Task: P2 - explain the fundamental principles of HCI design.
Perception:
The perception of something can be seen differently depending on
how the user looks at it. So when it comes to designing the GUI, you will need
to design it in such a way, that anyone who comes across it, can use if
perfectly without confusion. When creating the GIU, there may be more than one
person involved with the idea, so making sure that everyone has the same
understanding of what it will look like, is important, otherwise the client of
whoever is paying, may not be happy if it’s completely different to what he had
in mind from the start.
Not only that, but they also need to take into account their
target audience, and if it’s able to be used by disabled users, etc.
·
Colour: when choosing colours, it’s important to ensure that the
target audience has been taken into account, so that it looks attractive and
draws the audience in, they need to make sure that the colours aren’t sexist or
discriminate against certain types of people. Things like this all need to be
taken into account. Also, disabled users, for example, the colour-blind, need
to be able to use it. It’s no good creating a nice GUI, but the visually
impaired cannot use it because, things like colours, have not been picked
correctly for them, etc.
·
Luminance: This is a system of colours that is used to make sure
that the end-user has the best possible visual effects. The most common type of
system used is one called Trichromatic system, which uses three colour types to
display its colours, which are; RED, Green, and Blue (RGB). RGB is the best way
to display colours due to the way our eyes work, and how our eyes see these
colours on screen. The best thing for this is to have a certain colour text on
a certain background to make sure that the text is easy to read under different
conditions. The designers need to take into account, the brightness of user’s
screens for example.
·
Pop out effect: This is an effect that is used to make our eyes
focus on a specific item or object. They do this by using brighter colours
against dull ones, etc. This technique is used to make sure that the user focuses
on a certain element on whatever they are doing, for example, a website
designer is going to want to make sure that his buttons and navigation bar
stands out on his website, so he will make the text bigger, used different
colours, etc., to make sure that the user sees this easily, otherwise they user
will have to spend time looking for the buttons.
·
Pattern: the pattern is essentially the template used when
creating an interface. Using this allows the user to easily navigate the
interface with minor problems. An example of this could be the apple website.
All the buttons are always in the same place, easy to read and find, allow the
users to navigate easily. Pattern is made up of six sections which are: Proximity,
Continuity, Symmetry, Similarity, Common Groupings, and Connectedness.
·
Objects: Objects are essentially the parts that make up the
interface, for example, the buttons, the menus, etc. Being a designer you will
need to take into account the sizes and shapes of the objects, so that it fits
in will the background and/or is suitable for the end-user.
·
Geons and Gross 3D shapes: Geons
are simple 2D shapes such as, cones, circles, rectangles, bricks, etc. that can
be easily viewed and given a perspective of 3D. These shapes are quickly
recognisable and are normally broken up and arranged, giving the illusion of a
3D object to the human eye. Gross 3D: these are 2D shapes that also give the
illusion of being 3D shapes to the human eye. To give the illusion, the shape
in normally copied and moves slightly higher/lower and to the left/right of the
original shape.
Behaviour Models:
Previous successful models or templates are generally sued to
create a new device or interface as the creators knows that it works, they then
just alter it slightly or make it better in some ways. The reason that they do
this is because, it decreases the time needed to think of new designs and
decreases resources used as well. Not only that but creating a completely
different user interface can make it harder for users to navigate around if
they are used to the previous one.
·
Predictive: Predictive modelling is the process where you try to
predict the outcome of something, for example, if you are creating a new game,
from what is in the game, the colour scheme, if there is any violence, etc.,
you can predict the target audience and if it will sell well or not. In
relevance to HCI and GUI, the more complex the interface, the smaller the market
will be for your product.
·
Keystroke-level: The keystroke-level model is used to estimate the
time it takes to complete a simple input task using a computer and mouse. By
using this method, people normally find more efficient ways to complete a
specific task, by looking at what steps are involved in the task, and getting
rid of any unnecessary steps or rearranging the steps to make it more
efficient.
·
Throughput: This is used to estimate how long it will take to
transfer a specific amount of data from location to another and/or the amount
of work the computer can do/handle in a given time period. An example of this
would be how long it takes to transfer data from your computer to a USB memory
stick.
·
Fitts’ law: Fitts’ law is an equation that is used to calculate
the time it takes for you to reach a target object. For example, the time it
takes for you to move your mouse to click on a button or link on a website. The
equation looks like this: T=a+b log2 (2 d/w)
·
‘T’ stands for time. The amount of time it takes
for you to get to your targeted object.
·
‘a + b’ stands for the two coefficients. ‘a’ is
the start/stop time of the device. ‘b’ is the speed of the device.
·
d stands for distance to the targeted object.
·
w stands for the width to the targeted object
(on an axis).
Buxtons 3 state model: This is where the user makes a moving using
the mouse, touch pad, or the mouse wheel. The first state is the human contact
with the mouse. The second state is moving the tracking symbol (the cursor).
The third state is moving something on the desktop, for example an icon.
Guiard’s Model: this is basically, when creating HCI models, you
create them in such a way, that both left-handed and right-handed people can
use the effectively. For example, a keyboard or a mouse, you have the option to
change what buttons do what.
