Wednesday 20 March 2013

HCI

Human Computer Interface

Predictive media this is to compare and evaluate motor behavior in the design of interfaces and systems for example (KLM) Keystroke level model, (TP) throughput, Fitts' laws. Keystroke level model this allows you to do actions like pressing a button, pointing and drawing a line this is physical actions this makes the user to think about it. then user waits for the system to do something. keystroke level modal this defines and measures how long the user takes on doing an action like how long it takes to press and release a key on the keyboard. how long it takes the human brain to prepare to perform an action with an HCI, type a string of characters and to wait for the system to perform the action.
Throughput (TP) this relates to the productivity of the computer this is known as response time because this measures the speed of processing in response to the user. Fitts' laws this is the movement of the human predicts the time of the moving target based on the distance and the size of the target. This basically means when the target is moving away the target gets smaller.

Descriptive modals this helps people to understand interaction situations, makes you thing about design suggestions and how to study them. Key-action model this lets you look at users interact with HCI using keyboard and using short-cuts on the keyboard. this is how the user expects what the computer wants to do and how the computer will react. the user will use feedback that you will display when an action takes place like key or button presses. keyboards contain in array of buttons, these buttons are symbol keys which is deliver graphic symbols typically, letters, numbers, or punctuation symbols to an application such as a text editor. there is executive keys invoke actions in the application or at the system-level these are enter, f1, or ESC.

Buxtons three state model is when the user makes a movement using the mouse, touch pads or the mouse wheel. The three states is out of range which is the clutching or responding a mouse on the mouse pad. The second one is tracking which is moving a tracking symbol such as the cursor. the third one is dragging this is moving an icon on the desktop, grouping a set of objects or a range of text. Bimanual skill focus on the roles of the hands in two hand interaction these unique keys are located 3 keys on the left and 15 keys on the right. Ordinary keyboards are more suitable for left-handed people. It is preferred that right hand users does fine details and non-preferred hand is less accurate.

Human as a component this is where people believe that part of the computer is human. because the human is the main component of HCI, HCI have designed to meet the main components for the human. the important part of HCI is to think about the humans who is going to use it. consider what the user wants from HCI and how they will interact with it. the designer will need to research the humans requirements and how these requirements are met. HCI works like humans work like a computer. people believe that the input devices that use are hands, eyes, mouth and nose. the brain and mind is the central processing unit which calculates output. the output action you perform using your body same action that a computer will do. the only think a computer doesn't have that a human as is common sense.

GOMS this is goals, operations, methods and selection. goals is high-level goal this is what the user wants to accomplish. user tasks are split into goals which can be achieved by sub-goals. operations is actions in the system. methods is sequences of operations to achieve a goal. selection are the rules which the user employs which method which has different methods of achieving a goal.
example of using GOMS is an ATM you insert the card then enter the pin select cash then enter amount of cash you want and collect cash and card.

Input and output - visual impairment this is problems with someones eye sight and there is computers designed for people with visual impairment these computers have input and output devices for the computer with speech activation. orally this is problems with speech this preferred data input via keyboard, mouse or specialist interface and output specially designed screens. aurally this is when someone has hearing difficulties, interface will have designed to be visual. physically this is when someone has restricted physical movement best to have a specially adapted device this will be more suitable.

Remote control devices - this is mostly used for short line of sight distance this works by infrared. the remote transmits a infrared light when the button is pressed on the handset using binary code that corresponds to a certain command. specially made remote controls can be used to control other devices.

Head-up display this uses data without users to look away from their viewpoints this is for the user to look straight and forward, instead of an angle. use a scanner laser to display images and video imagery.

Perception this is a design of graphical user interface when you design a visual image like this you have to be aware of the colours because this affects people differently like if you look at the colour combination it might not look like that to others.

Luminance this is the ability to see a colour on top of another colour. the trichromatric uses 3 colours green, red, blue. this should be used to display the best detail.

Pop out effect this is when you use a combinations of colour to make images and symbols to pop out. you should not use to many colours and interface needs to fit purpose.

Designing screens with text this is using colour to help the user the common coding for this is green which means ok, orange which means caution, red means danger.

Gestalt laws this is when a shape or form the same size are put in a certain spot and makes another shape or form. for example this picture has 3 black objects and it forms a white triangle in the middle.

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