Tuesday, 12 March 2013

PERCEPTION

Colour 

With the perception the user and the developer will be complete opposite from each other the reason for this is because the developer, designer and the person conducting surveys will need to understand the details and information that needs to be placed within a GUI interface. In addition to this the they will not be able to gather enough information  on what the client needs. On the other hand the user will not understand this sort of information about how the features are developed and created, the main thing that they know about is how to use a device.

Trichromatic system - There a 3 main colours that are recognised by the three cells in the retina of an humans eye. The three colours that this system is associated with is red blue and green all of the colours in this system are linked. This is done so that we able able to see various colours that can be produced from this when they are combined together. An example that can be used for this is a monitor, when adjusting the brightness of the screen these three colours will appear. In relation to HCI these three main colours have a significant factor in the user friendliness of a interface. The colours may be used to display various messages for example on a computer system green could mean that your computer is fully protected and red could mean there is a serious danger that needs to be averted.

Luminance - With us humans we have receptors that are able to gather certain information about various colours. These receptors take the three colours red, blue, green, black and white and provide different colour combinations.

Pop Out Effect - This is basically when you make one image stand out or in other terms pop out. This is done by the use of a different image, colour, size and image. It seems to make all other things on a page seem smaller and further away.

Pattern

Within Human Computer Interaction pattern plays an important concept, in the way see displays and other various attributes.


Proximity - In simple terms this is suggesting that we see things closer to us then they actually are. This is due to the human eye, an example can be an image, our eyes will make us believe it is very close when it is actually not. 

Continuity - Continuity is basically when things are consistent. An example can be applications on a smartphone all of the icons need to be the same. If one icon was bigger than another the layout will lose is consistency.
  
Symmetry - In simple terms symmetry is basically when shapes or objects are duplicated multiple times.

Similarity - Similarity is basically when many objects and images are placed closely together as they all look identical to one another. If there are one or two that are not identical they will be seen as a single or individual object or image. 

Common Groupings - In simple terms us human beings see common groupings when we see sets of images and objects, when they are with one another or if they are close. An example that can be used for common groupings is a row of computers or posters of a latest phone when they are placed together. 

Connectedness - Connectedness is basically when we see images or objects that are linked to one another by a continuous straight line. An example is applications on a mobile phone when they are all together and they are aligned together.

Object

Geons - Geons are basically 2D shapes that can seem to look as if they are 3D. These do not take much time to produce and are therefore cheap. These shapes are separated and broken in order to give the illusion of being a 3D object.

Gross 3D Shapes - These are also 2D shapes that are transformed into 3D shapes to provide an illusion. In some cases it can be frustrating for users to look and interact with it. Due to this reason the shape is placed at a higher or lower place.

Sunday, 10 March 2013

INFORMATION PROCESSING

Humans as a Component

In order for HCI to be successful humans are essential. Within HCI the human or in other terms us, are the end users. We will want the device or HCI to perform all of the complex and sophisticated tasks which are too complicated for us to understand and grasp a concept of. Prior to a company who develop HCI products they will take into consideration the amount of data that the human brain is able to process and cope with, and how they will want information to be presented to them. They will also rely heavily on the user as it will all depend on what they want and what they are looking for. After the company will come up with an idea for the HCI, if this has already been used, then they will use this as a basis and try and develop it further to make it better.

Human Information Processing (HIP)


Human Information Processing is another part of HCI. This is basically how we humans process the information that we are able to see. Firstly we process the information that is in front of us and then our brain gathers this information and then it separates it in order for us to understand it and make sense of it. Various things can be done by this such as being able to store and access this information. An example that can be used for this is a computer the reason for this is because first the brain obtains the information, likewise with the computer the data is fed into the system like the role of hardware, then the software will use this information to save it somewhere. In relation to humans this information will be saved in the Long Term Memory or Short Term Memory of our brains.

Goals, Operators, Methods & Selection (GOMS)

Goals, Operators, Methods & Selection or abbreviated is GOMS. This is a strategy that is used by users and creators in order to grasp the concept and understand, visualise and carry out tasks that require the use of HCI.

Goals is simply what the user wants the system to do for them. An example that can be used is On a smartphone where a owner/user is searching for a contact and is able to find them.

Operators are the tasks that are done the by the  system to perform a request that is given by the user. Again using the example above this will be to click on the contacts icon and then typing in the contacts name to get their details.

In simple terms the methods are basically a set of instructions that are followed to complete a task or a pattern that is followed accordingly to do a job. For instance with the contact list again the user may be asked to enter a name for the contact that they want to find, to make this easier and convenient for them a search bar or tool will be available for this.

Selections or selections rules are basically the options or methods that we choose in order to complete a task. This all comes down to the user and their preference we are able to select the interface that we find most applicable, and the one that we are suited to. In relation to the example that I have provided it can be the various methods that can be used to find the information of the contact like their mobile phone number etc...

Tuesday, 5 March 2013

BEHAVIOUR MODELS

Predictive Models

In simple terms predictive Models is a strategy that is used of anticipating what will happen without the use of conducting research and postponing the release of an interface whilst many are able to have a test run of an interface. There are a few key Models that I will explain below:

Reaction Time - This is basically how long it takes an interface to comply and process to a command that has been made by the user.

KLM - is the abbreviation for Keystroke Level Model. This specific model identifies low level actions that are taking place. KLM separates the whole process down into a single action.There are various actions for instance pressing buttons on a keyboard , the movement and positioning of the mouse and finally the interaction between a keyboard and a mouse. All of the actions that take place have a fixed time in order to workout feedback that will be provided by the system.

TP - is the abbreviation for Throughput. This is mainly linked to the output that is being given by the system. The role of throughput is used to measure the quantity or in other terms speed that it takes to process a command that has been made by the user. The speed process can vary the reason for this is because it is dependent on the task that it a system has been requested or the level of sophistication that is involved. In other terms this is also known as response time.

Fitts Law - This is a strategy that is used to workout and calculate throughput beforehand for any system design, this is done by foreseeing human movement and motion this is works by the use of time and distance. In addition to this the user time will also be different the reason for this is because this is dependent on the user, in relation to where the icons are, the menu or the actual GUI, the movement and click of a mouse or using the keyboard.

Descriptive Models

KAM - KAM is the abbreviation for Key Action Model. KAM basically understand the response  that is wanted by a user when they are using the system. This is in relation to the behavior or response, the response will differ from how the system precisely acts towards  commands that are made. For instance a new user that is oblivious to computer systems and the use of them may find it difficult to understand that you are required to log on via the use of a log in and password, whilst this is happening the system will access a database in order to authenticate and confirm that the data entered is 100% accurate and valid.

Buxton's Three State Model - This model basically understand the amount of pressure that is applied to a keyboard and a touch pad whilst a user is using the system. The interface will be required to respond to commands that are being made by the user. In this the user will have icons and applications that they use most frequently, even so the interface that is in use should still provide the same response to the commands. AN example of a touch screen device can be the iPad or Samsung Galaxy Tablet.

Guiard’s Model - This model basically is linked to the preferred method that a user likes to access and make use of computers and devices, when it comes down to the creation of an interface the ease of use must always be taken into consideration. This is so that it is not always dependent on the user to input data or actions using a preferred hand. When stating this the device should also be accessible and compatible for a left handed user to operate it. Lastly this model recognizes the fact that users with both hands are not likely to perform identical actions to the same extent of effectiveness with either hand.