Human Computer Interaction Unit-3 - Copy
Human Computer Interaction Unit-3 - Copy
Definition of Windows:
Window is a rectangular area on the screen that displays information independently and
allows interaction with different parts of a program or multiple programs simultaneously.
Windows provide a mechanism to manage multiple tasks visually and support multitasking,
content separation, and user interaction.
Types of Windows:
• Primary windows: Main interface windows where the majority of interaction happens.
• Secondary windows: Dialog boxes, pop-ups, tooltips, etc., which support the primary window.
• Modal windows: Require user action before proceeding.
• Modeless windows: Allow interaction with other windows simultaneously.
New and Navigation Schemes in Window Design:
Efficient window navigation and new window handling are key for enhancing usability,
performance, and user satisfaction. Poorly designed navigation leads to confusion,
disorientation, and user frustration.
1. New Window Selection Schemes:
When deciding whether to open a new window, the following guidelines are considered:
a) Task Separation:
Open a new window if the task is significantly different or if the user needs to compare
content side-by-side.
b) User Control:
Users should have the choice to open items in the same window or a new one. Allow
flexibility (e.g., “Open in new tab/window”).
c) Context Switching:
Use a new window when interrupting the current task could cause confusion or data loss
(e.g., form submission with a confirmation window).
HUMAN COMPUTER INTERACTION UNIT-3
d) Overlapping Windows:
Multiple windows appear on the screen, allowing multitasking but requiring good layout
control to avoid visual clutter.
e) Tiled Windows:
Windows are arranged side-by-side without overlap. Useful in professional software like
IDEs and dashboards.
f) Tabbed Navigation:
Allows users to switch between multiple windows in the same frame. Popular in browsers
and text editors.
g) Zooming Interfaces:
Users zoom in/out to navigate deeper into content layers. Found in advanced applications
like map software or mind-mapping tools.
HUMAN COMPUTER INTERACTION UNIT-3
The selection of input and output controls is critical for designing efficient and user-friendly
interfaces. Controls can be broadly categorized into two types:
• Device-based controls – Physical hardware used for input.
• Screen-based controls – Interactive elements within the software interface.
Choosing the right control depends on factors like task type, user capability, environment,
and system requirements.
1. Device-Based Controls
These are physical devices that allow the user to interact with a system.
Common Device-Based Controls:
a) Keyboards
• Used for text input and command execution.
• Ideal for data entry and programming tasks.
• Limitations: Not ideal for graphical tasks or gestures.
b) Mouse / Pointing Devices
• Suitable for selecting icons, clicking buttons, and dragging items.
HUMAN COMPUTER INTERACTION UNIT-3
6. Accessibility
o Ensure controls are usable by people with various disabilities (e.g., screen reader
support, large touch targets).
1. Icons
Definition:
Icons are graphical symbols that represent commands, files, tools, devices, or functions.
They are used to simplify the interface, reduce cognitive load, and allow quick visual
recognition.
Characteristics of Icons:
• Visually intuitive: Should be easy to recognize and interpret.
• Simple design: Avoid excessive detail that may confuse the user.
• Consistent style: All icons should follow a common visual theme.
• Scalable: Should be clear and sharp at various sizes.
• Labeled (if needed): Text labels help clarify the meaning, especially for new users.
Types of Icons:
1. Function Icons: Represent specific functions (e.g., print, save, delete).
2. Object Icons: Represent files, folders, or apps.
3. Tool Icons: Represent tools within an application (e.g., brush in Photoshop).
HUMAN COMPUTER INTERACTION UNIT-3
2. Colors
Definition:
Color is a vital component of interface design that communicates meaning, indicates status,
groups related elements, and enhances visual appears.
Roles of Color in UI:
1. Information Coding:
o Use colors to signify status (e.g., red = error, green = success).
o Helps users quickly interpret system states.
2. Grouping:
o Similar colors can group related content visually.
3. Attention Guiding:
o Bright or contrasting colors can direct focus to critical elements (e.g., warning messages,
CTA buttons).
4. Feedback:
o Changes in color can indicate interactivity or user actions (e.g., hover effects, active
fields).
5. Branding and Aesthetics:
o Maintains brand identity and creates a visually pleasing interface.
HUMAN COMPUTER INTERACTION UNIT-3
A window is a visual container that displays information and allows user interaction. It can show
content, accept input, and manage tasks. Each window is composed of several standard
components that ensure functionality, control, and consistency across operating systems and
applications.
Understanding the components of a window is essential for both interface designers and users,
as they form the foundation of any interactive application.
1. Title Bar
• Can be used to drag and move the window across the screen.
2. Menu Bar
• Each menu may include commands and options for managing files, editing content, or
customizing settings.
HUMAN COMPUTER INTERACTION UNIT-3
3. Tool Bar
• A row of icon-based shortcuts for frequently used functions (e.g., Save, Print, Undo).
4. Scroll Bars
• Vertical and/or horizontal bars used to navigate through content that doesn’t fit in the visible
window.
• The main part of the window where actual content or application interaction occurs.
6. Status Bar
o Cursor position
o File size
o Connection status
7. Window Borders
• Allow users to open and switch between multiple documents or pages within the same window.
• Combines toolbar and menu bar into tabbed panels for better access to grouped commands.
Foreground colors play a vital role in the legibility, visibility, and usability of an interface.
1. Contrast Matters:
o Foreground color must strongly contrast with the background color to ensure
readability.
o For example, black text on a white background or white text on a dark background.
2. Accessibility Compliance:
HUMAN COMPUTER INTERACTION UNIT-3
o According to WCAG (Web Content Accessibility Guidelines), the contrast ratio should be
high enough for users with visual impairments or color blindness.
3. Visual Hierarchy:
o Foreground colors should be used consistently for the same types of elements (e.g.,
blue for links, red for errors).
5. Emotional Impact:
1. Text:
o The most basic form of communication.
o Used for labeling, instructions, captions, and descriptions.
o Should be legible, concise, and consistent in formatting.
2. Audio:
o Includes music, voice narration, sound effects.
o Enhances realism and emotion, guides user actions (e.g., alerts or notifications).
o Must be clear, not distracting, and adjustable.
3. Images (Graphics):
o Includes photographs, diagrams, icons, and illustrations.
o Visual content supports better retention and recall.
o Must be relevant, optimized for screen, and not overused.
4. Animation:
o Moving graphics that illustrate concepts, actions, or transitions.
o Used in tutorials, games, explainer videos, and visual storytelling.
o Should be smooth and meaningful, not just decorative.
5. Video:
o Combines moving images and sound for impactful storytelling.
o Common in e-learning, demonstrations, product showcases, etc.
o Requires careful compression and formatting to avoid performance issues.
6. Interactivity:
o Allows users to control content (e.g., quizzes, clickable buttons, drag-and-drop).
o Encourages engagement and active learning.
o Crucial in simulations, games, and training modules.
Types of Multimedia:
1. Linear Multimedia:
o Content progresses without user control.
o Example: A video that plays from start to end automatically.
2. Non-linear Multimedia:
HUMAN COMPUTER INTERACTION UNIT-3