Explain the Fundamental
Principles of HCI Design
Perception:
Perception
is what permits the user to see and touch when using a human computer
interface. In order to acknowledge and permit the users to see and touch,
creators use patterns, objects and colours.
Colour: When
constructing a human computer interface it is vital that the designer makes
noted and considers whether the user of the interface will be able to navigate
through it and find it easy to use. To prevent this mater and guarantee the user
will be able to use the interface the designer should create a colour chart
with a combination of backgrounds and text colours which then can be seen by
the user that uses the interface.
Luminance: is the amount of brightness of a point on a surface. Luminance
is the pointer of how bright the surface will seem. Luminance is a photo metric
amount of glowing strength per unit of light that is travelling in the path
that is specified.
Pop-Out
Effect: is we have a load of
images, objects. These are positioned on a piece of paper or located next to
each other, it would be difficult for us to decide if they one is more vital
than the other. By providing a few objects brighter than another with the
colour then this will be able to make them clearer and easier to spot than the
duller images. It is our eyes that can straight away point out that one image
is altered from another and this is known as a pop out effect.
Trichromacy: is a form of handling three different channels for
assigning colour information. Organisms which are included with trichromacy are
known as trichromats. In this process the humans are the trichromats and their
retina consists of three different kinds of colour receptors. In this process
it is our eyes which notice colours using these 3 trichromatic systems but they
can be misled that one or more colour has been used.
Pattern:
Proximity:
This is how far you can
sense about objects from each other. In HCI design the proximity means how near
or far of the aspects from one another. The objects that have the same distance
from each other can be viewed much easier.
Continuity:
This is a pattern that is
being continued. For instance a straight line has the ability to always be
straight without going wonky. If it does go out of line and starts wobbling
about then the pattern will not be continuous. People can easily spot continuous
objects whereas with objects that are not continuous it may take a little more
time to spot.
Symmetry:
This is an exact imitation
on an image except the only difference is that it is copied in the opposite
direction which is known as a mirrored look. Symmetry is used to make objects
seem they are constant and they are easily viewed by people.
Similarity:
This is a series of objects
that could have the same shape, size or even other features. Objects that are
alike are used in order to make a pattern and a sense of agreement within the
design.
Common Groupings: This
is a form of separating different types of objects. For instance we have a group of squares which are either
blue or red, what common grouping does is separate all squares into two groups:
red squares and blue squares. This way we wouldn't just have a group of squares
which would be difficult to see and calculate, what we would have is a group
with blue and a group with red squares.
Connectedness: This is objects that are linked together using
shapes or lines. Our minds can determine whether two objects are linked or if
they are separated.
Objects:
Geon:
These
are series of 2D or 3D shapes that also include cylinders, rectangles, circles,
or any other form of shapes. Geon’s can also be seen as 2D images what are very
easy to make and easily seen.
Gross
3D shape: This is nothing than a 2D shape which is
giving an illusion of a 3D shape. A duplicate of an object is positioned
slightly lower or higher to give it the 3D look. Certain people may have difficulty
seeing 3D objects.
Behaviour Models:
Reaction time: This is about how quick the computer will respond to
humans inputs such as typing in the keyboard or moving/clicking the mouse. The
reaction time depends on how fast or slow the computer is so it can be from
seconds to even minutes. Majority of the time it won’t even take a second for
the computer to respond to your input.
KLM (Keystroke Level Model): This is an approximation of how quick it will take for a
computer to finish an input by a human such as typing in the keyboard or
moving/clicking the mouse.
Throughput: This is how quick an application will load when it is
clicked by a person. For instance it should take roughly a second in order for
the computer an application to load up.
Fitts Law: This is the time it takes for a person to reach its input
target such as the mouse or keyboard on a computer. For instance it only takes
me about one to two seconds to move my hand from the keyboard to the mouse.
Descriptive Models:
KAM (Key Action Model): This is about the keyboard and the lots of different
buttons that have been sorted into 3 groups. These include symbol, modifier and
executive. The symbol keys allow you to access graphics such as letters,
numbers and special symbols.
Buxton Three State Model: This is the model that pays attention to the effort that
the user creates through the movement on their input device. Each input device
has to be easy to use where it is easy for the users and there should be
settings to allow the user to set it to their likes.
Guiards
Model: This is the ideal methods of using different
input devices. For instance people are right or left handed so the keyboard and
mouse should be useable for both. Certain people do not have hands so there
needs to be other technology such as voice recognition.
Information Processing:
Human as Component: When creating the HCI, the most crucial thing to consider
is the human, as they will be the ones to use the device or software. When HCI’s
are created they are created in order to meet human needs. Such as the mouse it
was specially designed in order for our hands. Also people with disabilities
need to be taken into consideration.
HIP (Human Information Procession): This is a principle about how humans work a lot like
computers. People think our eyes, hands, ears and other senses and body parts
are just like the input devices of a computer. The human brain is the same as
the CPU in a computer.
GOMS (Goals, operators, methods and
selection): This is to see how
the tasks are taken by the HCI which they are creating. Goals are referred to
what the user wants to do on the software or device. Operators are the stages
and actions in order to achieve the goal. Selections are the quickest and
easiest ways of achieving goals. For instance instead of going through the
whole process of saving a document on your computer you can just use a shortcut
by ctrl and s and this will save the document.