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BY,
AYUSHA PATNAIK
INTRODUCTION
HUMAN COMPUTER INTERACTION
STUDY OF INTERACTION BETWEEN HUMAN AND COMPUTER TO
DESIGN HUMAN-CENTRED SKILLS, SO THAT THERE ARE
PRINCIPLES AND METHODS TO CREATE EXCELLENT INTERFACES
WITH ANY TECHNOLOGY.
• IT IS THE HOTTEST TOPIC AMONG IT PROFFESIONALS OF TODAY
• SERIOUS RESEARCH IN THIS AREA HAS JUST BEGUN WHICH
PROMISES OF FUNDAMENTALLY CHANGING COMPUTING
• SPECTACULAR GROWTH OF WORLD WIDE WEB IS THE DIRECT RESULT
OF HCI RESEARCH
• HCI WOULD PLAY A LEADING ROLE IN THE CREATION OF
TOMMOROW’S EXCITING NEW USER INTERFACE SOFTWARE
IMPORTANCE
 How important is it for a
practitioner to have a deep
understanding of the visual,
intellectual, motor, and
memory capabilities of the
users when they are
designing commercial
systems?
 How important is it to have
the knowledge of
implementing empirical
research techniques for
evaluations when they are
rarely used?
COMPUTER
ELEMENTS
INPUT DEVICES
OUTPUT DEVICES
MEMORY
PROCESSING
A computer without human
ELEMENTS OF COMPUTER
INPUT
DEVICE
OUTPUT
DEVICE
MEMORY
PROCESSING
TEXT
ENTRY
POINTING
3-D
INTERACTION
DEVICES
SHORT
TERM
MEMORY
LONG TERM
MEMORY
HUMAN IN TERMS OF COMPUTER
ELEMENTS
INPUT –
OUTPUT
CHANNELS
M
E
M
O
R
Y
PROCESSINGOF
INFORMATION
Human  computer interaction
USER INPUT
SYSTEMOUTPUT
• THE INTERACTION FRAME WORK HAS FOUR PARTS
Human  computer interaction
Human  computer interaction
Stages of design process :
 Knowing users
 Observation of
users
 Creating user
friendly designs
 Complexity of
design
DESIGN
Know
user
observ
ation
Creation
of design
Complex
ity of
design
In order to develop a user-centered design the
following steps should be followed :
 Data Collection
 Data Analysis
 User Modelling
 Design
 Prototyping
 Evaluation
Human  computer interaction
INTERACTION
STYLES
Some common styles of
interaction are :
 Command line interface
 Menus
 Natural Language
 Query dialogue
 Form-fills and spreadsheets
 Wimp
WIMP interface :
oWindows
oIcons
oMenu
oPointer
INTERACTION DEVICES
COMPUTER
INPUT DEVICES
• QWERTY keyboard
• Special Keyboards
• Light pen
• Scanner etc.
OUTPUT DEVICES
• LCD
• CRT
• PRINTERS
HUMAN
INPUT – OUTPUT DEVICES
 SIGHT
 SOUND
 TOUCH
THE EYE :
TYPES OF EYE MOVEMENTS
• SACCADE
• FIXATION OF EYE
• OCCURS IN RESPONSE TO MOVING OBJECT
• NYSTAGMUS
• RELATIVE MOVEMENT OF EYE WITH RESPECT
TO ONE ANOTHER
WHAT TO MEASURE ?
•Generally visual line of gaze is measured
•Only one eye is tracked
METHODS :
 SIMPLEST EYE TRACKING TECHNIQUE
 USES ELECTRODES PLACED ON THE SKIN AROUND THE EYE
 MEASURES CHANGES IN ORIENTATION OF THE POTENTIAL
DIFFERENCE
EXISTING BETWEEN CORNEA AND RETINA
 USEFUL FOR MEASURING RELATIVE EYE MOVEMENTS
 COVERS WIDE RANGE OF EYE MOVEMENTS
 BUT ACCURACY LEVEL IS LOW
 USEFUL FOR DIAGNOSING NEUROLOGICAL PROBLEMS
REVEALED BY EYE MOVEMENTS
MECHANICAL METHODS
 LEAST USER FRIENDLY APPROACH
 USES NON-SLIPPING CONTACT LENS – FITS OVER CORNEAL BULGE
 TO HOLD IN PLACE SLIGHT SUCTION IS APPLIED
 THE LENS HAS SMALL MECHANICAL LEVER, MAGNETIC COIL OR
MIRROR ATTACHED FOR TRACKING
 EXTREMELY ACCURATE
 CAN EVEN INVESTIGATE TINY EYE MOVEMENTS
 BUT, VERY AWKWARD AND UNCOMFORTABLE, COVERS ONLY
LIMITED RANGE
INTERFERES WITH BLINKING
Human  computer interaction
OPTICAL/VIDEO
METHOD
SINGLE POINT TWO POINT
 USES REMOTE IMAGING OF VISIBLE FEATURE LOCATED ON THE EYE SUCH AS
BOUNDARY BETWEEN SCLERA AND IRIS
 HOWEVER THIS BOUNDARY IS ONLY PARTIALLY
VISIBLE AT ANY ONE TIME
 THE OUTLINE OF THE PUPIL CAN ALSO BE
CONSIDERED
o BUT THIS WORKS BEST FOR ONLY LIGHT COLORED EYES
o BUT TO OVERCOME THIS PROBLEM PUPIL CAN BE
ILLUMINATED
REFLECTION OF THE FRONT OF CORNEA OF LIGHT
BEAM SHOWN AT THE EYE
ANY OF THESE COULD BE USED WITH
PHOTOGRAPHIC OR VIDEO RECORDING
BUT A DEMERIT IS THAT THE HEAD IS TO BE HELD
STATIONARY TO BE SURE THAT ANY MOVEMENT
DETECTED REPRESENTS MOVEMENT OF EYE
 A BITE BOARD IS CUSTOMARLIY USED
Human  computer interaction
TWO POINT
 AS THE HEAD MOVES THE LINE OF GAZE CHANGES
 SO THIS CAN BE CONSIDERED AS ANOTHER TYPE OF
EYE MOVEMENT
 TO DETECT THIS KIND TWO POINT SYSTEM IS USED
 THE HEAD NO LONGER NEEDS TO BE RIGIDLY FIXED
ALTHOUGH IT MUST STAY WITHIN THE CAMERA RANGE
 BOTH CORNEAL REFLECTION AND OUTLINE OF THE PUPIL
ARE TRACKED
 INFRARED LIGHT IS USED
 THE ABSOLUTE VISUAL LINE OF GAZE IS COMPUTED
FROM THE RELATIONSHIP BETWEEN THE TWO TRACKED POINTS
Human  computer interaction
Human  computer interaction
Human  computer interaction
 HCI IS EMERGING WITH VARIOUS OTHER DESIGNS CONCERNED WITH
VOICE AND TOUCH SENSORY ORGANS
 VARIOUS PROPOSALS HAVE BEEN PUT FORWARD FOR EMOTION
DETECTION, GESTURE DETECTION
 IN EMOTION DETECTION THE PUPILLIARY ACTIONS WOULD HAVE TO
BE TAKEN INTO CONSIDERATION
ALL THESE ADVANCEMENTS WOULD BRING INTO SOCIETY A NEW
ERA OF COMPUTERS
HCI IS VERY RICH IN TERMS OF DISCIPLINES AS WELL AS
OPPORTUNITIES FOR RESEARCH
 WHATEVER WE DISCUSSED WAS JUST A SMALL SUBSET OF THE
TOPICS IN HCI
 STUDY OF USER INTERFACE IS A DOUBLE SIDED APPROACH
 BY MANIPULATING EYE BEHAVIOUR WE CAN DESIGN INTERFACES
BETWEEN COMPUTER AND HUMAN EYE
 STUDYING PSYCHOLOGY AND PHYSIOLOGY OF HUMAN WE CAN
DESIGN BETTER INTERFACES FOR THE USER
 WORK IN THIS DOMAIN HAS JUST BEGUN.THERE IS A LONG
