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Ictp211 Reviewer Midterm

The document provides an overview of the integration of health information technology in behavioral health, highlighting the importance of psychometric instruments, clinical prescription systems, and the impact of technology on patient care. It discusses the evolution of computing, human-computer interaction (HCI), and memory processes, emphasizing the need for effective design to enhance user experience. Additionally, it covers various user interfaces and interaction paradigms that facilitate communication between users and computer systems.
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0% found this document useful (0 votes)
12 views18 pages

Ictp211 Reviewer Midterm

The document provides an overview of the integration of health information technology in behavioral health, highlighting the importance of psychometric instruments, clinical prescription systems, and the impact of technology on patient care. It discusses the evolution of computing, human-computer interaction (HCI), and memory processes, emphasizing the need for effective design to enhance user experience. Additionally, it covers various user interfaces and interaction paradigms that facilitate communication between users and computer systems.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

THE PROMISE OF HEALTH INFORMATION • A plethora of psychometric instruments exists


TECHNOLOGY IN BEHAVIORAL HEALTH AND to help clinicians and evaluate and treat those
INFORMATICS: AN OVERVIEW consumers in distress seeking behavioral
health services. These instruments are now
• Behavioral health conditions are leading available either in software packages or over
causes of disease burden around the world. the Internet.
• At the same time, the behavioral health field • Another recent trend in the clinical area has
can lead on issues such as privacy, ethics, been the development of clinical
consumer adoption of technology itself, and prescriptions systems.
intelligent use of quality and utilization data.
• Both physicians and consumer advocates
• Behavioral health can also lead in areas have raised a number of concerns.
such as change management and the
• The pharmaceutical industry and the
science of adoption of technology.
pharmacists around the country are pushing
Technologies for online prescriptions. The backdrop for this
is a struggle for professional “turf”, where
• The past decade has seen dramatic changes maintaining the “physician/patient
in hardware, applications, and relationship” and the human contact is seen
communications technology. as an essential part of treatment.
• The Internet, since 1990, has grown at an
exponential rate and web sites have grown at Organizing and Managing Care
an exponential rate as well. • Once area that information technology and
• This creates a tremendous burden on both the rapid evolution of communications,
the purchaser and user of behavioral health hardware, and software capacity will greatly
information systems. benefit behavioral healthcare is the ability to
• There are, of course, tremendous risks in design and implement systems of care.
technology innovation. • Another area where advances in technology
• The problem with rapid advancement is that can greatly benefit and improve the quality of
there is not enough time to study, to evaluate, health in healthcare for individuals suffering
and to ascertain whether a given technology from mental illness is in the area of education
is reliable and valid, and whether it is used in and research.
similar ways across patients and across • This explosion in the new sciences and
treatment settings. medication developments will put increases
Clinical Practice stress on the knowledge demands of all
professionals.
• In the clinical arena, multiple issues have • The technologies, especially the Internet
either been addressed or identified with the technologies that make knowledge available,
advances and implantation of health are credible, easy to use, and must be
information technology. frequently updated.
• In the past two decades, the traditional
Impact Issues
psychotherapies have also included
computer-based psychotherapies. • One of the biggest dilemmas in the
• Computerized therapies for depression, behavioral healthcare arena, especially due
anxiety, and stress management, and to the recent policy mandates of integration
emerging computerized initiatives in manual- with medical care, is the aspect of information
based addiction treatment and schizophrenia privacy, specifically mental health privacy.
will surely come of age in the next 5 years. • Unfortunately, this resistance to share
• The field of behavioral health care has contributes to the “distrust” and “lack of value”
always emphasized, in both psychology and that behavioral healthcare practitioners are
psychiatry, the need to codify and quantify perceived. It will require a great deal of
diagnosis in severity of illness and need for organizational group processes and
treatment.
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

organizational change strategies to Grace Murray Hopper


implement these technological systems.
• The American computer scientist and rear
In Summary, behavioral healthcare is unique. The admiral of the United States Navy as Grace
communication that goes on between provider Brewster Murray Hopper.
and patient forms a great part of the therapy or • She was one of the first Harvard Mark I
the cure of the illness. This is the most unlike any computer programmers and a computer
other specialty in all of healthcare. programming pioneer who invented one of
the links.
EARLY BEGINNINGS COMPUTING IN 1945
WHAT INTERACTION DID YOU SEE:
Harvard Mark 1
• Mechanical
• The Harvard Mark I was a large computer
• Poor Feedback
designed to assist in differential equation
• Specialist Use
numerical computation. It was developed at
Harvard University by Howard Aiken and • Process Control
was funded and installed by IBM • Calculations
(International Business Machine). The • No Intention to Address
computer (or the IBM Automatic Sequence • The Mass Market
Controlled Calculator (ASCC)) was known as
Development
the Harvard Mark I.
• The Harvard Mark 1 is a room-sized, relay- • Extremely difficult to use
based calculator. The machine had a fifty-five • Large and expensive
(55) feet long, 8 feet in high and 5 tons in • “People time” (Labour)
weight. • Used by Specialists
E.N.I.A.C • No knowledge about how to make use easier

