Introduction to Human-Computer Interaction: Principles, Models, and Usability, Lecture notes of Human-Computer Interaction Design

This document provides a foundational overview of Human-Computer Interaction (HCI), focusing on the design and implementation of interactive systems that meet human needs. It defines the core components of the HCI discipline, including the human user, the computer system, and the nature of the interaction itself. You will find detailed explanations of usability goals such as effectiveness, safety, and utility, alongside emotional functional goals like entertainment and motivation. The text explores various interaction models, including the ergonomics of the physical interface and the different styles of interaction like command lines, menus, and natural language. It also addresses the multidisciplinary nature of HCI, incorporating insights from psychology, sociology, and computer science. This resource is a factual guide for students seeking to understand how to reduce the barrier between human intentions and computer execution through thoughtful, user-centered design.

Typology: Lecture notes

2025/2026

Available from 04/29/2026

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The Human
Course: Human Computer Interaction
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The Human

Course: Human Computer Interaction

the human

  • (^) Information i/o …
    • (^) visual, auditory, haptic, movement
  • (^) Information stored in memory
    • (^) sensory, short-term, long-term
  • (^) Information processed and applied
    • (^) reasoning, problem solving, skill, error
  • (^) Emotion influences human capabilities
  • (^) Each person is different

The Eye - physical reception

  • (^) mechanism for receiving light and

transforming it into electrical energy

  • (^) light reflects from objects
  • (^) images are focused upside-down on

retina

  • (^) retina contains rods for low light vision

and cones for colour vision

  • (^) ganglion cells (brain!) detect pattern

and movement

Interpreting the signal

  • (^) Size and depth
    • (^) visual angle indicates how much of view

object occupies

(relates to size and distance from eye)

  • (^) visual acuity is ability to perceive detail (limited)
  • (^) familiar objects perceived as constant size (in spite of changes in visual angle when far away)
  • (^) cues like overlapping help perception of

size and depth

Interpreting the signal (cont)

  • (^) The visual system compensates for:
    • (^) movement
    • (^) changes in luminance.
  • (^) Context is used to resolve ambiguity
  • (^) Optical illusions sometimes occur due to

over compensation

Optical Illusions

the Ponzo illusion the Muller Lyer illusion

Hearing

  • (^) Provides information about environment: distances, directions, objects etc.
  • (^) Physical apparatus:
    • (^) outer ear – protects inner and amplifies sound
    • (^) middle ear – transmits sound waves as vibrations to inner ear
    • (^) inner ear – chemical transmitters are released and cause impulses in auditory nerve
  • (^) Sound
    • (^) pitch – sound frequency
    • (^) loudness – amplitude
    • timbre – type or quality

Hearing (cont)

  • (^) Humans can hear frequencies from 20Hz to

15kHz

  • (^) less accurate distinguishing high frequencies than low.
  • (^) Auditory system filters sounds
  • (^) can attend to sounds over background noise.
  • (^) for example, the cocktail party phenomenon.

Movement

  • (^) Time taken to respond to stimulus:

reaction time + movement time

  • (^) Movement time dependent on age, fitness etc.
  • (^) Reaction time - dependent on stimulus type:
    • (^) visual ~ 200ms
    • (^) auditory ~ 150 ms
    • (^) pain ~ 700ms
  • (^) Increasing reaction time decreases accuracy in

the unskilled operator but not in the skilled

operator.

Movement (cont)

  • Fitts' Law describes the time taken to hit a
screen target:
Mt = a + b log

2

(D/S + 1)

where: a and b are empirically determined constants Mt is movement time D is Distance S is Size of target

 targets as large as possible
distances as small as possible

sensory memory

  • (^) Buffers for stimuli received through

senses

  • (^) iconic memory: visual stimuli
  • (^) echoic memory: aural stimuli
  • (^) haptic memory: tactile stimuli
  • (^) Examples
  • (^) “sparkler” trail
  • (^) stereo sound
  • (^) Continuously overwritten

Short-term memory (STM)

  • (^) Scratch-pad for temporary recall
    • (^) rapid access ~ 70ms
    • (^) rapid decay ~ 200ms
    • (^) limited capacity - 7± 2 chunks

Long-term memory (LTM)

  • (^) Repository for all our knowledge
    • (^) slow access ~ 1/10 second
    • (^) slow decay, if any
    • (^) huge or unlimited capacity
  • (^) Two types
    • (^) episodic – serial memory of events
    • (^) semantic – structured memory of facts,concepts, skills semantic LTM derived from episodic LTM

Long-term memory (cont.)

  • (^) Semantic memory structure
    • (^) provides access to information
    • (^) represents relationships between bits of information
    • (^) supports inference
  • (^) Model: semantic network
    • (^) inheritance – child nodes inherit properties of parent nodes
    • (^) relationships between bits of information explicit
    • (^) supports inference through inheritance