WAY TO GO BY STUDYING HOW HUMAN MIND WORKS
1. A BRIEF HISTORY OF HUMAN COMPUTER INTERACTION
TECHNOLOGY – BRAD A. MYERS
2. INTRODUCTION TO HUMAN COMPUTER INTERACTION – MATTHIAS
RAUTERBERG
3. HUMAN COMPUTER INTERACTION – Prof. Dr. KEITH ANDREWS
4. USABILITY DESIGN – JAN GULLIKSEN
5. FUTURE OF HUMAN COMPUTER INTERACTION – MICHAEL H. COEN
6. USER CENTERED DESIGN – NICKY DANINO
7. EYES AT THE INTERFACE – R.A. BOLTZ
Human  computer interaction

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Human computer interaction

  • 2. INTRODUCTION HUMAN COMPUTER INTERACTION STUDY OF INTERACTION BETWEEN HUMAN AND COMPUTER TO DESIGN HUMAN-CENTRED SKILLS, SO THAT THERE ARE PRINCIPLES AND METHODS TO CREATE EXCELLENT INTERFACES WITH ANY TECHNOLOGY. • IT IS THE HOTTEST TOPIC AMONG IT PROFFESIONALS OF TODAY • SERIOUS RESEARCH IN THIS AREA HAS JUST BEGUN WHICH PROMISES OF FUNDAMENTALLY CHANGING COMPUTING • SPECTACULAR GROWTH OF WORLD WIDE WEB IS THE DIRECT RESULT OF HCI RESEARCH • HCI WOULD PLAY A LEADING ROLE IN THE CREATION OF TOMMOROW’S EXCITING NEW USER INTERFACE SOFTWARE
  • 3. IMPORTANCE  How important is it for a practitioner to have a deep understanding of the visual, intellectual, motor, and memory capabilities of the users when they are designing commercial systems?  How important is it to have the knowledge of implementing empirical research techniques for evaluations when they are rarely used?
  • 6. HUMAN IN TERMS OF COMPUTER ELEMENTS INPUT – OUTPUT CHANNELS M E M O R Y PROCESSINGOF INFORMATION
  • 8. USER INPUT SYSTEMOUTPUT • THE INTERACTION FRAME WORK HAS FOUR PARTS
  • 11. Stages of design process :  Knowing users  Observation of users  Creating user friendly designs  Complexity of design DESIGN Know user observ ation Creation of design Complex ity of design
  • 12. In order to develop a user-centered design the following steps should be followed :  Data Collection  Data Analysis  User Modelling  Design  Prototyping  Evaluation
  • 14. INTERACTION STYLES Some common styles of interaction are :  Command line interface  Menus  Natural Language  Query dialogue  Form-fills and spreadsheets  Wimp WIMP interface : oWindows oIcons oMenu oPointer
  • 15. INTERACTION DEVICES COMPUTER INPUT DEVICES • QWERTY keyboard • Special Keyboards • Light pen • Scanner etc. OUTPUT DEVICES • LCD • CRT • PRINTERS HUMAN INPUT – OUTPUT DEVICES  SIGHT  SOUND  TOUCH
  • 17. TYPES OF EYE MOVEMENTS • SACCADE • FIXATION OF EYE • OCCURS IN RESPONSE TO MOVING OBJECT • NYSTAGMUS • RELATIVE MOVEMENT OF EYE WITH RESPECT TO ONE ANOTHER
  • 18. WHAT TO MEASURE ? •Generally visual line of gaze is measured •Only one eye is tracked METHODS :
  • 19.  SIMPLEST EYE TRACKING TECHNIQUE  USES ELECTRODES PLACED ON THE SKIN AROUND THE EYE  MEASURES CHANGES IN ORIENTATION OF THE POTENTIAL DIFFERENCE EXISTING BETWEEN CORNEA AND RETINA  USEFUL FOR MEASURING RELATIVE EYE MOVEMENTS  COVERS WIDE RANGE OF EYE MOVEMENTS  BUT ACCURACY LEVEL IS LOW  USEFUL FOR DIAGNOSING NEUROLOGICAL PROBLEMS REVEALED BY EYE MOVEMENTS