WHAT IS HCI?
• An all-electronic calculating machine was
proposed by physicist John Mauchly in • Human-computer interaction (HCI) is a
1942. Meanwhile, the U.S Army needed collaborative area of research that focuses on
complicated wartime ballistics tables to be computer technology development and, in
measured. particular, human (user) interaction with
• ENIAC (Electronic Numerical Integrator and computers.
Computer), designed between 1943 and • HCI has since growth to include almost all
1945, was the first large-scale computer to aspects of information technology design,
operate without being slowed by any although it was originally with computers.
mechanical components at electronic level.

P.D.P -1

• The PDP-1 (Programmed Data Processor-1)


computer build in 1959. It was the first
consumer computer that concentrated on
user interaction instead of the productive use
of computer process.
• The first computer game is generally
assumed to be the game Spacewar,
developed in 1962 at MIT (Stephen Russell
a.o.). Spacewar originally ran on a PDP-1
computer the size of a large car.
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

Principle of HCI (USABILITY) Movement

• Useful – accomplish what is required • Before leaving this section on the human’s
(functional, does things) input-output channels, we need to consider
• Usable – do it easily and naturally without motor control and how the way we move
error (does the right things) affects our interaction with computers.
• Used – make people want to use it (be
Ponzo Illusion
attractive, acceptable to org.)
• The Ponzo illusion is an optical illusion that
THE HUMAN
was first demonstrated by the Italian
• A person’s interaction with the outside world psychologist Mario Ponzo (1882-1960) in
occurs through information being received 1913.
and sent: input and output. • He suggested that the human mind judges an
• In an interaction with a computer the user object’s size based on its background. He
receives information that is output by the showed this by drawing two identical lines
computer, and responds by providing input to across a pair of converging lines, similar to
the computer – the user’s output becomes railway tracks.
the computer’s input and vice versa.

WHY DO WE NEED TO UNDERSTAND HUMAN


IN HCI?

• Humans are limited in their capacity to


process information.
• This has important implications for design.
• Interacting with technology is cognitive.
• Human Information Processing is referred to
as cognition.

Input – Output Channels

Vision
Muller-Lyer Illusion
• Human vision is a highly complex activity
with a range of physical and perceptual • The Muller-Lyer illusion is a well-known
limitations, yet it is the primary source of optical illusion in which two lines of the same
information for the average person. length appear to be of different lengths.
• The illusion was first created by a German
Hearing psychologist named Franz Carl Muller-Lyer
• The sense of hearing is often considered in 1889.
secondary to sight, but we tend to • Muller-Lyer illusion is that our brains
underestimate the amount of information that perceive the depths of the two shafts based
we receive through our ears. upon depth cues. When the fins are pointing
in toward the shaft of the line, we perceive is
Touch a sloping away much like the corner of a
building.
• The third and last of the senses that we will
consider is touch or haptic perception.
Although this sense is often viewed as less
important than sight or hearing, imagine life
without it.
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

Human Memory rather than another. This is due to the limited


capacity sensory and mental processes.
• Memory refers to the processes that are
used to acquire, store, retain, and later Rehearsal Strategy
retrieve information.
• Uses repeated practice of information to learn
• Information is stored in memory:
it. When a student is presented with specific
o Sensory Memory – Iconic, Echoic,
information to be learned, such as a list, often
Haptic.
he will attempt to memorize the information
o Short-term Memory – Working
by repeating it over and over.
Memory
o Long-term Memory THE COMPUTER
Information is Stored in Memory: • In order to understand how humans interact
Sensory Memory with computers, we need to have an
understanding of both parties in the
• The sensory memories act as buffers for interaction. The previous chapter explored
stimuli received through the senses. aspects of human capabilities and behavior
• A sensory memory exists for each sensory of which we need to be aware in the context
channel: iconic memory for visual stimuli. of human–computer interaction;
Echoic memory for aural stimuli and haptic • This chapter considers the computer and
memory for touch. associated input–output devices and
• These memories are constantly overwritten investigates how the technology influences
by new information coming in on these the nature of the interaction and style of the
channels. interface.

Short-term Memory A computer system comprises various elements,


each of which affects the user of the system.
• Short-term memory or working memory
acts as a ‘scratch-pad’ for temporary recall of • Input/Output
information. It is used to store information • Interaction
which is only required fleetingly. • Virtual reality
• Short-term memory can be accessed rapidly, • Memory
in the order of 70 ms. However, it also decays • Processor
rapidly, meaning that information can only be
held there temporarily, in the order of 200 ms.

Long-term Memory

• If short-term memory is our working memory


or ‘scratch-pad’, long term memory is our
main resource.
• Here we store factual information, Input Device
experiential knowledge, procedural rules of
behavior – in fact, everything that we ‘know’. • Input devices are the hardware devices which
• Unlike working memory there is little decay: take information from user of the computer
long-term recall after minutes is the same as system, convert it into electrical signals and
that after hours or days. transmit it to the processor.

Attention Output Device

• Is the concentration of the mind on one out of • It is used to present information to the user
a number competing stimuli or thoughts. It is from a computer
clear that we are able to focus our attention
selectively, choosing to attend to one thing
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

• Take data from the computer system and • Used integrated circuit assemblies to store
convert it to a form that can be read by data persistently, typically using flash
humans. memory

Computer Memory Optical Drive

• Computer memory is a generic term for all • is a storage device that used lasers to read
of the different types of data storage data on the optical media.
technology that a computer may use, • ROM – read only memory media that is pre-
including RAM, ROM, and flash memory. recorded.
• Recordable (R) – recordable media that can
be recorded once.
• Rewritable (RW) – rewritable media that can
be recorded, erased, and recorded.

THE INTERACTION

• Interaction models help us to understand


what is going on in the interaction between
user and system.
• they address the translations between what
the user wants and what the system does.

SHORT TERM MEMORY Interaction Paradigms

Random Access Memory (RAM) • 1950’s – Batch Processing


• 1960’s – Timesharing
• Random Access Memory is your system’s • 1970’s – Networking (1972 1st Email)
short-term data storage; it stores the • 1980’s – Graphical Display, Microprocessor
information your computer is actively using so • 1990’s – WWW (World Wide Web)
that it can be accessed quickly. • 1995’s – Grid/Clouds Computing
• The more programs your system is running, • This Era – Human Robot Interaction,
the more memory you’ll need. Tablet/Table Top Computing
LONG TERM MEMORY Types of User Interfaces
Read-Only Memory (ROM) Command Line Interface
• It refers to computer memory chips • Expressing instructions to the computer
containing permanent or semi -permanent directly.
data. • Use function keys, single characters, short
• Used to store the start -up instructions for a abbreviations, whole words, or a combination
computer, also known as the firmware. • Suitable for repetitive tasks
• ROM is non -volatile; even after you turn off • Better for expert users than novices
your computer, the contents of ROM will
• Offers direct access to system functionality
remain. ROM is mostly used for firmware
• Command abbreviations should be
updates.
meaningful!
Hard Disk Drive (HDD)

• Hard disk drive, is a magnetic storage device


that is installed inside the computer

Solid-State Drive (SSD)


ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

Menu Interface Query Interfaces

• Set of options displayed on the screen • Question/answer interfaces


o Less recall – easier to use. o user led through interaction via
o Rely on recognition so names should series of questions
be meaningful. o suitable for novice users but
• Selection by: restricted functionality
o Numbers, letters, arrow keys, mouse o often used in information systems.
combination • Query languages (e.g., SQL)
• Often (frequent) options hierarchically o used to retrieve information from
grouped database
• Restricted form of full WIMP system o requires understanding of database
structure and language
syntax, hence requires some
expertise.

Natural Language

• Familiar to use Form-Fills Interface


• Speech recognition or typed natural
language • Primarily for data entry or data retrieval
• Problems • Screen like paper form.
o Vague – ambiguous – hard to do well
• Data put in relevant place
• Solutions
• Requires
o Try to understand a subset
• Good design
o Pick on key words
• Obvious correction facilities
• Example: Siri 2011, Cortana & Alexa 2014,
Google 2016, and Bixby 2017.
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

Spreadsheets Interface Point and Click Interface

• First spreadsheet VISICALC. • Used in: Multimedia, web browsers and


• Followed by Lotus 1-2-3 hypertext, Minimal typing and use in ATM’s.
• MS Excel most common today
• Sophisticated variation of form-filling.
o Grid of cells contain a value or a
formula
o formula can involve values of other
cells
▪ e.g., sum of all cells in this
column.
o User can enter and alter data
o Spreadsheet maintains consistency Three Dimensional Interfaces

• Virtual reality
• ‘ordinary’ window systems
o Highlighting visual
• 3D workspaces
o Use for extra virtual space
o Light and occlusion give depth
o Distance effects

WIMP Interface

• Windows, Icon, Mice, and Pointer


• Or windows, icons, mice, and pull-down
menus!
• Default style for majority of interactive
computer systems, especially PCs and
desktop machines.
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

DESIGN INTERACTION WHAT IS INTERACTION DESIGN?

INTRODUCTION • Designing interactive products to support


people in their everyday and working lives.
• Some of HCI (Human Computer Interaction) (Sharp, Rogers and Preece, 2002)
is focused on understanding the academic
• The design of spaces for human
study of the way people interact with
communication and interaction (Winograd,
technology. However, a large part of HCI is
1997)
about doing things and making things –
• Interaction design is about creating
design.
interventions in often complex situations
WHAT IS DESIGN? using technology of many kinds including PC
software, the web and physical devices.
• Generally speaking, it is the process of
envisioning and planning the creation of GOALS OF INTERACTION DESIGN
objects, interactive systems, buildings,
• Usable
vehicles, etc.
• Easy to learn
• It is user-centered, users are at the heart of
• Effective
the design thinking approach.
• Enjoyable experience
WHAT TO DESIGN? • Involved user .

Need to take into account: EVOLUTION OF HCI ‘INTERFACES’

➢ Who the users are. • 50’s – interface at the hardware level for
➢ What activities are being carried out. engineers – switch panels.
➢ Where the interaction is taking place. • 60’s and 70’s – interface at the programming
level – COBOL, FORTRAN
Need to optimize the interactions users have
• 80’s – interface at the interaction dialogue
with a product:
level – GUIs, multimedia
➢ Match the users’ activities and needs. • 90’s – interface at the work setting –
networked systems, groupware.
Understanding user’s needs: • 2000’s – interface becomes widespread (RF
➢ Need to take into account what people are tags, Bluetooth, technology, mobile devices,
good and bad at. consumer electronics, interactive screens,
➢ Consider what might help people in the way embedded technology)
they currently do things. FROM HCI TO INTERACTION DESIGN
➢ Listen to what people want and get them
involved. Human Computer Interaction (HCI) Is
➢ Use tried and tested user-based methods.
• “Concerned with the design, evaluation and
GOOD OR BAD DESIGN? implementation of interactive computing
systems for human use and with the study of
• One problem with these elevator controls is major phenomena surrounding them” (ACM
that the labels on the bottom row look like SIGCHI, 1992, p.6)
pushbuttons.
• So, when you want to open the elevator door, Interaction Design (ID) Is
you accidently push the “DOOR OPEN” label
instead of the pushbutton next to it. • “The design of spaces for human
communication and interaction” (Winograd,
• The top row of pushbuttons doesn’t seem to
1997)
have this problem.
• One solution to this problem would be to put Increasingly, more application areas, more
the labels on the pushbuttons, rather than technologies and more issues to consider when
beside the pushbuttons. designing ‘interfaces’
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

RELATIONSHIP BETWEEN ID, HCI AND 1996.: “Provides a wide range of design
OTHER FIELDS services, in each case targeted to address
the product development needs at hand.”
Academic Disciplines Contributing ID
Ideo-Design Company
• Psychology
• Engineering • IDEO is a design and consulting firm with
• Ergonomics offices in the U.S., England, Germany, Japan,
• Informatics and China. It was founded in Palo Alto,
• Social Sciences California, in 1991. The company uses the
• Computing Sciences design thinking approach to design products,
services, environment, and digital
Design Practices Contributing to ID experiences.

• Graphic design WHAT DO PROFESSIONALS DO IN THE ID


• Product design BUSINESS?
• Artist-design
Interaction Designers
• Industrial design
• Film industry • People involved in the design of all the
interactive aspects of a product.
Fields that ‘Do’ Interaction Design
Usability Engineers
• HCI
• Human Factors • People who focus on evaluating products,
• Cognitive engineering using usability methods and principles.
• Cognitive ergonomics
Web Designers
• Computer supported
• Co-operative work • People who develop and create the visual
• Informatics Systems design of websites such as layouts.
HOW EASY IT IS TO WORK IN Information Architects
MULTIDISCIPLINARY TEAMS?
• People who come up with ideas of how to
• More people involved in doing interaction plan and structure interactive products.
design the more ideas and designs
generated…but… (CHECK) User Experience Designers
• The more difficult it can be to communicate
• People who do all the above but who may
and progress forwards to designs being
also carry out field studies to inform the
created (WRONG)
design of products.
INTERACTION DESIGN IN BUSINESS
WHAT IS INVOLVED IN THE PROCESS OF
Nielsen Norman Group INTERACTION DESIGN?

• The Nielsen Norman Group is an American • Identify needs and establish requirements
computer user interface and user experience • Develop alternative designs
consulting firm, founded in 1998 by Jakob • Build interactive prototypes that can be
Nielsen and Don Norman. “Help companies communicated and assessed.
enter the age of the consumer, designing • Evaluate what is being built throughout the
human-centered products and services.” process.

Swim Interactions

• Swim is a San Francisco-based design


consultancy. Founded by Gitta Salomon in
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

CORE CHARACTERISITCS OF INTERACTION How would you make this action more visible?
DESIGN
• Make the card reader more obvious.
• Users should be involved through the • Provide an auditory message, that says what
development of the project. to do (which language)
• Specific usability and user experience goals • Provide a big label next to the card reader
need to be identified, clearly documented and that flashes when someone enters.
agreed at the beginning of the project. • MAKE RELEVANT PARTS VISIBLE.
• Iteration is needed through the core activities. • MAKE WHAT HAS TO BE DONE OBVIOUS
USABILITY GOALS 2. Feedback
• Effective to use • Sending information back to the user about
• Efficient to use what has been done.
• Safe to use • Includes sound, highlighting, animation and
• Have good utility combination of these.
• Easy to learn
Example: when screen button clicked on provides
• Easy to use
sounds or red highlight feedback:
USER EXPERIENCE GOALS

• Satisfying
• Fun
• Enjoyable
• Entertaining 3. Constraints
• Helpful • Restricting the possible actions that can be
• Motivating performed.
• Aesthetically pleasing • Helps prevent user from selecting incorrect
options.
DESIGN PRINCIPLES
• Three main types (Norman, 1999)
• Generalize concepts for thinking about o Physical Constraints
different features of design. o Cultural Constraints
• The do’s and don’ts of interaction design o Logical Constraints
• What to provide and what not to provide at
Physical Constraints
the interface.
• Derived from a mix of theory-based • Refer to the way physical objects restrict the
knowledge experience and common-sense. movement of things.
IMPORTANT INTERACTION DESIGN Logical Constraints
PRINCIPLES:
• Exploits people’s everyday common-sense
1. Visibility reasoning about the way the world works.
• Logical or ambiguous design?
• This is a control panel for an elevator.
o Where do you plug the mouse?
o How does it work?
o Where do you plug the keyboard?
o Push a button for the floor you want?
o Top or bottom connector?
o Nothings happens.
o Do the color-coded icons help?
o Push any other button?
How to Design Them More Logically?
Still nothing. What do you need to do?
A. Provides direct adjacent mapping between
• You need to insert your room card in the slot
icon and connector.
by the buttons to get the elevator work!
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

B. Provides color coding to associate the • External consistency refers to designing


connectors with the labels. operations, interfaces, etc., to be the same
across applications and devices
Cultural Constraints
o very rarely the case, based on
• A mechanism for putting knowledge in the different designer’s preference.
world by adhering to a known convention. Internal Consistency
• Cultural constraints rely on learned
conventions. • Internal consistency refers to consistency
• Specific cultural constraints with other elements in the system – your logo
o Precise detail. is the same online and in print, signs within a
• Universal Cultural Constraints park are consistent with one another.
o Once accepted by more than one
cultural groups, they become
universally accepted conventions.
• They cannot be change easily.

4. Affordances

• Refers to an attribute of an object that allows


people to know how to use it.

Example: a mouse button invites pushing, a door


handle affords pulling. External Consistency

• Norman (1988) used the term to discuss the • External consistency means having the same
design of everyday objects. aesthetic design or performance across
• Since has been much popularized in multiple systems.
interaction design to discuss how to design
interface objects.

Example: scrollbars to afford moving up and


down, icons to afford clicking on.

5. Mapping

• Relationship between controls and their


movements and the results in the world.

6. Consistency
DESIGN PRINCIPLES REVISITED
• Design interfaces to have similar operations
and use similar elements for similar tasks. • Visibility – placing the controls in a highly
visible location.
Example: always use ctrl key plus first initial of the • Feedback – provision of information about
command for an operation: ctrl + C, ctrl + S, ctrl + the result of an action.
O • Constraints – restricting the actions to
prevent selecting incorrect options.
• Main benefit of consistent interfaces are
• Mapping – relationship between controls and
easier to learn and use.
their effect in the world.
• Internal consistency refers to designing
• Affordances – properties of an object that
operations to behave the same within an
indicate how it can be used.
application.
o Difficulty to achieve with complex
interfaces.
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

• Consistency For example: multimodal style of interaction for


o Internal consistency refers to controlling GPS – one that involves speaking
designing operations to behave the while driving – is safe.
same within an application.
CONCEPT
o External consistency refers to
designing operations, interfaces, to • Concepts are described in the mind, in
be the same across applications and expression, or in thought as abstract
devices. concepts or general notions.
UNDERSTANDING & CONCEPTUALIZING • The fundamental building blocks of theories
INTERACTION and values are considered to be these. In all
aspects of cognition, they play a significant
RECAPITULATE part.

