Advertisement
Guest User

Untitled

a guest
Dec 19th, 2018
254
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 17.73 KB | None | 0 0
  1. I
  2.  
  3.  
  4. human - computer interaction is a discipline concerned with the
  5. -DESIGN
  6. -EVALUATION
  7. -IMPLEMENTATION
  8. of interactive computing systems for human use and with the study of major phenomena surrounding them.
  9.  
  10.  
  11. human :
  12. - information processing
  13. - language, communication
  14. ergonomics
  15.  
  16. computer :
  17. - interface metaphors
  18. - dialogue techniques
  19. - I/O devices
  20. - Graphic design
  21.  
  22. evaluation techniques -> design approaches <> prototypes -> implementation techniques and tools
  23. that's the development process
  24.  
  25.  
  26. form:
  27. even in 1989 there was a form infrastructure
  28.  
  29. aplication : | ping telnet ftp smtp | trace route | dns snmp nfs |
  30. transport : | tcp | | udp |
  31. network : | ICMP | IP | IGMP |
  32. access to network : ARP - DATA CONNECTION - RARP
  33. environment
  34.  
  35.  
  36.  
  37. Tim Berners-Lee - implemented interface to the hipertext (HTTP)
  38.  
  39.  
  40. We want the system to be
  41. - useful => effective: meets objectives and requirement
  42. - usable => efficient: easy, intuitive, secure
  43. - used => attractive: nice and rewarding
  44.  
  45. david wargo - author of switch panel
  46.  
  47.  
  48. three mile island - 1 april 1979
  49.  
  50. valve -> core to overheat -> emergency valve -> leakage of radioactive water vapor
  51.  
  52. The main factor that turned this incidend into an accident was incorrect
  53. reaction of the operators
  54.  
  55. in the first few minutes 100 to 200 alarmes sounded
  56.  
  57.  
  58. in practise we will do things in javaFX scene builder in netbeansx
  59.  
  60. ___________________________________________________________________________________
  61. ___________________________________________________________________________________
  62. ___________________________________________________________________________________
  63. ___________________________________________________________________________________
  64.  
  65. II
  66.  
  67. the human user = information processing unit (IPU)
  68. (morgan & newell 1983)
  69.  
  70.  
  71. cognitive psychology :
  72. - perceptive system
  73. - motor system
  74. - cognitive system
  75.  
  76.  
  77. Cognitive psychology
  78. Create for human usage :
  79. - aware of capacities and limitations
  80. - what is easy and difficult?
  81. - what is pleasant?
  82. - main user modus operandi.
  83.  
  84.  
  85. information input / output
  86. - visual, hearing, haptic, movement
  87. information stored in memory
  88. -sensorial, short and long term
  89. information processed and applied
  90. - reasoning, problem solving, skills, error
  91. the emotional dimension
  92. the uniques of each person
  93.  
  94. input - through the sense
  95.  
  96. vision
  97. involves two steps:
  98. - physical reception of a stimulus
  99. - interpretation and processing
  100.  
  101. EYE - the reception of a stimulus (odbior bodzca)
  102.  
  103. - light RECEIVED and transformed into electrical signals - odbierane i przetransformowane w sygnaly elektryczne
  104. - light EMITTED and REFLECTED by objects - swiatlo emitowane i odbijane od obiektow
  105. - the RETINA focus images upside down (siatkówka)
  106. - the retina contains two kind of photoreceptors:
  107. -Rods(bastonetes) - luminosity sensitivity (pręty - wrazliwe na jasnosc)
  108. -Cones - chromatic vision (syszki - chromatyczne widzenie)
  109. - the GANGLION cells detects PATTERNS (X in foeva) and MOVEMENT (Y peripheral).
  110.  
  111. Rods(bastonetes) ~ 120 millions
  112. - in the retina extermities
  113. - peripheral vision
  114.  
  115. Cones ~ 6 milions
  116. -there are three kind
  117. -concentrated in the foeva
  118.  
