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UNIT I
Introduction
Input is how a person communicates his or her needs or desires to the computer.
Ex. Keybord,mouse.
Output is how the computer conveys its results of its computations and requirements to the user.
No care on design
Not enough time
Not knowing what really makes good design
Not possessing common sense.
A well designed interface and screen is very important to the users.it is the main window to
view the capabilities of the system.A screen design affect a person in a variety of ways. If the
design is confusing and inefficient, people will have greater difficulty and make more
mistakes,Chase some people away from the system.It also leads to aggravation,frustration and
increased stress.
Poor clarity forced screens force the users to take more time to
process. The screen clarity and reability is done by making
screens less crowded.Seperate items are placed in separate lines.
Reformatting enquiry screens with good design principles
Increase productivity
Good recognization of the system
Human Computer Interface:
The human–computer interface can be described as the point of communication
between the human user and the computer. The flow of information between the human and
computer is defined as the loop of interaction. The loop of interaction has several aspects to it
including:
Task Environment: The conditions and goals set upon the user.
Machine Environment: The environment that the computer is connected to, i.e a laptop
in a college student's dorm room.
Areas of the Interface: Non-overlapping areas involve processes of the human and
computer not pertaining to their interaction. Meanwhile, the overlapping areas only
concern themselves with the processes pertaining to their interaction.
Input Flow: The flow of information that begins in the task environment, when the user
has some task that requires using their computer.
Output: The flow of information that originates in the machine environment.
Feedback: Loops through the interface that evaluate, moderate, and confirm processes
as they pass from the human through the interface to the computer and back.
Introduction of the Graphical User Interface:
A graphical user interface (GUI), often pronounced gooey, is a type of user interface that
allows users to interact with programs in more ways than typing such as computers.Graphical
user interfaces, such as Microsoft Windows and the one used by the Apple Macintosh, feature
the following basic components:
· pointer : A symbol that appears on the display screen and that you move to select
objects and commands. Usually, the pointer appears as a small angled arrow. Text -
processing applications, however, use an I-beam pointer that is shaped like a capital I.
· pointing device : A device, such as a mouse or trackball, that enables you to select
objects on the display screen.
· icons : Small pictures that represent commands, files, or windows. By moving the
pointer to the icon and pressing a mouse button, you can execute a command or convert
the icon into a window. You can also move the icons around the display screen as if they
were real objects on your desk.
· desktop : The area on the display screen where icons are grouped is often referred to
as the desktop because the icons are intended to represent real objects on a real desktop.
· windows: You can divide the screen into different areas. In each window, you can run
a different program or display a different file. You can move windows around the display
screen, and change their shape and size at will.
· menus : Most graphical user interfaces let you execute commands by selecting a choice
from a menu.
Advantages
Symbols recognized faster than text
Faster learning
Faster use and problem solving
Easier remembering
More natural
Exploits visual/spatial cues
Fosters more concrete thinking
Provides context
Fewer errors
Increased feeling of control
Immediate feedback
Predictable system responses
Easily reversible actions
Less anxiety concerning use
More attractive
May consume less space
Replaces national
Easily augmented with text
Low typing requirements
Smooth transition from command language system
Disadvantages
Greater design complexity
Learning still necessary
Lack of experimentally-derived design principles
Inconsistencies in technique and terminology
Working domain is the present
Not always familiar
Human comprehension limitations
Window manipulation requirements
Production limitations
Few tested icons exist
Inefficient for touch typists
Inefficient for expert users
Not always the preferred style of interaction
Not always the fastest style of interaction
Increased chances of clutter and confusion
The futz and fiddle
May consume more screen space
Hardware limitations
Characteristics Of The Graphical User Interface:
Indirect Manipulation
Results from:
Operations being difficult to conceptualize in the graphical system
Graphics capability of the system being limited
Amount of space available for placing manipulation controls in the window
border being limited
Difficulties for people to learn and remember all the necessary operations and
actions
Web User Interface:
Interaction Styles
The Graphical User Interface
The Popularity of Graphics
The Concept of Direct Manipulation
Advantages / Disadvantages
Characteristics of the Graphical User Interface
The Web User Interface
The Popularity of the Web
Characteristics of a Web Interface
The Merging of Graphical Business Systems
and the Web
Characteristics of an Intranet vs. Internet
Extranets
Principles of User Interface Design
Principles for the Xerox STAR
General Principles
The World Wide Web, abbreviated as WWW and commonly known as the Web, is a
system of interlinked hypertext documents accessed via the Internet. With a web browser, one
can view web pages that may contain text, images, videos, and other multimedia and navigate
between them via hyperlinks.
Functions of WWW:
The terms Internet and World Wide Web are often used in every-day speech without
much distinction. However, the Internet and the World Wide Web are not one and the same. The
Internet is a global system of interconnected computer networks. In contrast, the Web is one of
the services that runs on the Internet. It is a collection of interconnected documents and other
resources, linked by hyperlinks and URLs. In short, the Web is an application running on the
Internet. Viewing a web page on the World Wide Web normally begins either by typing the URL
of the page into a web browser, or by following a hyperlink to that page or resource. The web
browser then initiates a series of communication messages, behind the scenes, in order to fetch
and display it.
First, the server-name portion of the URL is resolved into an IP address using the global,
distributed Internet database known as the Domain Name System (DNS). This IP address is
necessary to contact the Web server. The browser then requests the resource by sending an HTTP
request to the Web server at that particular address. In the case of a typical web page, the HTML
text of the page is requested first and parsed immediately by the web browser, which then makes
additional requests for images and any other files that complete the page image. Statistics
measuring a website's popularity are usually based either on the number of page views or
associated server 'hits' (file requests) that take place.
While receiving these files from the web server, browsers may progressively render the page onto
the screen as specified by its HTML, Cascading Style Sheets (CSS), or other page
composition languages. Any images and other resources are incorporated to produce the on-
screen web page that the user sees. Most web pages contain hyperlinks to other related pages
and perhaps to downloadable files, source documents, definitions and other web resources. Such
a collection of useful, related resources, interconnected via hypertext links is dubbed a web of
information. Publication on the Internet created what Tim Berners-Lee first called the
WorldWideWeb (in its original CamelCase, which was subsequently discarded) in November 1990.
The Popularity of the Web:
The Web we know now, which loads into a browser window in essentially static
screenfulls, is only an embryo of the Web to come. The first glimmerings of Web 2.0 are beginning
to appear, and we are just starting to see how that embryo might develop. The Web will be
understood not as screenfulls of text and graphics but as a transport mechanism, the ether
through which interactivity happens. It will [...] appear on your computer screen, [...] on your TV
set [...] your car dashboard [...] your cell phone [...] hand-held game machines [...] maybe even
your microwave oven.Her use of the term deals mainly with Web design and aesthetics; she
argues that the Web is "fragmenting" due to the widespread use of portable Web-ready devices.
Her article is aimed at designers, reminding them to code for an ever-increasing variety of
hardware. As such, her use of the term hints at – but does not directly relate to – the current uses
of the term.
A similar difference can be seen between the Encyclopedia Britannica Online and
Wikipedia: while the Britannica relies upon experts to create articles and releases them
periodically in publications, Wikipedia relies on trust in anonymous users to constantly and quickly
build content. Wikipedia is not based on expertise but rather an adaptation of the open source
software adage "given enough eyeballs, all bugs are shallow", and it produces and updates articles
constantly.
General Principles
Accessibility Immersion
Aesthetically Pleasing Obviousness
Availability Operability
Clarity Perceptibility
Compatibility Positive First Impression
Configurability Predictability
Consistency Recovery
Control Responsiveness
Directness Safety
Efficiency Simplicity
Familiarity Transparency
Flexibility Trade-offs
Forgiveness Visibility
Accessibility
Systems should be designed to be usable, without modification, by as many people as
possible.
Aesthetically Pleasing
Provide visual appeal by:
Providing meaningful contrast between screen elements
Creating groupings
Aligning screen elements and groups
Providing three-dimensional representation
Using color and graphics effectively and simply
Availability
Make all objects available at all times.
Avoid the use of modes.
Clarity