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Summary of Introduction to Human-Computer Introduction

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Summary of Introduction to Human-Computer Introduction

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➴ Week 1 ● Social Psychology
- study of the behavior of individuals in their social
Design Thinking
and cultural.
- both an ideology and a process, concerned with solving ● Ergonomics
complex problems in a highly user-centric way. - the science dealing with the application of
information on physical and psychological
Components
characteristics to the design of devices and
● Humans (users)
systems for human use.
- Individual or group
● Linguistics
- Appreciation of the way people’s sensory systems
- the study of language.
relay information is vital.
● Graphic Design
- Cultural and national differences plays a part.
- the art and profession of selecting and arranging
● Computer
visual elements – such as typography, images,
- Any technology ranging from desktop computers
symbols, and colors – to convey a message to an
to large scale computer system. I.e. mobile phone
audience.
or VCR.
● Interaction Areas
- A communication or direct involvement with ● Technologies
someone or something - These are emerging technological capabilities that
- Combination of hardware and software let the human create new and interesting user
components known as an interaction approach, interaction.
user interface technique, or input technique ○ Augmented Reality
enables computer users to complete a particular - a real-world environments that are
job. complemented by computer-generated
❖ Human Computer Interaction multimedia. I.e. Google lens
- a cross-disciplinary area that deals with the theory, ○ Virtual Reality
design, implementation, and evaluation of the - an immersive computer-simulated reality. I.e.
ways that humans use and interact with computing Metaverse
devices. ○ Ubiquitous Computing
- interactive interfaces that improve user experience - refers to the trend towards embedding
when using computing devices are the main focus computer power in more and more everyday
of HCI research, design, and evaluation. User objects. I.e. laptops, smartphones
interface design, user-centered design, and ○ Wearable Technologies
user experience design are all included in this - the technologies that are embedded in
discipline. clothing or devices a person can wear. I.e.
smartwatches
Other Components
○ Robotics
● Goal-oriented Task
- deals with the design, construction, operation
- Heart of HCI.
and application of robots. I.e. AI-powered
- The computer provides a digital representation of
robots
objects to accomplish this goal.
○ Mobile
● Interface
- deals with the computing devices built to be
- a shared boundary that allows two or more
used easily on the go. I.e. smartphones
independent computer system components to
● Ideas
communicate with one another.
- the theories about the way people interact with
● Context
interfaces and the world around them.
- It describes the utilization of the software system
○ Computer-Supported Cooperative Work
in its actual setting.
- refers to using the computers to support
- HCI is not only about providing better
people working together. I.e. wikipedia
communication between users and computers but
○ Social computing
also about factoring in the context and
- refers to the interactive and collaborative
environment in which the system is accessed.
behavior between computer users. I.e.
Related Fields facebook app
● Computer Science ○ Gesture-based Interaction
- study of computer and computing, including their - refers to interacting with interfaces using
theoretical and algorithmic foundations, hardware hands or body gestures. I.e. toshiba airswing
and software, and their uses for processing ○ Pen and Touch based Interaction
information. - refers to as a computer-pointing technology
● Cognitive Psychology based upon the sense of touch by using pen.
- branch of psychology that studies human I.e. tablets and stylus
cognition, particularly as it affects learning and ○ Information Visualization
behavior.

, - refers to the representing abstract data Gulf of Execution
visually to help human to understand it. I.e. - Distance between a user’s goals and the actions
update version of windows 11 required to realize the goals
○ Context-sensitive Computing - Identify intentions → Identify actions → Execute in
- refers to equipping user interfaces with interface
historical, geographical or other forms of Gulf of Evaluation
contextual knowledge. I.e. google translate. - Distance between the effects of those actions and
● Domain the user’s understanding of the result
- pre-existing areas that could be significantly - Interface → Interpretation → Evaluation
disrupted by computer interfaces like healthcare Norman’s Feedback Cycle
and education.
○ Education
○ Special needs
○ Healthcare
○ Security
○ Games

➴ Week 2
Feedback Cycle
Goals
❖ As a User
- To finish the task Tips
❖ As HCI Designer
❖ For Gulf of Execution
- To meet the user’s satisfaction
- Make functions discoverable
- Let the user mess around
Userability Goals
- Be consistent with other tools
● Effectiveness - Effective to use - Know your user
● Efficiency - Efficient to use - Feedforward
● Safety - Safe to use ❖ For Gulf of Evaluation
● Utility - Enjoyable to use - Give feedback constantly
● Learnability - Easy to use - Give feedback immediately
● Memorability - Easy to remember - Match the feedback to the action
- Vary your feedback
User Experience Goals
- Leverage direct manipulation
- About the subjective qualities of that determines how
the user feel about a particular system ➴ Week 3
Human Abilities and Capabilities
Desirable Aspect Undesirable Aspect
● Satisfying ● Boring Human Abilities
● Helpful ● Unpleasant - To receive information
● Fun ● Frustrating - To process information
● Enjoyable ● Annoying - To respond to the information
● Motivating
● Surprising Ability to RECEIVE information
❖ Sensation
Parts - process by which our sensory receptors and
❖ User nervous system receive and represent stimulus
- Executes the input, receives the output energies from our environment.
❖ Input ➢ Ability to see
- Requirement from the environment - The eye gathers light from our surroundings
❖ Interface and turns it into nerve signals.
- device/program enabling a user to communicate - Color, movement
with a computer ➢ Ability to hear
❖ Task - Hearing and balance are two primary
- Structured set of related activities undertaken in a functions of the ears, which are dependent on
sequence specialized sensors known as hair cells.
❖ Feedback/Output - Pitch, timbre, loudness
- Provision for the environment ➢ Ability to feel

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