  119. Ganglions
  120. -X-cells ~> patterns
  121. -Y-cells ~> movement
  122.  
  123.  
  124.  
  125.  
  126. signal interpretation
  127.  
  128. size - measuring the visual angle: degrees, minutes, and arc seconds:
  129. - SAME SIZE objects at different distances have different visual angles
  130. - DIFFERENT SIZE objects, positioned at the right different distances
  131. will have the same visual angle, in the eye of the observer.
  132.  
  133.  
  134. correct assessment requires observer's world knowledge
  135.  
  136. visual acuity
  137. - the abillity of a person to percive the thinest details
  138. Example : perceive lines with the 0,5 arc seconds in width
  139. - perceive lines spaced 30 arc seconds
  140.  
  141. chromatic vision
  142. - the three components
  143. - hue - the spectral wavelength (average person: 150)
  144. - intensity - the color brightness
  145. - saturation - the amount of the whiteness in the color
  146.  
  147. - perceive approximately 7 million colors
  148. - green ~ maximal acuity
  149. - blue ~ minimal acutiy (3% to 4% blue cones)
  150. - 8% men and 1% women have some kind of color perception deficiency - COLORBLIND
  151. ( GREEN <> RED ? )
  152.  
  153. brightness
  154. - measures the light intesity
  155. - related with luminance, measured through a photometer
  156. - contrast: the ratio between two brightness levels
  157. - the pupil compensates for brightness variation
  158. - visual acuity increases with luminance
  159.  
  160. color hue
  161. hues can refer to the set of "pure" colors within a color space
  162.  
  163. visual processing
  164. - action of the brain on the significance of the visual signal input
  165. - what we see is an interpretation guided by our expectations
  166. - example the notion of constant size
  167. - our brain can infer complete images when there are "holes"
  168. - so, maybe . . your mind can be deceived
  169.  
  170. optical illusions:
  171. - the law of size
  172. - the ponzo illusions
  173. - the muller lyer illusion
  174.  
  175.  
  176. graphic design:
  177. - we tend to increase horizontal lines and shorten the vertical ones
  178. - the perceived "optical center" is positioned slightly above the true center
  179.  
  180. Text reading:
  181.  
  182. - human eye makes rapid movementes (SACCADES) and pauses (FIXATIONS) - 94% time breaks
  183. - information is collected during the "fixations" and there are 3 to 5 per line of text
  184. - there are also REGRESSIONS in the eye movement
  185. - complex text = = more regressions
  186. - reading speed in adults 250 words / minute
  187. - reading from a computer is slower than from a book
  188. - dark letters on light background is easier to read - more luminance => greater acuity
  189. - font sizes: 9 = 12 if proportional spacing lines
  190.  
  191. how do humans really read?
  192. - chinese ideogramas
  193. - there are about 42 000
  194. - only 3000 most used
  195.  
  196. Human Hearing:
  197. - usually considered as secondary, but...
  198. - there is much more information entering than the one we naively consider
  199. - the pinna acts as a tunnel that channels the sound into the ear
  200. - we were able to estimate distances, due to delays in reception between the two ears
  201.  
  202. hearing Provides rich envirement information:
  203. - distances, directions, etc.
  204. - physical apparatus
  205. - outer ear - protects inner and amplifies sound
  206. - middle ear - transmits sound waves as vibrations to inner ear
  207. - inner ear - chemical transmitters are released and cause impulses in auditory nerve
  208.  
  209. - sound
  210. - pitch - frequency (Hz)
  211. - loudness - amplitude (dB)
  212. - timbre - type or quality ( barwa dzwieku )
  213.  
  214. processing sound
  215. - human hearing range between 20Hz and 15kHz
  216. - dogs can hear ultrasounds
  217. - elephants communicate through infra-sounds
  218. - at low frequencies we can detect differences of 1.5 Hz
  219. - at higher frequencies, we lose sensitivity
  220. - the hearing range varies with age
  221. - the brain efficiently filter sounds - e. g. "the cocktail party"
  222. - there are also auditory illusions as well
  223.  
  224. touch
  225. - also known as "haptic perception"
  226. - normally used as an unconscious feedback
  227. - the keypressed, when we write
  228. - sensing the mouse location (kinaesthetic)
  229. - vibration in electronic equipment
  230.  
  231. -stimuli through skin receptors:
  232. - mecano-receptors (pressure)
  233. - termo receptors (heat)
  234. - nocio-receptores (pain or intense pressure)
  235. - heterogeneous sensitivity:
  236. - the sensitivity of the findertip is about 10 times the sensitivity of the forearm
  237.  
  238. movement
  239. - the movement is composed of two essential characteristics:
  240. - speed
  241. - precision
  242.  
  243. - speed ( reaction time) depends on two things ( e.g. accident):
  244. - processing time
  245. - movement time
  246.  
  247. - time taken to respond to stimulus:
  248. reaction time + movement time
  249. - the reaction time - dependent on stimulus type:
  250. -visual ~200 ms
  251. -auditory ~150 ms combined stimulus =
  252. -pain ~700ms
  253.  
  254. - movement time dependent on age, fitness, etc
  255.  
  256. - increasing reaction time decreases accuracy in the unskilled operator but not
  257. in the skilled operator
  258.  
  259. Fit's Law ( 1954 )
  260. Describes the time taken to hit a screen target:
  261. Mt = a + b log 2(d/s +1)
  262. a and b - empirically determined constants
  263. Mt is the movement time
  264. D is the distance to target
  265. S is the size of the target
  266.  
  267. - Rule: targets as large as possible and distance as small as possible
  268.  
  269. - The reaction time increases with aging but can be improved through training
  270. Audio 150ms
  271. Visual 200ms
  272. - Low reaction time leads to low accuracy
  273. - Hands do not have the movement exclusivity
  274.  
  275. The Hick's Law(1952)
  276. Models the time required to select one option among several possibilities:
  277. T = b log2(n+1)
  278. n is the number of possibilites
  279. t is the time taken to choose an option
  280. b is an empirical constant
  281. rule: always present the adequate number of choinces
  282.  
  283. ___________________________________________________________________________________
  284. ___________________________________________________________________________________
  285. ___________________________________________________________________________________
  286. ___________________________________________________________________________________
  287.  
  288. III
  289.  
  290. Memory
  291. stores facts, procedures , actions
  292.  
  293. three types of memory:
  294.  
  295.  
  296. - sensory
  297. - short-term/working memory (STM)
  298. - long-term memory (LTM)
  299.  
  300.  
  301. sensory -> attention -> short-term -> rehearsal -> long-term
  302.  
  303. sensory :
  304. - buffers for stimuli received through senses
  305.  
  306. - iconic memory: visual stimuli
  307. - echoic memory: aural stimuli
  308. - haptic memory: tactile stimuli
  309.  
  310. sensory -> attention -> short-term memory
  311. attention is the action of focusing on a given item by filtering the remaining
  312. inputs received at that time.
  313. without this filtering we will rapidly become overwhelmed with information.
  314.  
  315.  
  316. short-time memory
  317. - works as a scratch-pad for temporary recall
  318. - when we read
  319. - in mental calculations
  320. - temporary data storage
  321. - rapid access 70 ms
  322. - rapid decay 200 ms
  323. - finite and very limited 7 + - chunks.
  324.  
  325. On average, a person can remember 7+-2 items in his STM (Menus, Lists, Cmds)
  326. but : there are many things that can easily be remebered.
  327.  
  328. Chunking is division into smaller meaningful pieces, increases memory usage efficiency.
  329.  
  330. Chunking leads to Closure. A failure in closure leads the user to lose mental location,
  331. causing him to make MISTAKES. (e.g. ATM).
  332.  
  333.  
  334. Long-Term memory (LTM)
  335. -repository for all our knowledge
  336. - slow access time ~ 100ms
  337. - slow decay (if any)
  338. - immense storage capacity
  339. -two types
  340. - episodic - memorize sequence of events (like when we hear a narrative).