• HCI has moved beyond designing interfaces FROM PROBLEM SPACE TO DESIGN SPACE
for desktop machines about extending and
supporting all manner of human activities in • Having a good understanding of the problem
all manner of places. space can help inform the design space.

Facilitating user experiences through designing Example: what kind of interface, behaviour,
interactions functionality to provide.

• Make work effective, efficient and safer. • But before deciding upon these it is important
• Improve and enhance learning and training. to develop a conceptual model.
• Provide enjoyable and exciting entertainment CONCEPTUAL MODEL
• Enhance communication and understanding.
• Support new forms of creativity and • Conceptual models are abstract,
expression. psychological a representation of a system,
made of the composition of concepts which
PROBLEM are used to help people know, understand, or
simulate a subject the model represents.
Understanding The Problem
• “A conceptual model is: a high-level
• What do you want to create? description of how a system is organized and
• What are your assumptions? operates.” – Johnson and Henderson, 2022
• Will it achieve what you hope it will? • “Enables designers to straighten out their
thinking before they start laying out their
ASSUMPTION widgets.” – Johnson and Henderson, 2022
• An assumption is something that you FIRST STEPS IN FORMULATING A
assume to be the case, even without proof. CONCEPTUAL MODEL
• Taking something for granted when it needs
further investigation. • What will the users be doing when carrying
out their tasks?
For example: people might make the assumption • How will the system support these?
that you’re a nerd if you wear glasses, even • What kind of interface metaphor, if any, will be
though that’s not true. appropriate?
• What kinds of interaction modes and styles to
CLAIM
use? - always keep in mind when making
• State or declare that something is the case, design decisions how the user will
typically without providing evidence or proof. understand the underlying conceptual model.
• Stating something to be true when it is still
open to question.
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

BENEFITS OF CONCEPTUALISING 2. Conversing

Orientation • Interacting with a system as if having a


conversation.
• Enables design teams to ask specific • Where users Underlying model of having a
questions about how the conceptual model conversation with another human.
will be understood. • Range from simple voice recognition menu-
Open-Minded driven systems to more complex ‘natural
language’ dialogs (ex. timetables, search
• Prevents design teams from becoming engines, advice-giving systems, help
narrowly focused early on. systems)
• Also, virtual agents, toys and pet robots
Common Ground
designed to converse with you
• Allows design teams to establish a set of • A system and tell it what to do (ex. tell the
commonly agreed terms. time, print a file, save a file.)

INTERFACE METAPHORS Example: SimSimi

• An interface metaphor in user interface 3. Manipulating


design is a collection of graphics, behavior
• Interacting with objects in a virtual or physical
and processes of the user interface that
space by manipulating them.
leverage basic information that users already
• Involves dragging, selecting, opening,
have of other domains.
closing and zooming actions on virtual
• Interface designed to be similar to a physical
objects.
entity but also has own properties.
• Exploit’s users’ knowledge of how they move
• Can be based on activity, object or a
and manipulate in the physical world.
combination of both.
• Can involve actions using physical controllers
BENEFITS (ex. Wii or air gestures (Kinect) to control the
movement of an on-screen avatar)
• Makes learning new systems easier. • Tagged physical objects (e.g. balls) that are
• Helps users understand the underlying manipulated in a physical world result in
conceptual model. physical/digital events (e.g. animation).
• Can be very innovative and enable the realm
of computers and their applications to be Example: Just Dance 2021
made more accessible to a greater diversity
4. Direct Manipulation
of users.
• Shneiderman-(1983) coined the term DM,
INTERACTION TYPES
came from his fascination with computer
1. Instructing games at the time.
• Continuous representation of objects and
• Issuing Commands and Selecting Options actions of interest.
• Where users instruct a system and tell it what • Physical actions and button pressing instead
to do. (ex. tell the time, print a file, save a file) of issuing commands with complex syntax.
• Very common conceptual model, underlying • Rapid reversible actions with immediate
a diversity of devices and systems. (ex. word feedback on object of interest.
processors, VCRs, vending machines)
• Main benefit is that instructing supports quick Why Are DM Interfaces So Enjoyable?
and efficient interaction (good for repetitive
• Continuous representation of objects and
kinds of actions performed on multiple
actions of interest Novices can learn the
objects)
basic functionality quickly.
Example: Vendo Machine
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

