HUMAN-COMPUTER INTERACTION
Module 1
Computers and Human
Behavior
INTRODUCTION TO HCI
• Human–Computer Interaction (HCI) is the study of how people use and experience
digital systems and devices in their daily lives.
• Its aim is to design technology that is easy to use, efficient in achieving goals, and
pleasant or rewarding to interact with.
• Combines knowledge of human psychology (thinking, feeling, behaving) with
engineering and design principles.
• Effective HCI reduces mistakes, prevents frustration, and improves overall satisfaction
in using technology.
• Engineers, designers, and psychologists work together to ensure systems meet both
functional needs and human limitations.
THE COGNITIVE LENS IN HCI
• Focuses on the thinking processes involved when users interact with digital systems —
such as attention, memory, problem-solving, and decision-making.
• Human Information Processor Model: users receive information through senses, process it
in the mind, and respond with actions; each stage has limits that designers must respect.
• GOMS Model: breaks tasks down into Goals (end targets), Operators (actions),
Methods (steps), and Selection rules (how one method is chosen over another) — useful
for predicting task efficiency.
• Designs should lower mental effort by presenting information clearly, reducing
unnecessary steps, and supporting recognition over recall.
• Example: intuitive navigation menus that match natural thought processes.
EMOTIONAL LENS IN HCI
• Emotional reactions strongly shape whether users continue to use a system and how
satisfied they feel.
• Norman’s Three Levels of Emotional Design:
• Visceral: First impressions and sensory impact (look, feel, sound).
• Behavioral: Quality of the actual use experience — ease, control, and responsiveness.
• Reflective: Personal meaning and memories after use, shaping long-term opinions.
• Positive emotions can increase creativity, learning, and engagement, while negative
emotions can cause avoidance or errors.
• Affective Computing: technology that senses a user’s feelings (through language,
behavior, or sensors) and adapts responses accordingly — making systems more
supportive and human-like.
BEHAVIORAL LENS IN HCI
• Looks at observable actions and patterns of use — what people actually do rather
than what they say they do.
• Helps identify common navigation paths, frequent mistakes, and habits that form
when using a system.
• Designers use this data to improve or simplify interfaces over time through iterative
testing.
• Can include ‘behavioral nudges’ — subtle interface cues that encourage beneficial
actions, like wellness reminders or reward progress trackers.
• Example: a language learning app that celebrates daily usage streaks to encourage
habit formation.
INTEGRATING THE LENSES
• Real-world design benefits from considering cognition, emotion, and behavior
together rather than separately.
• Cognitive design ensures the system is mentally easy to use, emotional design ensures
it is engaging and appealing, and behavioral design ensures it fits naturally into user
routines.
• Adaptive systems can change based on what the user knows (cognitive), how they
feel (emotional), and what they typically do (behavioral).
• Example: an educational platform that adjusts difficulty based on performance,
provides encouraging feedback when the learner struggles, and tracks learning
habits to recommend optimal study times.
ATTENTION IN THE DIGITAL AGE
• Attention is the ability to focus on relevant information while ignoring distractions —
crucial for effective interaction with technology.
• Bottleneck Models explain that our brain can only deeply process a limited number
of inputs at a time.
• Early Selection: the brain filters information before processing it deeply.
• Late Selection: most inputs are processed briefly, but only some reach conscious thought or action.
• In the digital world, constant notifications fragment attention into “continuous partial
attention,” reducing focus.
• Good interface design can direct attention to key information and reduce
unnecessary cognitive interruptions.
MEMORY AND USABILITY
• Human memory in HCI includes:
• Working Memory: short-term, actively used information — extremely limited and prone to overload.
• Long-Term Memory: stored experiences and learned information — accessed when recognition or
recall is required.
• Poor design can overload working memory, leading to frustration and mistakes.
• Usability improves when systems ‘offload’ memory demands — for example, by
using clear labels, recognizable icons, and grouping related options together.
• Progressive disclosure — showing information gradually instead of all at once —
helps users learn and retain information.
MULTITASKING EFFECTS
• Most so-called multitasking online is actually rapid switching between tasks, which
reduces speed and increases errors.
• Performing two demanding tasks at once strains working memory and attention
capacity.
• Studies show that while people can combine a routine task with a simple new task,
performance drops sharply when both require focus or problem-solving.
• Frequent switching between device notifications, messages, and main tasks reduces
comprehension and recall.
