HCI Design Process and User Considerations
HCI Design Process and User Considerations
Human-Computer Interaction (HCI) is the study and design of how people interact with
computers and systems. The design process in HCI focuses on creating interfaces that are
efficient, intuitive, user-friendly, and meet the needs of users.
o Activities:
▪ Task analysis.
2. 2. Design
o Activities:
▪ Sketching wireframes.
3. 3. Implementation
o Objective: Develop the actual user interface using appropriate tools and
technologies.
o Activities:
o Objective: Ensure the system meets user needs and is easy to use.
o Activities:
▪ Heuristic evaluation.
o Activities:
| 1. Requirement Analysis |
| - Understand users |
| - Task analysis |
+------------+-------------+
+---------------------------+
| 2. Design |
| - Wireframes |
| - Mockups/Prototypes |
+------------+-------------+
+---------------------------+
| 3. Implementation |
| - Develop interface |
| - Integrate systems |
+------------+-------------+
+---------------------------+
| - Usability testing |
+------------+-------------+
+---------------------------+
| - Release system |
+---------------------------+
Importance of Human Characteristics & Considerations in HCI (Human-Computer Interaction)
Designing any computer system or interface without considering human characteristics can lead to
poor usability, user frustration, and inefficiency. To create systems that are effective, efficient, and
satisfying, it is essential to understand the physical, cognitive, and emotional attributes of users.
Perception (Vision, Interfaces should match human sensory limits (e.g., font size, color
Hearing) contrast, audio alerts).
Memory Users can't remember too much – interfaces should reduce cognitive
load and offer cues.
Learning Ability Interfaces should be intuitive and support learnability with simple
tutorials or tooltips.
Reaction Time Systems should respond quickly to user actions to match expected
feedback time.
Physical Abilities Buttons and interactive elements must be appropriately sized and
placed for easy access.
Cognitive Load Complex tasks should be broken into smaller steps to avoid
overloading the user’s brain.
Cultural Factors Language, symbols, and colors must align with the cultural norms of
the target users.
1. User-Centered Design
o Focuses on users' needs, preferences, and limitations throughout the design process.
2. Accessibility
o Design should support users with disabilities (visual, auditory, motor impairments,
etc.).
3. Ergonomics
o Ensures physical comfort while interacting with devices (e.g., screen height,
mouse/keyboard placement).
4. Emotional Experience
o Design must account for how the user feels while using the system—positive
experiences boost usability.
5. Age Group
o Younger and older users may require different design strategies (e.g., larger icons for
seniors).
6. User Expertise
o Novice and expert users need different levels of guidance and interface complexity.
Understanding how fast humans can interact with computers is essential for designing efficient,
responsive, and user-friendly systems. Human interaction speeds refer to how quickly users can
perform tasks like typing, clicking, reading, reacting, and interpreting visual/audio cues.
Keystroke ~200 milliseconds per key Keyboard shortcuts should be optimized for
(5 keys/sec) quick access.
Double Click <500 milliseconds (OS Must allow enough time to differentiate
threshold for double-click) from two single clicks.
Eye Fixation (reading ~200-300 milliseconds per Text should be simple and easily scannable.
text) word
Pointing (Fitts’s Law) Time depends on distance Larger and closer targets are easier and
and size of the target faster to click.
Reaction Time (to ~250 milliseconds Systems should not require ultra-fast
visual stimulus) reactions unless designed for trained users.
Speech Command ~1-2 seconds (user Speech interfaces must account for natural
Response speaking) pauses and delays.
System Response <1000 milliseconds (1 Systems should respond within 1 sec for
Expectation second) smooth interaction; delays cause
frustration.
• Task complexity
• User expertise
• Disability or impairment
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▼ ▼
Business functions (often mistakenly referred to as "business junctions") are the core
activities that help an organization operate efficiently and achieve its goals. These functions work
together like junction points in a system to keep the business running smoothly.
In Human-Computer Interaction, screen design plays a crucial role in shaping how users interact with
software or digital systems. Good screen design ensures that users can achieve their goals efficiently,
effectively, and with satisfaction.
Key Design Goals in Screen Design
1. Clarity The content on the screen should be clear, readable, and easy to understand.
2. Consistency Use uniform design elements (colors, fonts, icons, layouts) across all screens.
3. Simplicity Avoid clutter. Keep the interface simple and focused on core tasks.
4. Efficiency Minimize the number of steps to complete a task. Reduce user effort.
5. Feedback Provide clear and immediate responses to user actions (e.g., loading
indicators).
6. Error Design the screen to minimize user errors (e.g., disable wrong options).
Prevention
7. Flexibility Allow users to customize or control how they interact (e.g., shortcuts,
themes).
8. Accessibility Ensure the design works for users with disabilities (e.g., screen readers,
contrast).
10. Learnability New users should be able to learn the interface quickly.
Screen planning is a critical phase in interface and system design. It involves organizing and
structuring the content, elements, and layout of each screen so that users can interact with the
system efficiently and intuitively.
Purpose of Screen Planning
Purpose Explanation
1. Enhance Usability Helps design screens that are easy to use and navigate.
2. Support Task Flow Ensures that screens follow the logical sequence of the user’s
tasks.
5. Reduce Errors Proper layout and design minimize chances of mistakes during
interaction.
6. Optimize Information Ensures the right information is displayed at the right time in
Presentation the right place.
Organizing screen elements refers to the strategic placement of visual and interactive components
(like buttons, menus, icons, text, images) to create a clear, efficient, and user-friendly interface.
Principle Explanation
1. Visual Hierarchy Use size, color, contrast, and position to show importance (e.g., headings
> subheadings > text).
2. Grouping (Gestalt Group related items together using spacing, borders, or background color.
Laws)
3. Alignment Align text, buttons, and images to a consistent grid (left, center, right) to
create order.
4. Consistency Keep similar elements in the same location across screens (e.g., "Submit"
button always at the bottom).
6. Balance Distribute visual elements evenly across the screen to avoid a crowded or
empty look.
7. White Space Use blank space around elements to reduce clutter and increase
readability.
8. Navigation Menus and key navigation should be in familiar places (e.g., top or left
Placement side).
9. Accessibility Ensure elements are distinguishable (e.g., high contrast, readable font
size).
+-------------------------------------------------------------------+
| Header: App Name / Branding / Main Navigation |
+-------------------------------------------------------------------+
| Sidebar (Optional): Secondary Menu |
| |
| Main Content Area: |
| - Title |
| - Input Fields / Text / Buttons |
| - Images / Charts / Tables |
| |
| Footer: Status / Legal Info / Help / Contacts |
+------------------------------------------------------------------+
Tips for Organizing Elements
The ordering of screen data and content is the logical and visual arrangement of information on a
screen to support user goals, task flow, and readability. A well-ordered screen helps users
understand what to do, where to look, and how to interact without confusion.
Strategy Explanation
1. Top-to-Bottom Flow Start with the most important or frequently used information
at the top.
3. Priority-Based Ordering Display critical data or tasks first (e.g., alerts, errors, totals).
4. Task Sequence Order content as per task flow (e.g., Step 1 → Step 2 → Step
3).
6. Progressive Disclosure Show only essential info at first; reveal more as needed (helps
avoid clutter).
Screen navigation and flow refer to how users move between screens in an application or website,
and how the screens are organized to support smooth, logical, and intuitive task completion.
• Ensure that users always know where they are and how to go back or forward
Types of Navigation
Global Navigation Top-level links that are always accessible Navigation bar at the top
from any screen. (Home, Profile)
Local Navigation Navigation within a section or module. Tabs within a profile section
Breadcrumb Shows user's location in the hierarchy and Home > Products > Electronics
Navigation lets them go back. > Mobile
Screen Flow
Screen flow is the path users follow to complete a task across multiple screens. It must be:
Aspect Guideline
Clarity Use labels/icons that clearly indicate destination (e.g., “Settings” not
“Stuff”)
Minimize Depth Avoid too many nested levels—users shouldn’t click 5 times to find
something
Avoid Dead Ends Every screen should lead somewhere; don’t trap the user
[Home Screen]
[Category List]
[Item List]
[Item Details]
A **visually pleasing composition** refers to the balanced and attractive arrangement of elements
on a screen that enhances **user experience**, **clarity**, and **aesthetic satisfaction** without
compromising functionality.
| **Principle** | **Explanation** |
|-----------------------------------------------------------|----------------------------------------------------------------------------------|
| **1. Alignment** | Elements should be visually connected through consistent edge or center alignment|
| **2. Balance** | Distribute visual weight evenly (symmetrical or asymmetrical) for harmony. |
| **3. Contrast** | Use color, size, and shape to make important items stand out |
| **4. Proximity** | Group related elements close together to form logical sections. |
| **5. Repetition** | Repeat colors, fonts, shapes for consistency and recognition. |
| **6. White Space (Negative Space)** | Leave enough space between elements to prevent clutter and
improve focus. |
| **7. Hierarchy** | Guide the eye by making key elements bigger, bolder, or more colorful. |
| **8. Grid System** | Use a structured layout to organize elements proportionally and predictably. |
| **9. Typography** | Use readable and attractive fonts; vary size and weight for headings, subheadings,
and body. |
| **10. Color Harmony** | Choose a balanced color palette that’s pleasing and aligned with the brand. |
+------------------------------------------------+
+------------------------------------------------+
+--------------------+ +-----------------------+
+--------------------+ +-----------------------+
+------------------------------------------------+
+------------------------------------------------+
The amount of information presented on a screen refers to how much data, text, images, and
controls are shown to the user at once. Striking the right balance is crucial for clarity, efficiency, and
usability.
Goal Explanation
Reduce Cognitive Load Avoid overwhelming the user with too many choices or details at once
Support Decision-Making Show only what’s necessary for the current step
Technique Description
Progressive Disclosure Show only essential info first, reveal more as needed (e.g., “Read
more” links)
Chunking Break info into small, grouped sections (like bullet points or cards)
Clear Hierarchy Use headings, bold text, and spacing to prioritize key information
Shows only: Name, Card Info, Expiry, Pay Now Shows terms, policies, input help, alternate plans
Optional info hidden under tooltips All info shown at once, cluttered look
**Focus and emphasis** are visual design techniques used to **guide the user's attention** toward
the most important elements on the screen. They ensure that users don’t get distracted and can
easily identify key actions, messages, or data.
### **Purpose of Focus and Emphasis**
| **Goal** | **Explanation** |
|----------------------------------|--------------------------------------------------------------------------------|
|Draw attention to key content| Help users identify what to read, click, or act on first. |
| Guide the user journey| Lead users naturally from one element to the next. |
| **Support task completion** | Highlight primary buttons to prompt action. |
|Reduce confusion | De-emphasize secondary or irrelevant content. |
| **Improve user experience | Makes the interface feel intuitive and well-structured. |
| **Technique** | **Effect** |
|--------------------------|------------------------------------------------------------------------------------------|
| Size and Scale| Bigger elements appear more important than smaller ones. |
| Position (Layout) | Elements at the top, center, or top-left are naturally more visible. |
|Visual Hierarchy | Structure content so that the most important elements stand out first. |
|Borders and Highlights|Boxes, shadows, or highlights help group and emphasize content. |
|-------------------------------|----------------------------------------------------------------------------------|
| “Login” button (in blue) | Draws attention with color and size |
| “Forgot Password?” (faded text)| Still visible but less emphasized – not the main action
|
---
### **Presenting Information Simply and Meaningfully in HCI**
| **Principle** | **Explanation** |
|-----------------------------|----------------------------------------------------------------------------------|
| **1. Clarity** | Use plain language, familiar terms, and avoid technical jargon. |
| **2. Relevance** | Show only what is needed for the task; hide or minimize irrelevant data.
|
| **3. Brevity** | Keep text and content concise — short sentences, clear labels. |
| **4. Structure** | Organize content into logical sections with headings, subheadings, and
bullets. |
| **5. Visual Hierarchy** | Use font size, boldness, color to show importance and order.
|
| **6. Icons & Visual Aids** | Support text with helpful icons, infographics, or images. |
| **7. Consistency** | Use consistent labels, terminology, and visual styles across screens.
|
| **8. Feedback and Help** | Offer hints, tooltips, or confirmation messages to support user
understanding. |
---
### **Techniques for Effective Information Presentation**
|-----------------------|------------------------------------------------------------------------------------|
| **Chunking** | Break long information into smaller groups (e.g., paragraphs, cards, or steps).
|
| **Tables & Lists** | Use structured formats for comparisons, steps, or multiple items. |
| **Color Coding** | Highlight categories, status, or urgency (e.g., red = error, green = success).
|
| **Progressive Disclosure** | Show basic info first; expand for details (e.g., “Show more” link).
|
| **Tooltips & Labels** | Add brief explanations without cluttering the main layout. |
---
|-------------------------------------------------------|-------------------------------------------------------|
| “Enter your name” label above input field | “Enter details” (vague and unclear) |
| Icons with tooltips (“ What is CVV?”) | Long paragraphs explaining every term on
screen |
| Step-by-step progress bar for checkout | All checkout steps on one page without grouping
|
Information Retrieval on the Web
Information retrieval (IR) on the web refers to the process of searching for and obtaining relevant
data from the vast resources available online. It involves locating, extracting, and presenting
meaningful information based on a user’s query.
• To enhance access to digital knowledge in various formats (text, video, images, etc.)
Component Description
1. User Query The keywords or phrases entered by the user to find information
2. Search Engine A system (e.g., Google, Bing) that processes the query and finds matching
content
3. Web Crawler Bots that browse the web and index pages for the search engine
4. Indexing Organizing and storing web content by keywords and metadata for faster
searching
5. Ranking Algorithm Determines which pages are most relevant to the query (e.g., Google
PageRank)
6. Results Displays the ranked list of web pages or snippets to the user
Presentation
[User Input]
Technique Function
Boolean Search Uses AND, OR, NOT to refine queries (e.g., "solar AND energy")
Natural Language Processing Understands the meaning of queries in natural human language
(NLP)
Relevance Feedback Improves search results based on user behavior (e.g., clicks, time
on page)
Semantic Search Understands the context/intent behind a query, not just exact
keywords
• Information overload
Indexes are searched Finds pages containing relevant info on “climate change” + “effects”
You get a list With snippets, links, and images/videos on the topic
Statistical Graphics
Statistical graphics are visual representations of data that help communicate complex quantitative
information in an easy-to-understand, insightful, and meaningful way. They are key tools in statistics,
research, data analysis, and presentations.
1. Bar Chart Displays data using rectangular bars to Comparing sales of products or
show quantities exam scores
2. Pie Chart Circular chart divided into sectors Showing percentage share of
representing proportions different departments
3. Line Graph Connects data points with lines to show Tracking temperature, stock prices,
trends over time or growth
5. Scatter Plot Plots data points to show relationships Relationship between hours studied
between two variables and exam scores
6. Box Plot Summarizes data using median, Comparing spread and skewness of
quartiles, and outliers multiple datasets
7. Area Chart Like a line graph, but the area under the Visualizing volume or cumulative
line is filled values
8. Heat Map Color-coded matrix to represent values Correlation matrix or sales across
locations
9. Stem-and- Shows distribution while retaining actual Small datasets in stats classes
Leaf Plot data values
Example Scenario
---
---
1. Hardware Device type (PC, mobile, Design must adapt to screen size,
tablet, kiosk, etc.) resolution, touch/mouse input, etc.
