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.