Ictp211 Reviewer Midterm
Ictp211 Reviewer Midterm
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
• 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.
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
Long-term Memory
• 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
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• 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 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
Natural Language
• 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
➢ 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’
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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.
• 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
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
4. Affordances
• 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.
5. Mapping
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.
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• 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
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.
Remote Conversations
Tele-Presence
Co Presence
SUMMARY: