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    HCI & Computer Graphics
    COMP3145
    Progress0 / 73 topics
    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Frameworks and HCI
    HCI & Computer GraphicsTopic 14 of 73

    Frameworks and HCI

    3 minread
    526words
    Beginnerlevel

    Frameworks in HCI

    Definition: A framework in HCI is a structured approach or set of guidelines that helps designers, researchers, and developers understand, analyze, and design interactive systems.

    Frameworks provide conceptual, methodological, or technical support for studying interaction between humans and computers. They help in:

    • Modeling user behavior
    • Designing usable interfaces
    • Evaluating systems systematically

    1. Conceptual Frameworks

    Definition: These frameworks describe how humans interact with computers at a theoretical level. They focus on cognition, perception, and user tasks.

    Examples:

    a. Norman’s Interaction Framework

    • Proposed by Donald Norman.
    • Emphasizes the user’s goals, intentions, and actions.
    • Interaction Cycle: Forming goals → Forming intentions → Specifying actions → Executing → Perceiving system state → Interpreting → Evaluating outcomes.
    • Relevance: Helps identify user errors and design feedback for usability.

    b. Human Information Processing Model

    • Describes interaction as input → processing → output with cognitive stages: perception, attention, memory, decision-making, and action.
    • Guides interface design to reduce cognitive load.

    c. Model-View-Controller (MVC)

    • Framework for software architecture in interactive systems.

    • Separates:

      • Model: Data and logic
      • View: User interface
      • Controller: User input handling
    • Relevance: Supports modular design, easier maintenance, and consistency in interaction.


    2. Interaction Frameworks

    Definition: These frameworks focus on types and styles of interaction, mapping user actions to system responses.

    Examples:

    a. Abowd & Beale Interaction Framework

    • Components: User, System, Input, Output
    • Focus: Transformations of input and output, connecting user actions with system responses.
    • Relevance: Helps designers analyze tasks and data flow in interactive systems.

    b. Activity Theory Framework

    • Focuses on user activity in context rather than isolated tasks.
    • Components: Subject (user), Tools (interface), Object (goal), Community, Rules, Division of labor.
    • Relevance: Useful for designing systems for collaborative work and complex environments.

    c. Norman’s Seven Stages of Action

    • Conceptual model bridging user goals and system responses.
    • Stages: Goal → Intention → Action specification → Execution → Perception → Interpretation → Evaluation
    • Highlights gulf of execution and gulf of evaluation—gaps between user intent and system feedback.

    3. Design and Evaluation Frameworks

    Definition: Frameworks that guide interface design, usability evaluation, and user experience assessment.

    Examples:

    a. User-Centered Design (UCD) Framework

    • Iterative design process focused on user needs, preferences, and limitations.
    • Steps: Understand → Specify requirements → Design → Evaluate → Iterate

    b. Cognitive Walkthrough

    • Step-by-step analysis to check if users can accomplish tasks easily.
    • Evaluates system learnability for new users.

    c. Heuristic Evaluation

    • Uses usability principles (heuristics) to identify design problems.
    • Example heuristics: Nielsen’s 10 usability heuristics.

    4. Relevance of HCI Frameworks

    • Provide systematic methods for designing and evaluating interfaces.
    • Reduce trial-and-error in interface design.
    • Ensure user-centered, efficient, and error-resistant interaction.
    • Help analyze complex systems, especially in collaborative, multi-device, or multimodal environments.

    Summary Table

    Framework Type Examples Purpose / Focus
    Conceptual Norman’s Interaction Framework, Human Information Processing Model, MVC Understand cognition and interaction structure
    Interaction Abowd & Beale, Activity Theory, Norman’s Seven Stages Map user actions to system responses
    Design/Evaluation UCD, Cognitive Walkthrough, Heuristic Evaluation Guide design, test usability, improve UX

    Frameworks in HCI act as blueprints or lenses to understand, design, and evaluate interactive systems, ensuring that user needs and cognitive processes are central to system development.

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    The Interaction: Models of interaction
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    Ergonomics

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