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A detailed overview of human-computer interaction (hci) principles and design methodologies. It covers essential factors for designing user-friendly interfaces, including usability goals, user experience, and iterative design models. The document also explores sensory perception, cognitive behavior, and various techniques for user analysis and task analysis. It emphasizes the importance of user-centered design, prototyping, and evaluation in creating effective and innovative interactive products. Key topics include usability dimensions, the role of sensors in communication, gestalt perceptions, and the application of iterative design models like the spiral model.
Tipologia: Slide
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Computers: In a classical situation we have an interactive guide, but now the machines don’t have this (microwave, a washing machines etc..) We focus on active machines, computing, interaction. We need understand which factors that are important for humans and then use this, Also need to consider interfaces where several people cooperate on the interface complex social organizations. Need to model the human to model an interface: especially we need to to consider the emotions Less is more in an interface. Vannevar Bush introduced in the concept of internet and storing info. The bigger the manual, the worse the interface. Augmenting human intellect: a concept designing the interface based on “common knowledge”? Goal: improve interactions by making computers more usable and receptive to the user’s need. HCI vs ID: interaction design: ID: Design based on user experience for example, and it should he completed as soon as possible. HCI: optimize the usability. The default was changed from no to, yes? And the number increased rapidly, there are tricks done to get outcome you want. Goal of HCI: Need to design interfaces given constraints implement the interfaces and make predictive models for the interface. The design of the of the object should be sufficient, it should not be a manual on how to use it. Things to be aware of:
To which extent a product extent a product can be specified users to reached specified goals with effectiveness, efficiency and satisfaction a specified context of use. Specified goals: the users needs and goals should be studied and defined carefully. Context of use : for example in a house; outside etc.… Usability goals / dimensions:
→Your senses store info in the short-term sensory store. Perception: You use your prev. memory to recognize the objects around you. This goes to the cognitive processor around you this goes to the cognitive processor which is used to perform and action (ex-sit down on a chair), the path planner uses the working memory to perform a task. This is a memory that we don’t remember for a long time. If we repeat the task it might be a part of the long-term rehearsal. Ex. Hit a ball, both brain and body lean. Working memory also uses long term memory to perform a task, because it uses pre-known info (ex. How to sum) Then the motor processor is instructed and performs a movement with the muscle which gives a feedback to the senses. A loop is looped many times. Perception: What one perceives isa result of interplays. Between past experiences, including culture. And the interpretation of the perceived. Web-Fechner law: logarithmic relationship between physical magnitudes of stimuli and perceived intensity. Ex. Small stimuli of light → make a change → will be perceived. High simuli many on strong colors → make a change → not perceived as easily. Kind off; sensors are saturated so the change is cumbersome. The stronger the stimulus. The less sensitive we are to percept the changes. Sensory modalities: Law of specific nerve energies: Signals are transmitted through our nerves. Where they have their own specific nerve energy →meaning multimodality : humans communicate through several channels , we then use this info, process it together to get a full “picture” of what we perceive meaning if you only see the lip movement, you don’t get the full meaning, only ex 5%. We want to design interface where we integrate as many sensors as possible ,which will increase the capability of the communication. Teams is not multinodular since It is just reproducing the video since it is just reproducing the video and voice to another channel. The human is the multimodal system in this case, not the system itself. The system itself needs to be the one combining the different sensors.
Multimodal System: microphone + video integrated together, meaning it receives the inputs and fusion these together and give out an output. Need to try to combine these together. Tries to understand and analyses the input input channels to extract more important info (higher abstract, ex, emotions). Sensory modality: The sensory channel. That the info is perceived. Type of communication channel. The channels have specific receptor cells tuned to be sensitive to different forms of physical energy in the environment. The sensory modalities are not processed in isolation. Motion sickness. Different parts of the body percept information contradicting to each other, causing the sickness. Multimodal areas exist in critical and subcritical areas: parts that control other organs. This integration important for allowing the brain to reconstruct internal body models and internal representations. Proximal and distal stimuli:
Listen: To perceive by the ear. Can get much info by the sound you perceive. Highest temporal resolution of all senses. The eyes has a resolution of 100ms. The ears have a resolution of 1-2 ms. Give information about the surrounding environment. The fastest way to get attention of a human is to use an auditory stimulus. The hearing system is capable to distinguish between sounds in a sound-scape. Physical apparatus:
If you want to hear 60 dB at 10Hz you need to rise the volume to be able to hear it in the same intensity. Intensity: decibel, here 60 dB Auditory window: focus on only one auditory signal; f.ex vocal, drums etc. Pitch: harmonic sounds (tones, possible to sing). Some sounds do not cause a sensation of pitch: tromelyd, noise. And some sounds in between. Range of the pitch : 20Hz – 20khz. The pitch is perceived on a logarithmic scale: Sound 2x as high → frequency 2x as high. The frequency components called partials amplitude. White noise:
The hand: the output response of each receptor decreases over time (= Stimulation adaption). Hand is poorer then eye and better than ear in spatial details. Ear, hands and eyes complete each other Multimodal integration. Haptics: Kinesthesis: Perception of body movement: Can detect/ where is the arm.
How sensorial info is transformed to higher-level representations…. Several theories. Behaviorism: How the human reason. Deny consciousness: no reasonable thinking. Chains of conditioned reflex explain all learned behavior. Problem with solving works with trying and failing and then from this. Gestalt Psychology: Emphasis on dynamics and “holism”: a grouping of element such that the whole is greater than the sum of its parts. Law of pagnanz: the fundamental principle of gestalt perception. Gestalt perceptions:
UI: user interface takes 50% of design times, impl time maintenance time and code size. The waterfall model has high risks of failing and we therefore use iterative design: We have an initial design, we implement it and then we evaluate, then repeat in a loop. Meaning that to obtain one version of the software, the loop should have been iterated many times, not only one iteration. Spiral model: One type of iterative design. We start in the middle and the radius represents the amount of resources used → in the middle : low cost / resources, at the end; high amount of resources. Early iterations use cheap prototypes. i.e they can be thrown away. For example pencil & paper;
Design guidelines: Guidelines are heuristic and can be vague and contradictory. When initializing a game; the usability is the highest priority. Afterwards we focus on the user experience meaning that we need to challenge the user, not minimize the time to perform a task → don’t want to optimize the usability. Design Patterns: When using a solution repeatedly. DP are good solution to common problems and are therefore raised. These have been named and codified. They have already been tested and could therefore be used directly. For instance, widgets: scroll bar, button etc. Advantages: reuse code, shorter development time and greater reliability. Disadvantages: May constrain designer’s thinking. You rather use “constrained” wigdets instead of directly manipulating in the interface (F.ex zoom with touch) screen instead of using a widget. Errors in user interfaces: Fault: an element in the program not corresponding to expectations. Failure: The code in not conforming to specifications. Errors in user interfaces: Does not care about the correctness of the software application. To most common errors: slip and lapse: Slip: Failure of execution or control, ex click above the button you indeed to click on. Lapse: failure of memory: forgetting the overall goal or where you are in the procedure.
Mistake Vs slip & lapse: Need to distinguish between these. Cognitive behavior:
Problem: Design a cloud-based service s.t. people can share photos/movies etc. Where to start:
Develop: