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OUR LADY OF FATIMA UNIVERSITY — QC

COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR


PSYCHSOC EDUCATIONAL COMMITTEE

SUBJECT: ICT IN PSYCHOLOGY (ICTP211) HUMAN COMPUTER INTERACTION (HCI)


WEEK 1 ● a collaborative area of research that focuses on
computer technology development and, in
particular, human (user) interaction with
EARLY BEGINNINGS COMPUTING IN computers.
1945 ● HCI has since grown to include almost all aspects
of information technology design, although it was
HARVARD MARK I originally concerned with computers.
● a large computer designed to assist in differential ● HUMAN = analog i/o (cognition)
equation numerical computation. It was developed ● INTERACTION = interface
at Harvard University by Howard Aiken and was ● COMPUTER = digital i/o (processing)
funded and installed by IBM. The computer (or the DISCIPLINES CONTRIBUTING TO HCI
IBM Automatic Sequence Controlled Calculator ❖ Psychology
(ASCC)) was known as the Harvard Mark I. ❖ Design
❖ Computer Science
● The Harvard Mark 1 is a room-sized, relay-based
❖ Language
calculator. The machine was fifty-five feet long, ❖ Sociology
eight feet in height and 5 tons in weight. ❖ Ethnography User Research
E.N.I.A.C ❖ Semiotics Philosophy
● An all-electronic calculating machine was proposed ❖ Human Factors
by physicist John Mauchly in 1942. Meanwhile, the ❖ Engineering
U.S. The Army needed complicated wartime ❖ Cognitive Psychology
ballistics tables to be measured. ❖ Fine Arts & Design
● Electronic Numerical Integrator And Computer PRINCIPLE OF HCI (USABILITY)
(ENIAC), designed between 1943 and 1945, was ● USEFUL — Accomplish what is required
the first large-scale computer to operate without (functional, does things)
being slowed by any mechanical components at ● USABLE — Do it easily and naturally without error
electronic level. (does the right things)
P.D.P-1 ● USED — Make people want to use it (be attractive,
● The PDP-1 (Programmed Data Processor-1) acceptable to org.)
computer was built in 1959. It was the first
consumer computer that concentrated on user THE HUMAN
interaction instead of the productive use of A person’s interaction with the outside world occurs
computer processes. through information being received and sent: input and
● The first computer game is generally assumed to output.
be the game Spacewar!, developed in 1962 at MIT In an interaction with a computer the user receives
(Stephen Russell a.o.). Spacewar originally ran on a information that is output by the computer, and responds
PDP-1 computer the size of a large car by providing input to the computer – the user’s output
GRACE MURRAY HOPPER becomes the computer’s input and vice versa.
● The American computer scientist and rear admiral WHY DO WE NEED TO UNDERSTAND HUMAN IN HCI?
of the United States Navy was Grace Brewster ● Humans are limited in their capacity to process
Murray Hopper. information.
● She was one of the first Harvard Mark I computer ● This has important implications for design.
programmers and a computer programming ● Interacting with technology is cognitive
pioneer who invented one of the first links ● Human Information Processing is referred to as
WHAT INTERACTION DID YOU SEE? cognition
❖ MECHANICAL
❖ POOR FEEDBACK INPUT-OUTPUT CHANNELS
❖ SPECIALIST USE ● Human vision is a highly complex activity with a
❖ PROCESS CONTROL range of physical and perceptual limitations, yet it
❖ CALCULATIONS is the primary source of information for the
❖ NO INTENTION TO ADDRESS THE MASS MARKET average person.
DEVELOPMENT ● The sense of hearing is often considered
● EXTREMELY DIFFICULT TO USE secondary to sight, but we tend to underestimate
● LARGE AND EXPENSIVE
the amount of information that we receive through
● “PEOPLE TIME” (LABOR)
● USED BY SPECIALISTS our ears.
● NO KNOWLEDGE ABOUT HOW TO MAKE USE EASIER ● The third and last of the senses that we will
consider is touch or haptic perception. Although

1 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE

this sense is often viewed as less important than is used to store information which is only required
sight or hearing, imagine life without it. fleetingly.
● Before leaving this section on the human’s ● Short-term memory can be accessed rapidly, in the
input–output channels, we need to consider motor order of 70 ms. However, it also decays rapidly,
control and how the way we move affects our meaning that information can only be held there
interaction with computers temporarily, in the order of 200 ms.
PONZO ILLUSION LONG-TERM MEMORY
● an optical illusion that was ● If short-term memory is our working memory or
first demonstrated by the Italian ‘scratch-pad’, long-term memory is our main
psychologist Mario Ponzo(1882-1960) resource.
in 1913. ● Here we store factual information, experiential
● He suggested that the knowledge, procedural rules of behavior – in fact,
human mind judges an object's size everything that we ‘know’.
based on its background. ● Unlike working memory there is little decay:
● He showed this by drawing long-term recall after minutes is the same as that
two identical lines across a pair of after hours or days.
converging lines, similar to railway tracks.
MULLER-LYER ILLUSION ATTENTION is the concentration of the mind on one out
● a well-known optical of a number of competing stimuli or thoughts. It is clear
illusion in which two lines of the that we are able to focus our attention selectively, choosing
same length appear to be of to attend to one thing rather than another. This is due to
different lengths. The illusion was the limited capacity sensory and mental processes.
first created by a German A REHEARSAL STRATEGY uses repeated practice of
psychologist named Franz Carl information to learn it. When a student is presented with
Muller-Lyer in 1889. specific information to be learned, such as a list, often he
● Muller-Lyer illusion is that our brains perceive the will attempt to memorize the information by repeating it
depths of the two shafts based upon depth cues. over and over.
When the fins are pointing in toward the shaft of
the line, we perceive it as sloping away much like
the corner of a building.
THE COMPUTER
In order to understand how humans interact with
HUMAN MEMORY computers, we need to have an understanding of both
parties in the interaction. The previous chapter explored
● Memory refers to the processes that are used to
aspects of human capabilities and behavior of which we
acquire, store, retain, and later retrieve
need to be aware in the context of human–computer
information.
interaction;
● The human Information is stored in memory:
This chapter considers the computer and associated
input–output devices and investigates how the technology
influences the nature of the interaction and style of the
interface.
A computer system comprises various elements, each of
which affects the user of the system.
INPUT/OUTPUT · INTERACTION · VIRTUAL REALITY ·
MEMORY · PROCESSOR
INPUT DEVICE
• Sensory Memory (Iconic/Echoic/Haptic) ● the hardware devices which take information from
• Short-term (Working) Memory the user of the computer system, convert it into
• Long-term Memory. electrical signals and transmit it to the processor
SENSORY MEMORY OUTPUT DEVICE
● The sensory memories act as buffers for stimuli ● used to present information to the user from a
received through the senses. computer.
● A sensory memory exists for each sensory channel: ● Output devices take data from the computer
iconic memory for visual stimuli, echoic memory system and convert it to a form that can be read by
for aural stimuli and haptic memory for touch. humans.
● These memories are constantly overwritten by COMPUTER MEMORY
new information coming in on these channels. ● a generic term for all of the different types of data
SHORT-TERM MEMORY storage technology that a computer may use,
● Short-term memory or working memory acts as a including RAM, ROM, and flash memory.
‘scratch-pad’ for temporary recall of information. It

2 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE

SHORT-TERM MEMORY (RANDOM ACCESS MEMORY ● Expressing instructions to the computer directly
| RAM) ● Use function keys, single characters, short
● system's short-term data storage; it stores the abbreviations, whole words, or a combination
information your computer is actively using so that ● Suitable for repetitive tasks
it can be accessed quickly. ● Better for expert users than novices
● The more programs your system is running, the ● Offers direct access to system functionality
more memory you'll need. ● Command abbreviations should be meaningful!
LONG-TERM MEMORY (READ-ONLY MEMORY | ROM) MENU INTERFACE
● It refers to computer memory chips containing
permanent or semi-permanent data
● Used to store the start-up instructions for a
computer, also known as the firmware.
● ROM is non-volatile; even after you turn off your
computer, the contents of ROM will remain. ROM
is mostly used for firmware updates.
HARD DISK DRIVE | HDD
● a magnetic storage device that is installed inside
● Set of options displayed on the screen
the computer.
○ less recall - easier to use
SOLID-STATE DRIVE | SSD
○ rely on recognition so names should be
● Uses integrated circuit assemblies to store data
meaningful
persistently, typically using flash memory,
● Selection by:
OPTICAL DRIVE ○ numbers, letters, arrow keys, mouse
● is a storage device that uses lasers to read data on combination
the optical media. ● Often (frequent) options hierarchically grouped
○ READ ONLY MEMORY (ROM) – Read only ● Restricted form of full WIMP system
memory media that is pre-recorded. NATURAL LANGUAGE
○ RECORDABLE (R ) — Recordable media that can
● Familiar to user
be recorded once.
● Speech recognition or typed natural language
○ REWRITABLE (RW) – Rewritable media that can
● Problems
be recorded, erased, and recorded
○ vague · ambiguous · hard to do well!
● Solutions
THE INTERACTION ○ try to understand a subset
○ pick on keywords
Interaction models help us to understand what is going on
in the interaction between user and system.
QUERY INTERFACE
They address the translations between what the user
wants and what the system does.
INTERACTION PARADIGMS

● Question/answer interfaces
○ user led through interaction via series of
questions
○ suitable for novice users but restricted
functionality
○ often used in information systems
● Query languages (e.g. SQL)
TYPES OF USER INTERFACES
○ used to retrieve information from database
COMMAND LINE INTERFACE ○ requires understanding of database structure
and language
○ syntax, hence requires some expertise

3 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE

FORM-FILLS INTERFACE ● 3D workspaces


○ use for extra virtual space
○ light and occlusion give depth
○ distance effects

● Primarily for data entry or data retrieval WEEK 2


● Screen like paper form.
● Data put in relevant place DESIGN INTERACTION
● Requires Some of HCI is focused on understanding the academic
○ good design study of the way people interact with technology. However,
○ obvious correction facilities a large part of HCI is about doing things and making things
SPREADSHEET INTERFACE – design.
WHAT IS DESIGN?
● the process of envisioning and planning the
creation of objects, interactive systems, buildings,
vehicles, etc.
● First spreadsheet VISICALC, ● It is user-centered, users are at the heart of the
● followed by Lotus 1-2-3 design thinking approach.
● MS Excel most common today WHAT TO DESIGN?
● Sophisticated variation of form-filling. NEED TO TAKE INTO ACCOUNT:
○ grid of cells contain a value or a formula ➢ Who the users are
○ formula can involve values of other cells ➢ What activities are being carried out
e.g. sum of all cells in this column ➢ Where the interaction is taking place
○ user can enter and alter data NEED TO OPTIMIZE THE INTERACTIONS USERS HAVE WITH
○ spreadsheet maintains consistency A PRODUCT
WIMP INTERFACE ➢ Match the users activities and needs
UNDERSTANDING USER'S NEEDS
➢ Need to take into account what people are good
and bad at
➢ Consider what might help people in the way they
currently do things
➢ Listen to what people want and get them involved
● Windows, Icon, Mice, and Pointer ➢ Use tried and tested user-based methods
● or windows, icons, mice, and pull-down menus!
● default style for majority of interactive computer
systems, especially PCs and desktop machines INTERACTION DESIGN
POINT AND CLICK INTERFACE ● Designing interactive products to support people
in their everyday and working lives
● The design of spaces for human communication
and interaction
GOALS
➢ USABLE
➢ EASY TO LEARN
● Used in ..
➢ EFFECTIVE
○ Multimedia, web browsers and hypertext
➢ ENJOYABLE EXPERIENCE
○ Minimal typing
➢ INVOLVED USER
○ Use in ATM’s
THREE DIMENSIONAL INTERFACE EVOLUTION OF HCI INTERFACES

● Virtual reality
● ‘ordinary’ window systems
○ highlighting visual

4 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE

HCI TO INTERACTION DESIGN INVOLVED IN THE PROCESS OF INTERACTION DESIGN


➢ HUMAN COMPUTER INTERACTION (HCI) ● Identify needs and establish requirements
○ “concerned with the design, evaluation and ● Develop alternative designs
implementation of interactive computing systems ● Build interactive prototypes that can be
for human use and with the study of major communicated and assessed
phenomena surrounding them” ● Evaluate what is being built throughout the
➢ INTERACTION DESIGN (ID) process
○ “the design of spaces for human communication CORE CHARACTERISTICS OF INTERACTION DESIGN
and ● Users should be involved through the development
interaction” of the project
RELATIONSHIP BETWEEN ID, HCI, AND OTHER FIELDS ● Specific usability and user experience goals need
to be identified, clearly documented and agreed at
the beginning of the project
● Iteration is needed through the core activities
USABILITY GOALS USER EXPERIENCE GOALS

EFFECTIVE TO USE SATISFYING


EFFICIENT TO USE FUN
SAFE TO USE ENJOYABLE
HAVE GOOD UTILITY ENTERTAINING
EASY TO LEARN HELPFUL
EASY TO USE MOTIVATING
INTERACTION DESIGN IN BUSINESS AESTHETICALLY PLEASING
NIELSEN NORMAN GROUP
● an American computer user interface and user DESIGN PRINCIPLES
experience consulting firm, founded in 1998 by ● Generalizable concepts for thinking about different
Jakob Nielsen and Don Norman. features of design
● “help companies enter the age of the consumer, ● The do’s and don’ts of interaction design
designing human-centered products and services”. ● What to provide and what not to provide at the
SWIM INTERACTIONS interface
● Swim is a San Francisco-based design consultancy. ● Derived from a mix of theory-based knowledge,
Founded by Gitta Salomon in 1996 experience and common-sense
● “provides a wide range of design services, in each
case targeted to address the product development
IMPORTANT INTERACTION
needs at hand”. DESIGN PRINCIPLES
IDEO-DESIGN COMPANY VISIBILITY
● IDEO is a design and consulting firm with offices in ● Placing the controls in a highly visible location
the U.S., England, Germany, Japan, and China. It ● MAKE RELEVANT PARTS VISIBLE
was founded in Palo Alto, California, in 1991. ● MAKE WHAT HAS TO BE DONE OBVIOUS
● The company uses the design thinking approach to FEEDBACK
design products, services, environments, and ● Provision of information about the result of an
digital experiences. action
● Sending information back to the user about what
WHAT DO PROFESSIONALS DO IN THE ID BUSINESS? has been done including sound, highlighting,
➢ INTERACTION DESIGNERS – People involved in the animation and combinations of these
design of all the interactive aspects of a product CONSTRAINTS
➢ USABILITY ENGINEERS — People who focus on ● Restricting the possible actions that can be
evaluating products, using usability methods and performed
principles ● Helps prevent user from selecting incorrect options
➢ WEB DESIGNERS — People who develop and ● Three main types:
create the visual design of websites, such as ➢ PHYSICAL CONSTRAINTS
layouts ○ the way physical objects restrict the
➢ INFORMATION ARCHITECTS — people who come movement of thin
up with ideas of how to plan and structure ➢ CULTURAL CONSTRAINTS
interactive products ○ A mechanism for putting knowledge in
➢ USER EXPERIENCE DESIGNERS — people who do the world by adhering to a known
all the above but who may also carry out field convention
studies to inform the design of products ○ Cultural constraints rely on learned
conventions

5 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE

●Specific Cultural Constraints


• Precise detail
● Universal Cultural Constraints
UNDERSTANDING AND
• Once accepted by more than CONCEPTUALIZING INTERACTION
one cultural group, they become RECAPITULATE
universally accepted ● HCI has moved beyond designing interfaces for
conventions. desktop machines
● They cannot be change easily ● About extending and supporting all manner of
➢ LOGICAL CONSTRAINTS human activities in all manner of places
○ Exploits people’s everyday common ● Facilitating user experiences through designing
sense reasoning about the way the world interactions
works ○ Make work effective, efficient and safer
● Provides direct adjacent mapping ○ Improve and enhance learning and training
between icon and connector ○ Provide enjoyable and exciting entertainment
● Provides color coding to ○ Enhance communication and understanding
associate the connectors with ○ Support new forms of creativity and expression
the labels
AFFORDANCES ASSUMPTION CLAIM
● Properties of an object that indicate how it can be
● something that you ● State or declare
used assume to be the that something is
● an attribute of an object that allows people to case, even without the case, typically
know how to use it proof. without providing
○ e.g. a mouse button invites pushing, a door • Taking something for evidence or proof.
handle affords pulling granted when it needs further •Stating something to be true
● Norman (1988) used the term to discuss the design investigation. when it is still open to
question
of everyday objects
For example, people might
● Since has been much popularized in interaction make the assumption that For example, multimodal style
design to discuss how to design interface objects you're a nerd if you wear of interaction for controlling
○ e.g. scrollbars to afford moving up and down, glasses, even though that's GPS — one that involves
icons to afford clicking on not speaking while driving — is
MAPPING true. safe
● Relationship between controls and their
movements and the results in the world CONCEPT
CONSISTENCY ● are described in the mind, in expression, or in
● Design interfaces to have similar operations and thought, as abstract concepts or general notions.
use similar elements for similar tasks The fundamental building blocks of theories and
○ e.g., always use ctrl key plus first initial of the values are considered to be these. In all aspects of
command for an operation – ctrl+C, ctrl+S, ctrl+O cognition, they play a significant part.
● Main benefit of consistent interfaces are easier to
learn and use CONCEPTUAL MODEL
➢ INTERNAL CONSISTENCY – designing
● Conceptual models are abstract, psychological
operations to behave the same within an
representations of a system, made of the
application
composition of concepts which are used to help
• Difficult to achieve with complex
people know, understand, or simulate a subject the
interfaces
model represents.
• consistency with other elements in the
● A conceptual model is:“…a high-level description
system—your logo is the same online and
of how a system is organized and operates”
in print, signs within a park are consistent
-Johnson and Henderson, 2002
with one another.
● It enables “…designers to straighten out their
➢ EXTERNAL CONSISTENCY – designing
thinking before they start laying out their
operations, interfaces, etc., to be the
widgets”-Johnson and Henderson, 2002
same across applications and devices
STEPS IN FORMULATING A CONCEPTUAL MODEL
• Very rarely the case, based on different
1. What will the users be doing when carrying out
designer’s preference
their tasks?
• means having the same aesthetic design
2. How will the system support these?
or performance across multiple systems.
3. What kind of interface metaphor, if any, will be
appropriate?
WEEK 3 4. What kinds of interaction modes and styles to use?