• Experienced users can work extremely KINDS OF INTERFACE TYPES


rapidly to carry out a wide range of tasks,
even defining new functions. • Command
• Intermittent users can retain operational • Speech
concepts over time. • Data-entry
• Error messages rarely needed. • Form fill-in
• Users can immediately see if their actions are • Query
furthering their goals and if not do something • Graphical
else. • Web
• Users experience less anxiety. • Pen
• Users gain confidence and mastery and feel • AR
in control. • Gesture
• Physical actions and button pressing instead
of issuing commands with complex syntax. PARADIGM
• Rapid reversible actions with immediate
• In science and philosophy, a paradigm is a
feedback on object of interest.
distinct set of concepts or thought patterns,
5. Exploring including theories, research methods,
postulates, and standards for what
• Moving through a virtual environment or a constitutes legitimate contributions to a field.
physical space. • Inspiration for a conceptual model.
• Involves users moving through virtual or • General approach adopted by a community
physical environments. for carrying out research shared
• Physical environments with embedded assumptions, concepts, values and
sensor technologies. practices.
WHICH CONCEPTUAL MODEL IS BEST? Examples of New Paradigms
• Direct manipulation is good for ‘doing’ types Pervasive Computing
of tasks, (e.g. designing, drawing, flying,
driving, sizing windows) • also called ubiquitous computing, is the
• Issuing instructions is good for repetitive growing trend of embedding computational
tasks (e.g. spell-checking, file management) capability (generally in the form of
• Having a conversation is good for children, microprocessors) into everyday objects to
computer-phobic, disabled users and make them effectively communicate and
specialized applications (e.g. phone perform useful tasks in a way that minimizes
services) the end user's need to interact with
• Hybrid conceptual models are often computers.
employed, where different ways of carrying
Wearable Computing
out the same actions is supported at the
interface - but can take longer to learn. • Is the study or practice of inventing,
designing, building, or using miniature body-
CONCEPTUAL MODELS: INTERACTION AND
borne computational and sensory devices.
INTERFACE
Wearable computers may be worn under,
• Interaction type: what the user is doing over, or in clothing, or may also be
when interacting with a system. (ex. themselves clothes (i.e. "Smart Clothing"
instructing, talking, browsing or other.) (Mann, 1996a)).
• Interface type: the kind of interface used to
Augmented Reality
support the mode. (ex. speech, menu-based,
gesture) • In computer programming, a process of
combining or “augmenting” video or
photographic displays by overlaying the
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

images with useful computer-generated data. • Use techniques that make things stand out
... Faster computer processors have made it like color, ordering, spacing, underlining,
feasible to combine such data displays with sequencing and animation.
real-time video. • Avoid cluttering the interface with too much
information.
THEORY
• Search engines and form fill-ins that have
• A theory is an abstract or generalizing form of simple and clean interfaces are easier to use.
meditative and logical thought about a
Note!
phenomenon, or the consequences of such
thinking. Contemplative and logical thought • Tullis (1987) found that the two screens
processes are also correlated with such produced quite different results.
techniques as observational study, research, o 1st Screen – took an average of 5.5.
etc. seconds to search.
o 2nd Screen – took 3.2 seconds to
COGNITIVE ASPECT
search.
COGNITION • Why, since both displays have the same
density of information (31%)?
• Cognition refers to "the mental action or • Spacing
process of obtaining knowledge through o In the 1st screen the information is
experience, observation, and the senses” bunched up together, making it hard
COGNITIVE PROCESSES to search.
o In the 2nd screen the characters are
• It is important to note that many of these grouped into vertical categories of
cognitive processes are interdependent: information making it easier.
several may be involved for a given charity.
2. Perception
1. Attention
• Perception is the organization, recognition
• The behavioral and cognitive phenomenon of and interpretation of sensory input in order to
reflecting selectively on a particular aspect of represent and comprehend the information or
knowledge, whether considered personal or environment provided.
logical, while avoiding other noticeable
information, is attention.

Design Implications for Perception

• Icons should enable users to readily


Design Implications for Attention distinguish their meaning.
• Bordering and spacing are effective visual
• Make information significant when it needs
ways of grouping information.
attending to.
• Sounds should be audible and
distinguishable.
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

