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.
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.