6 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE

- always keep in mind when making design decisions how • Involves dragging, selecting, opening, closing and
the user will understand the underlying conceptual model zooming actions on virtual objects
BENEFITS OF CONCEPTUALIZING • Exploit’s users’ knowledge of how they move and
● ORIENTATION Enables design teams to ask specific manipulate in the physical world
questions about how the conceptual model will be • Can involve actions using physical controllers
understood ○ (e.g. Wii) or air gestures (e.g. Kinect) to control
● OPEN-MINDED Prevents design teams from the movements of an on screen avatar
becoming narrowly focused early on • Tagged physical objects (e.g. balls) that are
● COMMON GROUND Allows design teams to manipulated in a physical world result in
establish a set of commonly agreed terms physical/digital events (e.g. animation)
DIRECT MANIPULATION
INTERFACE METAPHORS ● Shneiderman-(1983) coined the term DM, came
● An interface metaphor in user interface design is a from his fascination with computer games at the
collection of graphics, behavior and processes of time
the user interface that leverage basic information • Continuous representation of objects and actions
that users already have of other domains. of interest
● Interface designed to be similar to a physical entity • Physical actions and button pressing instead of
but also has own properties issuing commands with complex syntax
● Can be based on activity, object or a combination • Rapid reversible actions with immediate
of both feedback on object of interest
BENEFITS WHY ARE DIRECT MANIPULATION INTERFACES SO
● Makes learning new systems easier ENJOYABLE?
● Helps users understand the underlying conceptual ★ Continuous representation of objects and actions
model of interest Novices can learn the basic functionality
● Can be very innovative and enable the realm of quickly
computers and their applications to be made more ★ Experienced users can work extremely rapidly to
accessible to a greater diversity of users carry out a wide range of tasks, even defining new
functions
INTERACTION TYPES ★ Intermittent users can retain operational concepts
INSTRUCTING over time
● issuing commands and selecting options ★ Error messages rarely needed
• Where users instruct a system and tell it what to ★ Users can immediately see if their actions are
do furthering their goals and if not do something else
○ e.g. tell the time, print a file, save a file ★ Users experience less anxiety
• Very common conceptual model, underlying a ★ Users gain confidence and mastery and feel in
diversity of devices and systems control
○ e.g. word processors, VCRs, vending machines ★ Physical actions and button pressing instead of
• Main benefit is that instructing supports quick issuing commands with complex syntax
and efficient interaction ★ Rapid reversible actions with immediate feedback
○ good for repetitive kinds of actions performed on object of interest
on multiple objects EXPLORING
CONVERSING ● moving through a virtual environment or a physical
● interacting with a system as if having a space
conversation • Involves users moving through virtual or physical
• Where users Underlying model of having a environments
conversation with another human • Physical environments with embedded sensor
• Range from simple voice recognition technologies
menu-driven systems to more complex ‘natural
language’ dialogs WHICH CONCEPTUAL MODEL IS BEST?
○ Examples include timetables, search engines, ❖ Direct manipulation is good for ‘doing’ types of
advice-giving systems, help systems tasks,
• Also virtual agents, toys and pet robots designed ○ e.g. designing, drawing, flying, driving, sizing
to converse with you windows
• a system and tell it what to do ❖ Issuing instructions is good for repetitive tasks
○ e.g. tell the time, print and save a file ○ e.g. spell-checking, file management
MANIPULATING ❖ Having a conversation is good for children,
● interacting with objects in a virtual or physical computer-phobic, disabled users and specialized
space by manipulating them applications
○ (e.g. phone services)

7 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE

Hybrid conceptual models are often employed, where


different ways of carrying out the same actions is supported
at the interface - but can take longer to learn
COGNITIVE ASPECT
COGNITION
● refers to "the mental action or process of obtaining
CONCEPTUAL MODELS: INTERACTION AND
knowledge through experience, observation, and
INTERFACE the senses”
● INTERACTION TYPE: what the user is doing when
interacting with a system,
○ e.g. instructing, talking, browsing or other
COGNITIVE PROCESSES
● INTERFACE TYPE: the kind of interface used to It is important to note that many of these cognitive
support the mode processes are interdependent: several may be involved for a
○ e.g. speech, menu-based, gesture given activity
ATTENTION
KINDS OF INTERFACE TYPES
● The behavioral and cognitive phenomenon of
● Command ● Graphical reflecting selectively on a particular aspect of
● Speech ● Web knowledge, whether considered personal or
● Data-entry ● Pen logical, while avoiding other noticeable
● Form fill-in ● AR information, is attention.
● Query ● Gesture DESIGN IMPLICATIONS
➢ Make information significant when it needs
attending to
PARADIGM
➢ Use techniques that make things stand out like
● In science and philosophy, a paradigm is a distinct
color, ordering, spacing, underlining, sequencing
set of concepts or thought patterns, including
and animation
theories, research methods, postulates, and
➢ Avoid cluttering the interface with too much
standards for what constitutes legitimate
information
contributions to a field
➢ Search engines and form fill-ins that have simple
PERVASIVE COMPUTING (UBIQUITOUS COMPUTING) and clean interfaces are easier to use
● the growing trend of embedding computational
PERCEPTION
capability (generally in the form of
● the organization, recognition and interpretation of
microprocessors) into everyday objects to make
sensory input in order to represent and
them effectively communicate and perform useful
comprehend the information or environment
tasks in a way that minimizes the end user's need
provided.
to interact with computers
WEARABLE COMPUTING DESIGN IMPLICATIONS
➢ Icons should enable users to readily distinguish
● the study or practice of inventing, designing,
their meaning
building, or using miniature body-borne
➢ Bordering and spacing are effective visual ways of
computational and sensory devices.
grouping information
● Wearable computers may be worn under, over, or
➢ Sounds should be audible and distinguishable
in clothing, or may also be themselves clothes
➢ Speech output should enable users to distinguish
AUGMENTED REALITY
between the set of spoken words
● In computer programming, a process of combining
➢ Text should be legible and distinguishable from the
or “augmenting” video or photographic displays by
background
overlaying the images with useful
➢ Tactile feedback should allow users to recognize
computer-generated data. ... Faster computer
and distinguish different meanings
processors have made it feasible to combine such
data displays with real-time video.
MEMORY
● the brain faculty that encodes, stores, and
retrieves data or information as needed. That is
THEORY the basis for learning over time in order to affect
● A theory is an abstract or generalizing form of future action.
meditative and logical thought about a DESIGN IMPLICATIONS
phenomenon, or the consequences of such
➢ Don’t overload users’ memories with complicated
thinking.
procedures for carrying out tasks
● Contemplative and logical thought processes are
➢ Design interfaces that promote recognition rather
also correlated with such techniques as
than recall
observational study, research, etc.
➢ Provide users with various ways of encoding
information to help them remember
WEEK 4 ○ e.g. categories, color, flagging, time stamping

