Sunday, 1 December 2013

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.