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**GOALS**:
1. Designing novel interfaces, thereby optimizing design for desired properties.
2. Implementing interfaces.
3. Evaluating and comparing interfaces with respect to their usability and other desired properties.
5. Modeling and themes of HCI use, as well as conceptual frameworks for the design of computer
interfaces.
**VISUAL SYSTEM**:
- Visual perception: The information received by the visual apparatus must be filtered and passed to the
processing elements, which allow us to perceive coherent scenes, relative distance, and differentiate
colors.
- Perceiving size and depth: Perception of size relies on factors other than the visual angle from which
the individual views the object.
- Perceiving brightness: The luminance of an object is dependent on the amount of light falling on its
surface and its reflective properties.
- Perceiving color: Discriminating between colors varies among individuals and sexes.
Step 2:
LIMITATION
A limitation of the human visual system is that the ability to interpret and exploit our expectations can
be used to resolve ambiguity or create optical illusions.
SENSORY MEMORY:
The sensory memory acts as a buffer for stimuli received through the senses. It has 3 channels:
1. Iconic (visual stimuli): characterized by the presence of an image after the stimulus has been
removed.
2. Echoic (sound): the ability to ascertain the direction from which a sound originates.
SHORT-TERM MEMORY:
The memory used to store information where it is only required fleetingly. It has a limited capacity.
LONG-TERM MEMORY:
The main memory resource of humans; it stores factual information, experiential knowledge, and
everything we know.
HUMAN PROCESSING:
- Thinking: can require different amounts of knowledge.
- Reasoning: is the process by which we use the knowledge we have to draw conclusions or infer
something new about the domain of interest.
- Problem solving: is the process of finding a solution to an unfamiliar task, using the knowledge we
have.
THE INTERACTION:
Understanding how humans use the computer as a tool to perform or support a task.
1. Batch input: the user provides all the information to the computer at once and leaves the machine to
perform a task.
2. Direct manipulation: this involves using various input devices to receive feedback.
3. Virtual reality: this enables continuous, speedy interaction as the machine senses or perceives the
user's actions (movement) and responds.
Step 3:
**MODELS OF INTERACTION:**
The use of models of interaction can help us understand exactly what is going on in the interaction and
identify tools of difficulty.
- Norman’s model is a useful means of understanding the interaction in a way that is clear and intuitive.
It allows more detected empirical and analytic work to be placed within a common framework.
7. Evaluating the system state with respect to the goals and intentions.
Step 4:
- Articulation
- Performance
- Presentation
- Observation
**ERGONOMICS:**
Is the study of the physical characteristics of interaction. It deals with how controls are designed, the
physical environment in which interaction takes place, and the layout and physical qualities of the
screen.
**USER INTERFACE:**
An interface is a set of commands or means through which a user communicates with a program. It is
the visual part of a computer application or operating system through which a user interacts with a
computer or software.
2. Natural language
3. Menu-driven
4. Form-based
**ELEMENTS OF A GUI:**
1. Windows 2. Icons 3. Menus 4. Pointers 5. Dialog boxes
**PRINCIPLES:**
1. Aesthetically pleasing 2. Clarity 3. Compatibility 4. Comprehensibility 5. Configurability 6. Consistency
7. Control 8. Directness 9. Efficiency 10. Familiarity 11. Flexibility 12. Forgiveness 13. Predictability 14.
Recovery 15. Responsiveness 16. Simplicity 17. Transparency 18. Trade-offs
5. Make it familiar.
7. Ensure readability.
**COGNITIVE WALKTHROUGH:**
A cognitive walkthrough requires a detailed review of actions, referring to the steps that an interface
will require a user to perform in order to accomplish some known task.
1. A specification or prototype of the system. It doesn’t have to be complete, but it should be fairly
detailed.
3. A complete, written list of the actions needed to complete the task with the proposed system.
4. An indication of who the users are and what kind of experience and knowledge the evaluators can
assume about them.
Step 7:
**HEURISTIC EVALUATION:**
Is a guideline, general principle, or rule of thumb that can guide a design decision or be used to critique
a decision that has already been made.
5. Error prevention
**MULTIMODAL INTERACTION:**
Providing access to information through more than one mode of interaction is an important principle of
universal design. Such design relies on multimodal interaction.
Step 8:
**INFORMATION RETRIEVAL:**
**INFORMATION GATHERING:**
**CLASSIFICATION OF FILTERING:**
1. Automatic filtering: users create rules for data, similar to SDI (selective dissemination of information).
2. Dynamic queries: Direct manipulation queries that reduce errors and encourage exploration.
**INFORMATION VISUALIZATION:**
The goal is to present compact graphic representations and user interfaces for manipulating large
numbers of items.
Apply visual bandwidth and human perception to make discoveries, decisions, and hypotheses.
**DATA TYPES:**
1. 1D linear: examples include source code, text, audio.
3. 3D world: more than just geometry, examples include 3D molecules, bodies, buildings.
**UNIVERSAL DESIGN:**
Is the process of designing products so that they can be used by as many people as possible in as many
situations as possible. This can be achieved by designing systems either to have built-in redundancy or
to be compatible with assistive technologies.
Step 9:
2. Recognition: the presentation of information provides knowledge that it has been seen before.
**GUI PRINCIPLES:**
1. Aesthetically pleasing: provide visual appeal by following presentation and graphic design principles.
2. Clarity: the interface should be visually, conceptually, and linguistically clear, including visual
elements, functions, metaphors, words, and text.
3. Compatibility: provide compatibility with the user, the task, the job, and the product; adopt the user’s
perspective.
4. Comprehensibility: a system should be easy to understand and learn. A user should know:
- What to do
- What to look at
- When to do it
- Where to do it
- Why to do it
- How to do it
3. Ergonomic: you cannot physically push buttons if they are too small or too close.
4. Physical: the size or nature of the device may force certain positions or styles of control.
2. Time-sharing
3. Networking
4. Graphical display
5. Microprocessor
7. Ubiquitous computing
**NETWORKED COMPUTING:**
1. Large memory and processing 2. Collaboration over people (GroupWare, email)
**Issues:**
- Network delay – slow feedback
- Unpredictability