8 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE

LEARNING ➢ Use simple computational aids to support rapid


● a method of developing new insight, experience, decision-making and planning for users on the
behavior, talents, beliefs, attitudes and desires. move
COGNITIVE PROSTHETICS DEVICES EXTERNALIZING TO REDUCE MEMORY LOAD
➔ We rely more and more on the internet and ● Diaries, reminders, calendars, notes, shopping lists,
smartphones to look things up to-do lists
➔ Cognitive resource cf. extended mind ○ written to remind us of what to do
➔ Expecting to have internet access reduces the need ● Post-its, piles, marked emails
and extent to which we remember ○ where placed indicates priority of what to do
➔ Also enhances our memory for knowing where to ● External representations:
find it online (Sparrow et al,2011) ○ Remind us that we need to do something (e.g. to
DESIGN IMPLICATIONS buy something for mother’s day)
➢ Design interfaces that encourage exploration ○ Remind us of what to do (e.g. buy a card)
➢ Design interfaces that constrain and guide learners ○ Remind us when to do something (e.g. send a
➢ Dynamically linking concepts and representations card by a certain date)
can facilitate the learning of complex material DESIGN IMPLICATIONS
READING, SPEAKING & LISTENING ➢ Provide external representations at the interface
● The ease with which people can read, listen, or that reduce memory load and facilitate
speak differs computational offloading
● Many prefer listening to reading ○ e.g. Information visualizations have been
● Reading can be quicker than speaking or listening designed to allow people to make sense and rapid
● Listening requires less cognitive effort than reading decisions about masses of data
or speaking
● Dyslexics have difficulties understanding and
recognizing written words
APPLICATIONS WEEK 5
● Speech-recognition systems allow users to interact
with them by asking questions SOCIAL INTERACTION
○ e.g. Google Voice, Siri ● an exchange between two or more individuals and
● Speech-output systems use artificially generated is a building block of society. Social interaction can
speech be studied between groups of two (dyads), three
○ e.g. written-text-to-speech systems for the blind (triads) or larger social groups
● Natural-language systems enable users to type in BEING SOCIAL
questions and give text-based responses ● The word social comes from the Latin socius
○ e.g. Ask search engine meaning "friend." When you're being social, you're
DESIGN IMPLICATIONS everyone's friend. Go to a social, or mixer, and you
➢ Speech-based menus and instructions should be might make a lot of new friends.
short CONVERSATIONAL RULES
➢ Accentuate the intonation of artificially generated
speech voices
TURN TALKING
● they are harder to understand than ● Turn-taking occurs in a conversation when one
human voices person listens while the other person speaks. As a
➢ Provide opportunities for making text large on a conversation progresses, the listener and speaker
screen roles are exchanged back and forth (a circle of
discussion)
PROBLEM SOLVING, PLANNING, REASONING &
BACK CHANNEL
DECISION-MAKING
● Back channeling is the feedback which a listener
● All involves reflective cognition gives to a speaker to show that (s)he is following,
○ e.g. thinking about what to do, what the options or understands what the speaker is saying.
are, and the consequences
FAREWELL RITUALS
● Often involves conscious processes, discussion
● Rituals and ceremonies help to give meaning to an
with others (or oneself), and the use of artifacts
event. In the case of a farewell ritual, it is the fact
○ e.g. maps, books, pen and paper
of separating from someone
● May involve working through different scenarios
and deciding which is best option
IMPLICIT & EXPLICIT CUES
● When talking about writing, “explicit” means
DESIGN IMPLICATIONS
something that is stated plainly, while “implicit”
➢ Provide additional information/functions for users
refers to something that is implied and not stated
who wish to understand more about how to carry
directly.
out an activity more effectively