  341. - semantic - memorize fact structures, concepts, skills, ... -
  342. like a graph model (or like classes with atributes in OOP).
  343.  
  344. Structure of semantic memory:
  345. - facilitates the retrieval of information.
  346. - represents the relationship between two information units
  347. - supports inference and generalization.
  348.  
  349. Models of LTM:
  350. - semantic network
  351. - frames (type-subtype relationships, extension of a semantic network)
  352. - production rules (IF condition is verified, THEN action rules)
  353.  
  354. Two theories about forgetting:
  355. -decay (very slowly / ebbinghaus mowi ze logarytmicznie )
  356. jot's law : if two memories are equally strong the oldest last longer)
  357.  
  358. Interference
  359. - new information replaces old: retroactive interference
  360. - old may interfere with new: proactive inhibition (driving to our old house)
  361. - may not forget at all
  362. - affected by emotions
  363.  
  364. Reasoning:
  365. - Deductive (if ... then) logic thinking
  366. - Inductive - generalize things seen from unseen
  367. - Abductive - event -> action (unreliable)
  368.  
  369. Problem solving:
  370. - process of finding solution
  371. Theories:
  372. - Behaviourism (reproductively + trial and error cycle)
  373. - Gestalt (non behaviorists) - productive and reproductive
  374.  
  375. Problem space theory - generates problem states using legal operators
  376.  
  377. Analogy - knowledge of similar problem
  378. Skill acquisition - skilled by chunking (if then if and then) (np pieczenie ciasta)
  379.  
  380. Types of error
  381. - slips ( right intention but failed to do it right. caused: poor physical skill, inattention
  382. similar aspect but different functionality).
  383. - mistakes (wrong intention, cause : incorrect understanding)
  384.  
  385. People creates mental models to explain behavior and it can cause an error.
  386.  
  387.  
  388. EMOTIONS
  389. Implications for interface design:
  390. - stress increase the difficulty of problem solving
  391. - relaxed users will be more forgiving
  392. - aesthetically pleasing and rewarding interfaces will increase positive affect
  393.  
  394. Individual Differences
  395.  
  396. - Long term (gender, physical and intellectual abilities)
  397. - Short term (effect of stress or fatigue)
  398. - Changing (age)
  399.  
  400. Interaction is what goes in and what goes out.
  401.  
  402. Qerty is not optimal and people are just used to it and don't want a change.
  403.  
  404. Alphabetic:
  405. - keys arranged in alpabetic order - not faster for anyone
  406.  
  407. Dvorak - 15% faster, biased towards right hand, common letters under dominant fingers
  408.  
  409. Shape Writer - based on fitt's law mt = a+b log2(d/s + 1)
  410. more efficient
  411.  
  412. special keyboards:
  413. - for impaired users in general
  414. - for one hand usage
  415. - for reducing fatigue for RSI
  416. - laser projection keyboards
  417. - phone pad and t9 entry
  418. - numeric keypads
  419. - cursor keys
  420.  
  421. -handwriting recognition
  422. - speech recognition (NLP)
  423.  
  424. -touchpads
  425. -mouse
  426. -direct touch
  427.  
  428. Multimodal Co-located Interaction - user exemplifies commands throught gestures
  429. system uses voice and image recognition
  430.  
  431. ___________________________________________________________________________________
  432. ___________________________________________________________________________________
  433. ___________________________________________________________________________________
  434. ___________________________________________________________________________________
  435.  
  436. eyegaze
  437.  
  438. resolution - number of pixels (width x height) uhd 3840 x 2160 pda 240x400
  439. ratio 4:3 for most screens / 16:9
  440. color depth:
  441. - how many different colors for each pixel?
  442. - 256 from pallete, 8 bits each for red / green / blue = millions of colors
  443.  
  444. CRT - stream of electrons emitted from electron gun, focused and directed
  445. by magnetic fields, hit phosphor coated screen which glows
  446. - used in tvs and computer monitors
  447.  
