Huwebes, Disyembre 13, 2018

Lesson 2

Model-Human Processor – is a simplified view of human processing involved with interacting with computer systems.

Subsystems of MHP
1.       The Perceptual System
2.       The Motor System
3.       The cognitive System

Input-Output Channels
1.       Vision
a.       The physical reception of the stimulus from the outside world
b.      The processing and interpretation of that stimulus
2.       Hearing
3.       Touch
4.       Movement

Human Memory
1.       Sensory Memory – act as buffers for stimuli received through each of the senses.
2.       Short-Term Memory – used to store information which only required fleetingly.
3.       Long-Term Memory – has an unlimited capacity, a slow access time and forgetting occurs slowly or not at all.

Two Types of LTM
1.       Episodic Memory – represents our memory of events and experiences in a serial form.
2.       Semantic Memory – is a structure and record of facts, concepts, and skills that we have acquired, derived from the episodic memory.

Main Activities Related to LTM
1.       Storage of Information
2.       Information Retrieval
3.       Forgetting

Thinking
1.       Reasoning – is the process by which we use the knowledge we have to draw conclusions about the domain of interest.
a.       Deduction – Deduction reasoning derives the logically necessary conclusion from the given premises. The logical conclusion does not have to correspond to our notion of truth.
b.      Induction – inductive reasoning is generalizing from cases we have seen to infer (conclude) information about cases we have not seen.  In practice, induction is used to fill in missing details while reasoning.
c.       Abduction – abduction reasons from a fact to the action or state that caused it.  Abduction is used to derive explanations for the events we observe.
2.       Problem Solving – is the process of finding a solution to an unfamiliar taste, using the knowledge we have.
a.       Gestalt Theory – states that problem solving is both productive and reproductive:  insight is needed to solve a problem.
b.      Problem Space Theory – comprises problem states  and problem solving involves generating these states using legal state transition operators. People use these to move from the initial state to the goal state.
c.       Use of Analogy – problems are solved by mapping knowledge relating to a similar known domain to the new problem.
3.       Skill Acquisition
a.       The learner uses general-purpose rules which interpret facts about a problem.
b.      The learner develops rules specific to the task, using proceduralization.
c.       The rules are tuned to speed up performance, using generalization.
4.       Errors and Mental Models

Emotion – involves both physical and cognitive events.

Individual Differences –

Psychology and the Design of Interactive Systems
1.       Guidelines
2.       Models to support design
3.       Techniques for evaluation

Martes, Disyembre 4, 2018

Laboratory Activity #2 - Working with Fonts, Text Blocks, and Lists

1. Special Formatting Tags



     Output #1


2. color


      Output #2 (Place color/s on the output as desired)



3. Commonly Used English Language Special Characters


       Output #3



4.




Laboratory Activity #1



Martes, Nobyembre 27, 2018

Activity #1

Based on your own understanding, write something about:
1. Aesthetics
2. Balance Design
3. White Space
4. Crowded Layout
5. Minimalist

Evaluate the pros and cons of the ff. websites.
1. jefferysalter.com
2. inquirer.net

Lesson 1


Human-computer interaction (HCI) is a cross-disciplinary area (e.g., engineering, psychology, ergonomics, design) that deals with the theory, design, implementation, and evaluation of the ways that humans use and interact with computing devices.





Interaction – refers to an abstract model by which humans interact with the computing device for a given task.

Interface – is a choice of technical realization (hardware or software) of such a  given interaction model.

High usability – means the resulting interfaces are easy to use, efficient for the task, ensure safety, and lead to a correct completion of the task.

Aesthetic – concerned with beauty or the appreciation of beauty

Ergonomics - is the study of people's efficiency in their working environment.


Principles of HCI
1.       Know thy user – the interaction and interface should cater to the needs and capabilities of the target user of the system in a design. 

User-centered design
Universal usability

2.       Understand the task
Task – refers to the job to be accomplished by the user through the use of the interactive system.

3.       Reduce memory load
Humans are more efficient in carrying out tasks that require less memory burden, long or short term.
Light memory burden also leads to less erroneous behavior.

4.       Strive for consistency
Consistency applies to:
a.       Both within an application and across different applications
b.      Both the interaction model and interface implementation

5.       Remind users and refresh their memory
Feedback
Reaffirmation

6.       Prevent errors/reversal of action

7.       Naturalness
Naturalness – refers to a trait that is reflective of various operations in our everyday life.