• Digital systems perform best for users when they allow or encourage focused activity
rather than constant switching.

Human Computer Interaction-module 1.pptx

  • 1.
  • 2.
    INTRODUCTION TO HCI •Human–Computer Interaction (HCI) is the study of how people use and experience digital systems and devices in their daily lives. • Its aim is to design technology that is easy to use, efficient in achieving goals, and pleasant or rewarding to interact with. • Combines knowledge of human psychology (thinking, feeling, behaving) with engineering and design principles. • Effective HCI reduces mistakes, prevents frustration, and improves overall satisfaction in using technology. • Engineers, designers, and psychologists work together to ensure systems meet both functional needs and human limitations.
  • 3.
    THE COGNITIVE LENSIN HCI • Focuses on the thinking processes involved when users interact with digital systems — such as attention, memory, problem-solving, and decision-making. • Human Information Processor Model: users receive information through senses, process it in the mind, and respond with actions; each stage has limits that designers must respect. • GOMS Model: breaks tasks down into Goals (end targets), Operators (actions), Methods (steps), and Selection rules (how one method is chosen over another) — useful for predicting task efficiency. • Designs should lower mental effort by presenting information clearly, reducing unnecessary steps, and supporting recognition over recall. • Example: intuitive navigation menus that match natural thought processes.
  • 4.
    EMOTIONAL LENS INHCI • Emotional reactions strongly shape whether users continue to use a system and how satisfied they feel. • Norman’s Three Levels of Emotional Design: • Visceral: First impressions and sensory impact (look, feel, sound). • Behavioral: Quality of the actual use experience — ease, control, and responsiveness. • Reflective: Personal meaning and memories after use, shaping long-term opinions. • Positive emotions can increase creativity, learning, and engagement, while negative emotions can cause avoidance or errors. • Affective Computing: technology that senses a user’s feelings (through language, behavior, or sensors) and adapts responses accordingly — making systems more supportive and human-like.
  • 5.
    BEHAVIORAL LENS INHCI • Looks at observable actions and patterns of use — what people actually do rather than what they say they do. • Helps identify common navigation paths, frequent mistakes, and habits that form when using a system. • Designers use this data to improve or simplify interfaces over time through iterative testing. • Can include ‘behavioral nudges’ — subtle interface cues that encourage beneficial actions, like wellness reminders or reward progress trackers. • Example: a language learning app that celebrates daily usage streaks to encourage habit formation.
  • 6.
    INTEGRATING THE LENSES •Real-world design benefits from considering cognition, emotion, and behavior together rather than separately. • Cognitive design ensures the system is mentally easy to use, emotional design ensures it is engaging and appealing, and behavioral design ensures it fits naturally into user routines. • Adaptive systems can change based on what the user knows (cognitive), how they feel (emotional), and what they typically do (behavioral). • Example: an educational platform that adjusts difficulty based on performance, provides encouraging feedback when the learner struggles, and tracks learning habits to recommend optimal study times.
  • 7.
    ATTENTION IN THEDIGITAL AGE • Attention is the ability to focus on relevant information while ignoring distractions — crucial for effective interaction with technology. • Bottleneck Models explain that our brain can only deeply process a limited number of inputs at a time. • Early Selection: the brain filters information before processing it deeply. • Late Selection: most inputs are processed briefly, but only some reach conscious thought or action. • In the digital world, constant notifications fragment attention into “continuous partial attention,” reducing focus. • Good interface design can direct attention to key information and reduce unnecessary cognitive interruptions.
  • 8.
    MEMORY AND USABILITY •Human memory in HCI includes: • Working Memory: short-term, actively used information — extremely limited and prone to overload. • Long-Term Memory: stored experiences and learned information — accessed when recognition or recall is required. • Poor design can overload working memory, leading to frustration and mistakes. • Usability improves when systems ‘offload’ memory demands — for example, by using clear labels, recognizable icons, and grouping related options together. • Progressive disclosure — showing information gradually instead of all at once — helps users learn and retain information.
  • 9.
    MULTITASKING EFFECTS • Mostso-called multitasking online is actually rapid switching between tasks, which reduces speed and increases errors. • Performing two demanding tasks at once strains working memory and attention capacity. • Studies show that while people can combine a routine task with a simple new task, performance drops sharply when both require focus or problem-solving. • Frequent switching between device notifications, messages, and main tasks reduces comprehension and recall. • Digital systems perform best for users when they allow or encourage focused activity rather than constant switching.