4. Security Authentication & encryption UI must support secure logins, alerts for
invalid actions, session timeouts
7. Development Tools Frameworks and libraries Choice of React, Angular, Flutter, etc.
influences design capabilities
1. What is a Window?
A window is a rectangular area on the screen that displays information and allows interaction with
the user. It can contain text, graphics, controls (buttons, input boxes), and even other windows.
2. Types of Windows:
• Primary window (Main window): The main interface of an application (e.g., Microsoft
Word’s main document window).
• Secondary window (Dialog box): Temporary pop-ups that request input or give information
(e.g., Save dialog).
• Modeless window: Allows switching between windows without closing the current one.
When a user performs an action (like clicking a link or opening a file), the system must decide how
and where to open a new window.
• Replace current window: Useful for seamless transitions (e.g., a browser link).
• Split view or pane window: Part of the current screen is reused (e.g., email client with inbox
and message preview).
Navigation refers to how users move through content or switch between windows.
Direct (Random) Access any screen directly Web browsers (with tabs)
Tabbed navigation Use of tabs to manage multiple windows Web browsers, settings pages
5. Selection of Window:
When designing or using a system, choosing the correct window type depends on:
• Use modal windows for critical tasks that need user focus.
Controls are interface elements that allow users to input information, make choices, or manipulate
content in a software system. Controls can be divided into:
• Device-Based Controls
• Screen-Based Controls
2. Device-Based Controls
3. Screen-Based Controls
These are graphical elements on the screen that users interact with using a device (like a mouse or
touch).
User Experience Advanced users may prefer Beginners prefer visual buttons and
keyboard shortcuts menus
Frequency Frequent tasks → Use shortcuts Rare tasks → Use labeled controls
Speed vs. Devices like mouse offer precise Screen controls can simplify actions
Accuracy selection
Environment Mobile users need touch-friendly Desktop users can use more complex
controls menus
Accessibility Use larger touch targets and Provide keyboard navigation support
alternatives
1. UI Components Overview
UI Components are individual elements used in screen design to interact with users and present
information clearly and effectively. Major categories include:
• Icons
3. Icons
Definition:
Icons are graphical symbols representing actions, files, apps, or features. They help users recognize
functions quickly.
Envelope Mail/message
Gear Settings
Plus Add
Design Considerations:
This likely refers to visual or functional enhancements that increase usability, interactivity, or
engagement in UI design.
Tooltips Text appears on hover for help "Click here to upload file"
Dynamic Content Content updates in real-time Live chat, stock price updates
Accessibility Improves usability for all users Text resizing, screen reader
Features support
Benefits:
1. Multimedia in HCI
Definition:
Multimedia refers to the integration of multiple forms of media such as text, audio, video, graphics,
and animation to present information in a richer, more interactive way.
Uses of Multimedia:
Common Issues:
Problem Description
Color blindness Some users may not distinguish certain colors (e.g., red-green color
blindness)
Inconsistency Using the same color for different meanings confuses users
4. Guidelines for Choosing Colors
Key Principles:
Guideline Explanation
Consistent color coding Same colors should mean the same thing
Use color with redundancy Combine color with shape or labels (e.g., + red)
Definition:
HCI in the software process refers to how user interaction design is integrated into the software
development lifecycle (SDLC) to ensure the final product is usable, user-centered, and effective.
Reason Explanation
Activity Description
User Research Understand who the users are and their needs
Personas & Scenarios Create user types and usage stories
Usability Engineering is a discipline within HCI that applies structured methods to improve user
interfaces.
Model Purpose
Gulf of Execution/Evaluation Identify gaps between user intentions and system response
+-----------------------------------+
| 1. Requirements Analysis |
+-----------------------------------+
↓
(User Needs, Tasks, Context)
+---------------------------+
| 2. Design |
+---------------------------+
| - Wireframes |
| - Mockups |
| - User Flows |
+---------------------------+
↓ (User Feedback)
+-------------------------------+
| 3. Implementation |
+--------------------------------+
| - UI Development |
| - Consistent Layouts |
| - Usability Principles |
+--------------------------------+
↓
+-------------------------- -+
| 4. Testing |
+--------------------------- +
| - Usability Testing |
| - Accessibility Testing |
| - User Feedback |
+-----------------------------+
↓
+---------------------------- ------+
| 5. Deployment |
+-----------------------------------+
| - Help & Documentation |
| - Onboarding UI |
+------------------------------------+
↓
+------------------------------+
| 6. Maintenance |
+------------------------------+
| - User Support |
| - UI Updates |
|Iterative Improvements|
Throughout the Process: +-------------------------------+
↳ User-Centered Design Principles
Also known as Software Development Life Cycle (SDLC), it includes the following phases:
2. Usability Engineering
Iterative Design:
Prototyping:
Example:
“We used a hamburger menu to save space on mobile screens.”
6. Design Rules
Type Description
Principle Focus
8. Standards
Nielsen’s 10 Heuristics:
• Error prevention
Reusable solutions to common usability problems. Like design patterns in software engineering.
Pattern Use
• Cognitive walkthrough
• Heuristic evaluation
• A/B testing
Technique Purpose
[User Research]
Evaluation in Human-Computer Interaction (HCI) is the process of assessing how well a system or
interface supports users in achieving their goals. It is a critical phase in the design and development
of interactive systems.
1. Assess Usability
o To determine if the system is easy to learn, efficient, and satisfying for users.
o Confirms that the system supports user tasks, expectations, and preferences.
o Provides feedback for refining interface elements like buttons, menus, layouts, and
workflows.
o To justify and confirm that the design choices (e.g., color, icon placement, interaction
flow) are effective.
7. Ensure Accessibility
o Verifies that the interface is usable by people with disabilities or impairments (e.g.,
visual, motor, cognitive).
▪ Success rate
• Ultimately aims to create a system that users find pleasurable, intuitive, and productive.
### **Definition:**
> Evaluation through expert analysis is a method in which trained usability experts analyze an
interface based on established principles, guidelines, or heuristics to identify design flaws.
Method Description
1. Heuristic Evaluation Experts evaluate the interface using predefined usability heuristics
(e.g., Nielsen’s 10 heuristics).
2. Cognitive Experts simulate the user's thought process while performing tasks,
Walkthrough step by step, to find usability issues.
3. Guidelines Review Experts check whether the design adheres to usability standards or
style guides.
Definition:
Evaluation through user participation is a method in which real users of a system are directly
involved in testing and evaluating the interface to assess its usability, effectiveness, and user
satisfaction.
This type of evaluation provides first-hand insights into how actual users interact with the system.
Objectives:
Technique Description
Usability Testing Users perform typical tasks while observers record difficulties and
errors.
A/B Testing Two interface versions are tested with users to compare performance.
Think-Aloud Protocol Users speak their thoughts while performing tasks to reveal reasoning
and confusion.
• Time on task
• Number of errors
• Navigation issues
Example:
• Find a lesson
• Take a quiz
Who evaluates? HCI experts or usability Real end users of the system
professionals
Purpose Detect usability problems using Understand how real users interact
design principles with the system
Stage used Early in design (low/high-fidelity Mid or late design stages, near
prototypes) functional system
[Define Objectives]
↓
[Select Target Users]
↓
[Choose Evaluation Method]
↓ ↓
Usability Test Interviews/Surveys
↓ ↓
[Observe User Behavior]
↓
[Collect Data (errors, time, feedback)]
↓
[Analyze Results]
↓
[Identify Usability Issues]
↓
[Refine Interface Design]
Choosing an Evaluation Method in HCI
Evaluation in HCI helps assess whether an interface is usable, effective, and meets user needs.
Selecting the right method depends on project goals, development stage, time, resources, and user
availability.
Goals
A goal is what the user wants to achieve during an interaction with a system.
Examples:
• Saving a file
• Booking a train ticket
• Sending an email
Goals can be:
• High-level (e.g., plan a trip)
• Low-level (e.g., click "submit" button)
Task Hierarchies
A task hierarchy breaks down a goal into subtasks, actions, and operations. It shows the step-by-
step structure of how a goal is achieved.
Example: Goal → Send an Email
Goal: Send an email
└── Task: Open email client
└── Subtask: Click on email app icon
└── Task: Compose email
└── Subtask: Click "Compose"
└── Subtask: Enter recipient, subject, and message
└── Task: Send email
└── Subtask: Click "Send"
Design Focus: How GOMS Saves Money in System Design
The GOMS model (Goals, Operators, Methods, Selection rules) is a cognitive modeling technique
used in HCI and usability engineering to analyze how users interact with interfaces. Here's how
GOMS helps reduce costs and improve design efficiency:
Applications in HCI
Area Linguistic Model Use
Speech Interfaces Understanding spoken commands
Chatbots/Assistants Parsing queries, generating replies
User Documentation Simplifying complex instructions
Error Messages Making language more natural and helpful
Multilingual Systems Adapting UI to different languages and structures
Example: Simple Linguistic Interaction
Task: User wants to book a train ticket
• User says: "Book me a train from Delhi to Jaipur on Friday."
• System uses models to:
o Parse syntax (find subject, verb, object)
o Extract semantics (what is being asked)
o Interpret intent (make a booking)
o Check pragmatics (verify Friday’s date)
o Respond appropriately ("Train booked for Friday at 6:00 AM.")
Example:
A poorly designed dashboard might:
• Show 10 graphs at once (overload)
• Use similar colors for all graphs (confusion)
• Require 3 clicks to reach the logout button (poor navigation)
A well-designed one:
• Prioritizes most-used data
• Uses clear labels and color codes
• Has a simple and predictable layout
1. Physical Models
These models focus on the physical constraints of the human body that impact interaction with
computer systems.
What They Consider:
• User’s body: hand size, reach, posture
• Motor skills: speed, accuracy, fatigue
• Ergonomics: comfort and physical effort
• Fitts’ Law: predicts time to move and select a target
Example:
Using a mouse to click a small button —
→ Fitts’ Law says: the smaller and farther a button is, the longer it takes to click it.
Design Use:
• Optimizing button sizes and placement
• Designing for hand-held or wearable devices
• Minimizing repetitive strain (RSI)
2. Device Models
These describe how users interact with input/output devices, and how devices translate user
actions into system input.
Focus Areas:
• Input devices: mouse, touchpad, keyboard, stylus, gamepad, etc.
• Output devices: display, haptic feedback, audio
• Device behavior: precision, latency, sensitivity
• Interaction style: direct (touchscreen) vs. indirect (mouse)
Example:
• A touchscreen allows direct interaction, but may cause finger fatigue or imprecision in small
targets.
• A stylus allows precise input, useful for drawing or handwriting.
Design Use:
• Matching device to user tasks (e.g., mouse for desktop, touch for tablets)
• Designing gestures and input methods
• Adapting UI to device limitations (like screen size or touch accuracy)
Comparison Table
Feature Physical Models Device Models
Focus Human body capabilities & limits Hardware and device interaction
Concerned Ergonomics, movement, muscle Input/output methods, accuracy,
with effort responsiveness
Example Fitts’ Law, Hick’s Law Device throughput, control-display ratio
Theory
Use in Design Adjusting layouts and sizes Choosing suitable input/output devices
Cognitive Architectures
Definition
A cognitive architecture is a framework for building models that simulate human cognitive
processes like memory, perception, attention, learning, and decision-making.
Key Features:
• Pervasive: Computers are embedded everywhere (homes, vehicles, wearables).
• Invisible: Interactions happen naturally, without direct user input.
• Context-aware: Systems adapt based on location, time, user activity, etc.
• Seamless integration: Devices communicate and cooperate with minimal effort from users.
Examples:
• Smart homes (automated lighting, temperature)
• Fitness bands (track activity without manual input)
• Smart assistants (Google Assistant, Alexa)
• IoT-enabled environments (factories, hospitals)
Key Features:
• Real + Virtual: Combines real-world scenes with virtual objects.
• Interactive: Users can manipulate digital content in real space.
• Real-time: Updates and responds instantly to user actions or surroundings.
Examples:
• AR filters on Instagram or Snapchat
• Google Lens (recognize objects and give data)
• IKEA Place app (see furniture in your room)
• AR in education (anatomy apps, lab simulations)
• Heads-Up Displays in vehicles or AR glasses
Comparison Table
Feature Ubiquitous Computing Augmented Reality
Focus Computing embedded in Enhancing real world with digital
environment layers
User Interface Often invisible or passive Visual, spatial, interactive
Interaction Automatic, context-aware Real-time user interaction
Style
Hardware Sensors, IoT devices, wearables AR glasses, smartphones, cameras
Goal Seamless integration of technology Visual enrichment of user experience
2. Smart Homes
3. Smart Transportation
4. Education
1. Context Awareness
2. Human-Centric AI
Ambient Wood is a research project in the field of ubiquitous computing and augmented reality,
designed to explore how digital augmentation can enhance learning and interaction with natural
environments, particularly in education.
What is Ambient Wood?
Ambient Wood was a project by the University of Sussex and the University of Nottingham (UK),
where children explored a woodland environment augmented with digital technology to enhance
science learning through discovery and interaction.
Enhance physical experience Use digital tools to make the natural world more informative
Seamless augmentation Make technology blend into the environment, not distract
Environmental
Detect light, temperature, humidity, and feed data to learners
Sensors
Mobile Devices /
Provide children with prompts, audio, or questions based on location
PDAs
RFID/Location
Help the system know where the learner is in the forest
Tracking
Digital Content
Add sound, text, or video about trees, wildlife, or ecology
Overlays
Definition:
VR is a fully immersive digital environment that replaces the real world with a computer-generated
simulation.
Key Characteristics:
Applications:
Definition:
AR overlays digital content (text, images, 3D models) onto the real-world environment in real-time.
Key Characteristics:
Applications:
Comparison Table: VR vs AR
User isolation User is isolated from real world User stays connected to real environment
Typical Use Cases Training, simulation, gaming Assistance, learning, navigation, shopping
A shared experience is when two or more users engage with a system together, experiencing the
same content, space, or task, either simultaneously or sequentially, to achieve a common
understanding or goal.
Goal Description
Collaboration Support Enable users to work together seamlessly (e.g., co-editing, gaming)
Real-Time Interaction Ensure simultaneous updates are visible to all users instantly
Awareness Let users know what others are doing (e.g., cursors, highlights)
Equity of Experience All participants get equal access and interaction ability
Presence & Engagement Design to make users feel connected and "together"
Element Example
Mixed Reality (MR) Combining physical and digital space for collaboration (e.g., Hololens in
design teams)
Definition
Goal Description
Facilitate exploration Let users interact with data for deeper understanding
2. Relevance – Show only the data needed for the user’s task
In Human-Computer Interaction (HCI), getting the size right means designing interface elements
(like buttons, text, icons, menus) with the appropriate dimensions so that users can interact
efficiently, accurately, and comfortably across different devices and contexts.
Reason Explanation
Touch accuracy Elements must be large enough to be tapped or clicked easily (especially
on mobile)
Readability Fonts must be big enough to read without straining the eyes
Accessibility Users with disabilities or elderly users may struggle with small controls
Fitts’ Law compliance Targets should be sized and placed for faster and easier interaction
Visual hierarchy Size indicates importance and guides attention (e.g., headings vs. body
text)
1. Touch Targets
2. Font Sizes