  448. LCD - liquid crystal displays.
  449. top plate transparent and polarized, bottom plate reflecting
  450. light passes through top plate and crystal, and reflects back to eye
  451. voltage applied to crystal changes polarization and chence color
  452. light reflected not emitted => less eye strain
  453.  
  454. What is interaction?
  455.  
  456. Communication
  457. User <=> System
  458. task language - core language
  459.  
  460. Donald Norman's Model
  461. 1. user establishes the goal
  462. 2. formulates intention
  463. 3. specifies actions at interface
  464. 4. executes action
  465. 5. perceives system state
  466. 6. interprets sytem state
  467. 7. evaluates system state with respect to goal
  468.  
  469.  
  470. Some system are harder to use than others WHY>!>!>!>>!?!!?!?!?\
  471.  
  472. Gulf of execution - user's formulation of actions =/= actions allowed by the system
  473. Gulf of evaluation - user's expectations of changed system state =/= actual presetnation of this state
  474.  
  475. Human errors -> Slips and mistakes
  476. slips :
  477. understanding of the system
  478. correct formula of goal
  479. incorrect action
  480.  
  481. fix : better interface
  482.  
  483. mistakes
  484. bad goal
  485.  
  486. fix : better understanding of the system
  487.  
  488.  
  489. Abowd and Beale Framework - interaction framework
  490. Extension of norman's model, their interaction framwerok has 4 parts
  491. User
  492. Input
  493. System
  494. Output
  495.  
  496. *System Core -> Output -> User -> Input -> *
  497.  
  498. presentation observation auticulation performance
  499.  
  500.  
  501. What is design. It's achiving goals within constraints
  502. Goals - purporse (who is it for, why do they want it)
  503.  
  504. Constraints materials, platforms
  505. Trade-offs good vs. optimum
  506.  
  507. Understand materials - understand people , understand computer and their interaction
  508.  
  509. process of design
  510.  
  511. What is wanted? -> analysis -> design -> implementation and deploy
  512. -> prototypes <-
  513.  
  514.  
  515. ___________________________________________________________________________________
  516. ___________________________________________________________________________________
  517. ___________________________________________________________________________________
  518. ___________________________________________________________________________________
  519.  
  520. Scenarios
  521. - stories for design (communicate with others, validate other models, understand dynamics)
  522. - linearity - time is linear - our lives are linear
  523.  
  524. What would user want to do, how would they react to this?
  525. step by step walkthrough (SEE DO THINKING).
  526.  
  527. also play and act (mock up device, pretend you are doing it.. internet connetcted swiss army knife)
  528.  
  529. explore interaction - what happens when
  530. explore cognition - what are the users tihnking
  531. explore architecture - what is happening inside
  532.  
  533. user scenarios to communicate with others, validate other models, express dynamics (screenshots, scenario)
  534.  
  535. scenarios - one linear path though the system
  536. pros
  537. + life is linear and time is linear
  538. + easy to understand
  539. + concrete
  540.  
  541. - no choice no branches no special conditions
  542. - miss the unintended
  543.  
  544. so
  545. - use several scenarios
  546. - user other methods
  547.  
  548. four levels of design
  549. - widget choice (menu, buttons, labels, etc.)
  550. - screen design ( find things, grouping )
  551. - application navigation design
  552. - environment
  553.  
  554. 4 golden rules
  555. know where you are
  556. know what you can do
  557. know where you are going
  558. know where you've been or 've done
  559.  
  560. sacrifice form for the sake of function !
  561.  
  562.  
  563. wider still
  564. - style issues: platform standards, consistency
  565. - functional issues: cut and paste
  566. - navigation issues ( links to others apps ... the web) embedded applications
  567.  
  568. basic principles
  569. - ask
  570. -what is the user doing
  571. - think
  572. - what information required?
  573. - comparisons to make?
  574. - order of things?
  575. - design
  576. - form follows function
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement