How to best design systems that work well with people: Preece, J., Rogers, Y., & Sharp, H. (2002). Rules of conduct: turn-taking, selecting next speaker, repairing breakdowns. Aids discussion with stakeholders, design team, and in testing during design iteration. Intended system's specifications--specific, unambiguous, clear as possible, (measurable). We're good at recognizing emotions in others and responding accordingly. Design concerns for agents: believability, appearance, behavior, modes of interaction. A framework is described for conceptualizing the interactions between people and computers which, it is hoped, will provide the basis of a theoretical model of human-computer interaction (HCI) sufficient to stimulate and guide research in the field. Affective aspects are those which produce an emotional response. ). Recognition vs. recall. May be evolutionary prototyping (becomes system) or throw-away prototypes. (Info processing model doesn't account well for external mental aids. ), Family of models; Predictive of performance [See. Foundation for: GOMS (Goals, Operators, Methods, Selection). Ethnography (an experience, difficult to summarize "implications for design", lets you build a frame of reference rather than coming to the study with one). Stakeholders: all of those who will be impacted by the system. Perception: gestalt processing/principles; use of color and psychophysics; cultural and semantic connection (such as to color--red is "danger" or "stop"). (Nielsen, 2010). Visibility plays an important role in Human-Computer Interaction as the mind is excellent at noticing and interpreting clues in the world, rationalizing, explaining cause and effect. Who are they? HCI Models, Theories and Frameworks: Toward a Multidisciplinary Science. ), Execution: Goal => Intentions -> Action Sequence -> Execution, Evaluation: Perceived State -> Interpretation -> Evaluation => Goal. Conceptual model •A conceptual model is: –“…a high-level description of how a system is organized and operates” (Johnson and Henderson, 2002, p26) •Enables –“…designers to straighten out their thinking before they start laying out their widgets” (Johnson and Henderson, 2002, p28) 9 Understanding the concept of mental models can help you make sense of usability problems in your design. CS408(Human Computer Interaction) Quiz, MCQS, Objective Questions Mid Term Lecture 1 to 22 file superstarwebtech SSWT Best for simple, repetitive tasks. Goal (desired end state), Operators (cognitive and physical actions to move towards goal), Methods (procedures for accomplishing goal), Selection (rules for deciding between methods). Info Processing Theory: mind has perceptual, cognitive, motor, and memory components. Verify observations/interpretations with group/user members. Lecture slides. Conceptual design: produce the conceptual model for the product, e.g., what the product should do, behave ... Star model for HCI and ISO 13407 . Various levels possible (arousal/avoidance vs. specific emotion). Overseeing/hearing another may change behavior without explicit conversation (ex: stock traders). Fitt's Law (time to select an object on the screen): T = a + b (lg (D/(S+1)), Hick-Hyman Law (time to select from n items (such as a menu)): T = a + b*lg(n), Develop alternate designs that meet the requirements, Prototype, and evaluate interaction with the different designs, Build a solution, iteratively evaluating by these steps, specify usability and user experience goals that solution will achieve. January 2019; DOI: 10.13140/RG.2.2.33018.13764. Predictive models: GOMS, keystroke level model, Fitt's law. Whether people will follow rules/maintain culture. Look for such things as: time to complete task, # of tasks completed; # of pages/screen accessed; # of errors made; nature of navigation trail; negative comments made; user satisfaction (questionnaire after test). Affect includes/affects cognition, physical, behavioral aspects of individual. This paper aims to forecast the evolution of expert systems over the coming 5–10 years. May be guided by interface design guidelines/heuristics: style guides/OS look-and-feel reqs; menu and icon design; screen design (breaking tasks into screens, and laying out each screen); data display/formats.

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