and limitations is essential for effective system design.

Procedures

  • Not specified in notes

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Human cognitive limits have important implications for interface design (e.g., avoiding information overload).

Examples

  • Not specified in notes (though referenced as “more details in coming chapter”)

Interaction

Definition

  • The dynamic relationship between users and systems, mediated through the user interface.

Causes

  • Not specified in notes

Goals / Objectives

  • Not specified in notes

Importance

  • Central to HCI as it encompasses how users engage with systems.

Procedures

  • Not specified in notes

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Not specified in notes

Examples

  • Key related concepts mentioned: User Interface (UI), Usability, User Experience (UX)

Usability

Definition

  • The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments (ISO 9241-11:2018).
  • A quality attribute that assesses how easy user interfaces are to use.

Causes

  • Poor design choices that ignore user needs, tasks, or contexts.

Goals / Objectives

  • Make systems safe, easy to learn, and easy to use.

Importance

  • Usability is the main concept in HCI; critical for user adoption, safety, and productivity.

Procedures

  • Measured through three core dimensions:
    • Effectiveness: completeness and accuracy of goal achievement
    • Efficiency: resources (e.g., time, effort) used relative to results
    • Satisfaction: user’s physical, cognitive, and emotional responses

Benefits

  • To developers:
    • Minimize cost of customer support
    • Reduce time needed for training
    • Build good reputation
  • To users:
    • Increased productivity
    • Reduced learning time
    • Reduced errors
    • Reduced stress

Advantages & Disadvantages

  • Advantages:
    • Supports user-centered design
    • Improves overall system quality and perception
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Poor usability can:
    • Cause users to make more errors
    • Create unnecessary anxiety and inconvenience
    • Decrease user productivity
    • Make products difficult to use and learn
    • Lead to perception of low quality and value

Examples

  • Systems with high usability are easy to use; those with low usability give users a “nightmare.”

Effectiveness (Usability Dimension)

Definition

  • The completeness and accuracy with which users achieve specified goals.

Causes

  • Not specified in notes

Goals / Objectives

  • Ensure users can successfully complete their intended tasks correctly.

Importance

  • Determines whether the system delivers the desired output accurately.

Procedures

  • Evaluated by checking:
    • Whether user goals were met successfully
    • Whether all work is correct
    • Whether desired output matches actual output

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Answers the question: “Can users use the system to do the work they need to do?”

Examples

  • Not specified in notes

Efficiency (Usability Dimension)

Definition

  • The resources used (e.g., time, human effort, costs, materials) in relation to the results achieved.

Causes

  • Not specified in notes

Goals / Objectives

  • Enable users to complete tasks quickly once they’ve learned the system.

Importance

  • Complements effectiveness by focusing on performance speed and resource use.

Procedures

  • Assessed by measuring how quickly experienced users can perform tasks.

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Answers questions like:
    • “Can experienced users be productive using the system?”
    • “Once users have learned the design, how quickly can they perform tasks?”

Examples

  • Not specified in notes

Satisfaction (Usability Dimension)

Definition

  • The user’s physical, cognitive, and emotional responses resulting from system use that meet their needs and expectations.

Causes

  • Not specified in notes

Goals / Objectives

  • Ensure the system is comfortable and acceptable to users and others affected by its use.

Importance

  • Reflects subjective user experience, influencing long-term adoption and perception.

Procedures

  • Evaluated based on user comfort, emotional response, and perceived acceptability.

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Answers the question: “How pleasant is it to use the design?”

Examples

  • Not specified in notes

User Experience (UX)

Definition

  • A person’s perceptions and responses resulting from the use and/or anticipated use of a product, system, or service (ISO 9241-210:2010).

Causes

  • Not specified in notes

Goals / Objectives

  • Not specified in notes

Importance

  • Extends beyond usability to include emotional and experiential qualities of interaction.

Procedures

  • Not specified in notes

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Not specified in notes

Examples

  • Positive UX qualities include:
    • Enjoyable
    • Fun
    • Entertaining
    • Helpful
    • Motivating
    • Aesthetic
    • Rewarding
    • Emotionally fulfilling
    • Informative
  • Reference example: Gojek redesign case study (linked in notes)

Usability + UX

Definition

  • Combined focus on functional performance (usability) and emotional/user-centered qualities (UX).

Causes

  • Not specified in notes

Goals / Objectives

  • Not specified in notes

Importance

  • Together, they ensure systems are not only usable but also engaging and satisfying.

Procedures

  • Not specified in notes

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Not specified in notes

Examples

  • Not specified in notes

Effect of Poor UI Design / Usability Problems

Definition

  • Negative outcomes resulting from interfaces that are difficult to use or poorly designed.

Causes

  • Design that ignores user needs, tasks, or contexts; lack of user testing.