9 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE

REMOTE CONVERSATIONS ● CTRL + N = new document


● It's a means of communicating at a distance via ● CTRL + O = open document
electronic tools that let you correspond with ● CTRL + P = print
people outside of face-to-face communication. ● CTRL + Q = switch off formatting
● It's also referred to as virtual communication, and ● CTRL + R = right alignment
it's become a quintessential part of the business ● CTRL + S = save document
world. ● CTRL + T = hanging indent
TELEPRESENCE ● CTRL + U = underline
● CTRL + V = paste
● a set of technologies which allow a person to feel
● CTRL + W = close document
as if they were present, to give the appearance of
● CTRL + X = cut selected word/letter
being present, or to have an effect, via
● CTRL + Y = redo last action
telerobotics, at a place other than their true
● CTRL + Z = undo last action
location.
● CTRL + HOME = beginning of document
CO PRESENCE ● CTRL + ENTER = page break
● The simultaneous presence of individuals in the ● F1 = open help
same physical/virtual location, not necessarily ● F4 = repeat last action
engaged in face-to-face interaction with each other ● F5 = open find, repĺace, and go to window
● Technologies that enable co-located groups to ● F7 = spell check on selected text
collaborate more effectively ● F12 = save as
● Esc = cancel a command
SUMMARY ● ALT + F = open file page to use backstage view
➢ Social mechanisms, like turn-taking, conventions, ● ALT + G = open design tab to use theme, colors, etc
etc., enable us to collaborate and coordinate our ● ALT + H = open home tab to use formatting
activities commands, paragraph styles, find tool
➢ Keeping aware of what others are doing and letting ● ALT + M = open mailings tab to manage mail
others know what you are doing are important merge tasks
aspects of collaborative working and socializing ● ALT + N = open insert tab to insert tables, pictures,
➢ Many technologies systems have been built to etc.
support telepresence and co-presence ● ALT + P = open layout tab to work with page
margins, orientation
● ALT + R = open review tab to use spell check
MS WORD SHORTCUTS ● ALT + S = open reference tab to add table of
contents, footnote or table of citations
● SHIFT + ← = highlight from left ● ALT + W = open view tab to choose a document
● SHIFT + → = highlight from right view or mode
● SHIFT + ↑= highlight upward
● SHIFT + F3 = uppercase,lowercase,title case (word)
● SHIFT + F7 = thesaurus check
● SHIFT + F12 = save
● CTRL + F4 = close current document
● CTRL + 0 = add/remove one line space
● CTRL + 1 = single spacing
● CTRL + 2 = double spacing
● CTRL + 5 = 1.5 spacing
● CTRL + ] = increase the font size by 1 point
● CTRL + [ = decrease the font size by 1 point
PREPARED AND ARRANGED BY:
● CTRL + A = select all
● CTRL + B = bold
● CTRL + C = copy
● CTRL + D = font formatting window
● CTRL + E = center alignment HAZEL A. MONCADA
● CTRL + F = find (navigation) PSYCHOLOGICAL SOCIETY OLFU-QC,
● CTRL + G = go to (specific page)
● CTRL + H = replace text EDUCATIONAL COMMITTEE
● CTRL + I = italic
● CTRL + J = justify
● CTRL + K = hyperlink window
● CTRL + L = left alignment
● CTRL + M = increase indent

10 I MONCADA, HAZEL A.

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