Ictp211 Prelims
Ictp211 Prelims
Ictp211 Prelims
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
● 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
5 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE
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
8 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE
9 I MONCADA, HAZEL A.
OUR LADY OF FATIMA UNIVERSITY — QC
COLLEGE OF ARTS AND SCIENCE — BS PSYCHOLOGY 2ND YEAR
PSYCHSOC EDUCATIONAL COMMITTEE
10 I MONCADA, HAZEL A.