  • 20. MECHANICAL METHODS  LEAST USER FRIENDLY APPROACH  USES NON-SLIPPING CONTACT LENS – FITS OVER CORNEAL BULGE  TO HOLD IN PLACE SLIGHT SUCTION IS APPLIED  THE LENS HAS SMALL MECHANICAL LEVER, MAGNETIC COIL OR MIRROR ATTACHED FOR TRACKING  EXTREMELY ACCURATE  CAN EVEN INVESTIGATE TINY EYE MOVEMENTS  BUT, VERY AWKWARD AND UNCOMFORTABLE, COVERS ONLY LIMITED RANGE INTERFERES WITH BLINKING
  • 23.  USES REMOTE IMAGING OF VISIBLE FEATURE LOCATED ON THE EYE SUCH AS BOUNDARY BETWEEN SCLERA AND IRIS
  • 24.  HOWEVER THIS BOUNDARY IS ONLY PARTIALLY VISIBLE AT ANY ONE TIME  THE OUTLINE OF THE PUPIL CAN ALSO BE CONSIDERED o BUT THIS WORKS BEST FOR ONLY LIGHT COLORED EYES o BUT TO OVERCOME THIS PROBLEM PUPIL CAN BE ILLUMINATED REFLECTION OF THE FRONT OF CORNEA OF LIGHT BEAM SHOWN AT THE EYE ANY OF THESE COULD BE USED WITH PHOTOGRAPHIC OR VIDEO RECORDING BUT A DEMERIT IS THAT THE HEAD IS TO BE HELD STATIONARY TO BE SURE THAT ANY MOVEMENT DETECTED REPRESENTS MOVEMENT OF EYE  A BITE BOARD IS CUSTOMARLIY USED
  • 26. TWO POINT  AS THE HEAD MOVES THE LINE OF GAZE CHANGES  SO THIS CAN BE CONSIDERED AS ANOTHER TYPE OF EYE MOVEMENT  TO DETECT THIS KIND TWO POINT SYSTEM IS USED  THE HEAD NO LONGER NEEDS TO BE RIGIDLY FIXED ALTHOUGH IT MUST STAY WITHIN THE CAMERA RANGE  BOTH CORNEAL REFLECTION AND OUTLINE OF THE PUPIL ARE TRACKED  INFRARED LIGHT IS USED  THE ABSOLUTE VISUAL LINE OF GAZE IS COMPUTED FROM THE RELATIONSHIP BETWEEN THE TWO TRACKED POINTS
  • 30.  HCI IS EMERGING WITH VARIOUS OTHER DESIGNS CONCERNED WITH VOICE AND TOUCH SENSORY ORGANS  VARIOUS PROPOSALS HAVE BEEN PUT FORWARD FOR EMOTION DETECTION, GESTURE DETECTION  IN EMOTION DETECTION THE PUPILLIARY ACTIONS WOULD HAVE TO BE TAKEN INTO CONSIDERATION ALL THESE ADVANCEMENTS WOULD BRING INTO SOCIETY A NEW ERA OF COMPUTERS
  • 31. HCI IS VERY RICH IN TERMS OF DISCIPLINES AS WELL AS OPPORTUNITIES FOR RESEARCH  WHATEVER WE DISCUSSED WAS JUST A SMALL SUBSET OF THE TOPICS IN HCI  STUDY OF USER INTERFACE IS A DOUBLE SIDED APPROACH  BY MANIPULATING EYE BEHAVIOUR WE CAN DESIGN INTERFACES BETWEEN COMPUTER AND HUMAN EYE  STUDYING PSYCHOLOGY AND PHYSIOLOGY OF HUMAN WE CAN DESIGN BETTER INTERFACES FOR THE USER  WORK IN THIS DOMAIN HAS JUST BEGUN.THERE IS A LONG WAY TO GO BY STUDYING HOW HUMAN MIND WORKS
  • 32. 1. A BRIEF HISTORY OF HUMAN COMPUTER INTERACTION TECHNOLOGY – BRAD A. MYERS 2. INTRODUCTION TO HUMAN COMPUTER INTERACTION – MATTHIAS RAUTERBERG 3. HUMAN COMPUTER INTERACTION – Prof. Dr. KEITH ANDREWS 4. USABILITY DESIGN – JAN GULLIKSEN 5. FUTURE OF HUMAN COMPUTER INTERACTION – MICHAEL H. COEN 6. USER CENTERED DESIGN – NICKY DANINO 7. EYES AT THE INTERFACE – R.A. BOLTZ