Information
Processing: This section is more about what the humans do to deal with the
information we are given and what we do with it after. This is where we get
both the human way of processing information and the way the computer does it,
and we use this to build a better computer interaction. This allows us to build
a more efficient way of communicating with each other. Without this, it would
be incredible hard to use new products because you would have to learn a new
interface every time you buy a new product.
·
Humans as a component - This is basically saying that by treating
humans as a component, we can make interfaces that are designed around us and
are perfect for humans as a whole. This means that the end-user will have
everything that it needs. When creating a HCI, it is important to think about
who will be using it (the target audience). This way, the designer can create
it around that. The designer will have to think about what the requirements of
the end-users are (so research about it).
·
Human Information Processing (HIP) – Making sure that the
interface is easy to understand and optimal for the end-user all comes under
HIP. This principle is used to analyse how we, the humans, process certain
types of information, and how we then input it into a HCI machine of some type.
Many people believe that humans and computers both have similar way of storing
data, long-term and short-term.
Computers on the other hand, are able to perform calculations much
fast than we can, and also go on for much longer without slacking, so in some
respect computers are more efficient, but, don’t forget that it’s humans that
input the data in the first place, as computers cannot think for themselves.
·
GOMS (Goals, Operators, Methods, Section Rules):
Goals – These are what people are aiming towards by the end. When
working on a task, you will have short-term goals and long-term goals that you
and/or your team will be working towards.
Operators – these are the actions that need to be taken in
order for the intended task to get done. For example, in order to go onto
another webpage, you will need your mouse to click, and your keyboard to type
in the webpage you want.
Methods – this is the plan that is going to be used in order
to get something done. For example, if you wanted to move a shortcut to the
recycling bin, you will first have to think about moving your mouse to pick up
shortcut, you will then need to move into the recycling bin.
Selection rules – This is the method you will use in order
to complete a specific task. First of all you will need to identify what the
task is you are going to do, then you must think about what the most efficient
method is to complete the task.
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ReplyDeleteCreeper
Aw man
[Verse 1: TryHardNinja]
So we back in the mine
Got our pickaxe swinging from side to side
Side-side to side
This task, a grueling one
Hope to find some diamonds tonight, night, night
Diamonds tonight
[Pre-Chorus: TryHardNinja]
Heads up
You hear a sound, turn around and look up
Total shock fills your body
Oh, no, it's you again
I can never forget those eyes, eyes, eyes
Eyes-eye-eyes
[Chorus: TryHardNinja]
'Cause, baby, tonight
The creeper's tryna steal all our stuff again
'Cause, baby, tonight
You grab your pick, shovel, and bolt again (Bolt again-gain)
And run, run until it's done, done
Until the sun comes up in the morn'
'Cause, baby, tonight
The creeper's tryna steal all our stuff again (Stuff again-gain)
[Verse 2: TryHardNinja]
Just when you think you're safe
Overhear some hissing from right behind
Right-right behind
That's a nice life you have
Shame it's gotta end at this time, time, time
Time-time-time-time
[Pre-Chorus: TryHardNinja]
Blows up
Then your health bar drops and you could use a one-up
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So, now you're stuck in there
Half a heart is left, but don't die, die, die
Die-die-die
[Chorus: TryHardNinja]
'Cause, baby, tonight
The creeper's tryna steal all our stuff again
'Cause, baby, tonight
You grab your pick, shovel, and bolt again (Bolt again-gain)
And run, run until it's done, done
Until the sun comes up in the morn'
'Cause, baby, tonight
The creeper's tryna steal all our stuff again
[Verse 3: CaptainSparklez]
(Creepers, you're mine, haha)
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Creeper's out prowlin', hoo, alright
Look at me, look at you
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[Bridge: TryHardNinja & CaptainSparklez]
'Cause, baby, tonight
The creeper's tryna steal all our stuff again
(Gather your stuff, yeah, let's take back the world)
Yeah, baby, tonight (Haha)
Grab your sword, armor and go (It's on)
Take your revenge (Woo), oh-oh, oh-oh
So fight, fight, like it's the last, last night
Of your life, life, show them your bite (Woo)
[Chorus: TryHardNinja & CaptainSparklez]
'Cause, baby, tonight
The creeper's tryna steal all our stuff again
'Cause, baby, tonight
You grab your pick, shovel and bolt again (Bolt again-gain, woo)
And run, run until it's done, done
Until the sun comes up in the morn'
'Cause, baby, tonight (Come on, swing your sword up high)
The creeper's tryna steal all our stuff again (Come on, jab your sword down low)
(Woo)
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[Verse 1: Big Jabs]
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Got our Cock swinging from side to side
Side-side to side
This task, a grueling one
Hope to find some pussy tonight, night, night
pussy tonight
[Pre-Chorus: Big Jabs]
Crank 90s
You hear a sound, turn around and look up
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I can never forget those Tits, tits, tits
tits-tits-tits
[Chorus: Big Jabs]
'Cause, Elite Agent, tonight
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'Cause, Elite Agent, tonight
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[Verse 2: Big Jabba]
Just when you think you're safe
Overhear someone cranking 90s from right behind
Right-right behind
That's a nice life you have
Shame you work 24/7 at this time, time, time
Time-time-time-time
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