• Speech output should enable users to Design Implications for Learning


distinguish between the set of spoken words
• Design interfaces that encourage
• Text should be legible and distinguishable
exploration.
from the background.
• Design interfaces that constrain and guide
• Tactile feedback should allow users to
learners.
recognize and distinguish different meanings.
• Dynamically linking concepts and
Note! representations can facilitate the learning of
complex material.
• Weller (2004) found people took less time to
locate items for information that was grouped 5. Reading, Speaking, & Listening
o using a border (2nd screen)
• The ease with which people can read, listen,
compared with using color contrast
or speak differs.
(1st screen)
• Many prefer listening than reading.
• Some argue that too much white space on
• Reading can be quicker than speaking or
web pages is detrimental to search
listening.
o Makes it hard to find information
• Listening requires less cognitive effort than
• Do you agree? reading or speaking.
3. Memory • Dyslexics have difficulties understanding
and recognizing written words.
• Memory is the brain faculty that encodes,
stores, and retrieves data or information as Applications
needed. That is the basis for learning over • Speech-recognition systems allow users to
time in order to affect future action. interact with them by asking questions. (ex.
Design Implications for Memory google voice, siri)
• Speech-output systems use artificially
• Don’t overload users’ memories with generated speech (ex. written-text-to-speech
complicated procedures for carrying out systems for the blind).
tasks. • Natural-language systems enable users to
• Design interfaces that promote recognition type in questions and give text-based
rather than recall. responses. (ex. ask search engine)
• Provide users with various ways of encoding
information to help them remember (ex. Design Implications for R.S.L
categories, color, flagging, time stamping) • Speech-based menus and instructions
4. Learning should be short.
• Accentuate the intonation of artificially
• Learning is a method of developing new generated speech voices (they are harder to
insight, experience, behavior, talents, beliefs, understand than human voices)
attitudes and desires. • Provide opportunities for making text large on
a screen.
Cognitive Prosthetic Devices
6. Problem-Solving, Planning, Reasoning &
• We rely more and more on the internet and
Decision-Making
smartphones to look things up
• Cognitive resource cf. extended mind. • All involves reflective cognition (e.g. thinking
• Expecting to have internet access reduces about what to do, what the options are, and
the need and extent to which we remember the consequences.
• Also enhances our memory for knowing • Often involves conscious processes,
where to find it online (Sparrow et al,2011) discussion with others (or oneself), and the
• What are implications for designing use of artefacts
technologies to support how people will learn, e.g. maps, books, pen and paper
and what they learn.
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

• May involve working through different SOCIAL INTERACTION


scenarios and deciding which is best option.
• A social interaction is an exchange between
Design Implications for PS.P.R.DM two or more individuals and is a building block
of society.
• Provide additional information/functions for • Social interaction can be studied between
users who wish to understand more about groups of two (dyads), three (triads) or larger
how to carry out an activity more effectively social groups.
• Use simple computational aids to support
rapid decision-making and planning for users Being Social
on the move.
• The word social comes from the Latin socius
7. Externalizing to Reduce Memory Load meaning “friend”. When you’re being social,
you’re everyone’s friend. Go to a social, or
• Diaries, reminders, calendars, notes,
mixer, and you might make a lot of new
shopping lists, to-do lists. (written to remind
friends.
us what to do)
• Post-its, piles, marked emails (where places CONVERSATION RULES
indicates priority of what to do)
• External representations 1. Turn-Talking
o Reminds us that we need to do • Turn-taking occurs in a conversation when
something (e.g., to buy something for one person listens while the other person
Mother’s Day) speaks. As a conversation progresses, the
o Remind us of what to do (e.g., buy a listener and speaker roles are exchanged
card) back and forth (a circle of discussion).
o Remind us when to do something
(e.g., send a card by a certain date) 2. Back Channel
Design Implications for ERML • Back channeling is the feedback which a
listener gives to a speaker to show that
• Provide external representations at the
she/he is following, or understands what the
interface that reduce memory load and
speaker is saying.
facilitate computational offloading (e.g.,
information visualizations have been 3. Farewell Rituals
designed to allow people to make sense and
rapid decisions about masses of data) • Rituals and ceremonies help to give meaning
to an event. In the case of a farewell ritual, it
is the fact of separating from someone.

4. Implicit & Explicit Cues

• When talking about writing, “explicit” means


something that is stated plainly, while
“implicit” refers to something that is implied
and not stated directly.

Remote Conversations

• It’s a means of communicating at a distance


via electronic tools that let you correspond
with people outside of face-to-face
communication. It’s also referred to as virtual
communication, and it’s become a
quintessential part of the business world.
ICT FOR PSYCHOLOGIST 211 MIDTERM REVIEWER

Tele-Presence

• Telepresence refers to asset of technologies


which allow a person to feel as if they were
present, to give the appearance of being
present, or to have an effect, via telerobotics,
at a place other than their true location.

Co Presence

• The simultaneous presence of individuals in


the same physical/virtual location, not
necessarily engaged in face-to-face
interaction with each other.
• Technologies that enable co-located groups
to collaborate more effectively.

SUMMARY:

• Social mechanisms, like turn-taking,


conventions, etc., enable us to collaborate
and coordinate our activities.
• Keeping aware of what others are doing and
letting others know what you are doing are
important aspects of collaborative working
and socializing.
• Many technologies systems have been built
to support telepresence and co-presence.

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