Goals / Objectives

  • Not applicable (this describes a problem, not a goal)

Importance

  • Highlights why usability must be prioritized in design.

Procedures

  • Not specified in notes

Benefits

  • Not applicable

Advantages & Disadvantages

  • Advantages:
    • Not applicable
  • Disadvantages:
    • Not specified in notes (but effects listed under “Impact”)

Impact / Effect

  • Causes users to make more errors
  • Creates unnecessary anxiety and inconvenience
  • Decreases user productivity
  • Makes the product difficult to use and learn
  • Leads to perception of low quality and value

Examples

  • Not specified in notes (though implied through general descriptions)

How to Design a Good UI with Good Usability

Definition

  • Not specified in notes

Causes

  • Not specified in notes

Goals / Objectives

  • Provide knowledge to design good UIs for products/systems/software.
  • Create systems that are easy to use (high usability).

Importance

  • Essential for user adoption, satisfaction, and system success.

Procedures

  • Focus on users and their tasks (user-centered design)
  • Build a little (prototype), test a little (usability test)
  • Iterate until a good design is achieved

Benefits

  • People like systems/applications that are easy to use.
  • High usability leads to better user experiences.

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Avoids “nightmare” user experiences associated with low usability.

Examples

  • Not specified in notes

Disciplines Contributing to HCI

Definition

  • Academic and practical fields that inform HCI design and research.

Causes

  • Complexity of interactive systems requires multidisciplinary insight.

Goals / Objectives

  • Integrate diverse knowledge to understand:
    • The computer system
    • The user and their tasks
    • The environment in which tasks occur

Importance

  • “It is not possible to design effective interactive systems from one discipline in isolation” — Alan Dix

Procedures

  • Draw on expertise from multiple domains during design and evaluation.

Benefits

  • Enables holistic, human-centered system design.

Advantages & Disadvantages

  • Advantages:
    • Comprehensive understanding of technical and human factors
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Leads to more effective, usable, and contextually appropriate systems.

Examples

  • Computer Science:
    • Study of software construction
    • Provides knowledge about technology capabilities and limitations
  • Cognitive Psychology:
    • Study of how information is processed and represented in the mind
    • Provides knowledge about user capabilities and limitations
  • Ergonomics/Human Factors:
    • Study of humans in relation to their working environment
    • Informs tool and environment design to suit users
  • Social and Organizational Psychology:
    • Contributes understanding of group dynamics, culture, and organizational contexts

HCI and Software Development

Definition

  • Integration of HCI principles into the software development lifecycle.

Causes

  • Traditional software development often neglects user needs until late stages.

Goals / Objectives

  • Shift from system-centered to user-centered development.

Importance

  • Ensures that usability and user experience are built into the product from the start.

Procedures

  • Traditional (Waterfall) Approach:
    • Sequential stages: requirements → design → coding → testing → deployment
    • Driven by functional processing requirements
    • Delivers what designers think users want
  • HCI Framework:
    • Focus on user needs
    • Analyze user tasks to support functionality
    • Build prototypes
    • Conduct early usability testing and evaluation with users
    • Iterate until good design is achieved

Benefits

  • Early detection of usability issues
  • Higher user satisfaction and system effectiveness

Advantages & Disadvantages

  • Advantages:
    • HCI framework enables iterative, user-centered refinement
  • Disadvantages:
    • Waterfall model may deliver systems that don’t meet real user needs

Impact / Effect

  • The essential difference: Iteration — HCI emphasizes continuous user feedback and redesign.

Examples

  • Waterfall model: rigid, linear progression
  • HCI framework: flexible, cyclical, user-involved

PACT Analysis

Definition

  • A framework for understanding the context before beginning UI design by analyzing People, Activities, Contexts, and Technologies.

Causes

  • Need to assess current situations and identify opportunities for improvement in system design.

Goals / Objectives

  • Identify and understand the current situation to inform better design decisions.

Importance

  • Ensures design is grounded in real-world user and environmental factors.

Procedures

  • Analyze four dimensions:
    • People: sociology, culture, biology, language, psychology, etc.
    • Activity & Context: interactions within a “community of practice” (e.g., business organization of information)
    • Technologies: selection of appropriate software and hardware

Benefits

  • Prevents design assumptions by grounding decisions in user and context realities.

Advantages & Disadvantages

  • Advantages:
    • Holistic view of design context
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Leads to more appropriate, usable, and effective system designs.

Examples

  • Designing a train ticket machine:
    • People: physical traits (age, height, weight), psychology (memory, mental models), usage level (expert vs. novice)
    • Activities: timing (when/frequency), complexity, safety-critical nature, content type (information/media)
    • Context: physical environment, social context (culture/language)
    • Technology: input (touch screen, mouse), output (monitor, speaker)