Summary

This document discusses the field of human-computer interaction (HCI), its history, and its relation to ergonomics and human factors. It explores different periods of HCI development, highlighting key concepts and trends.

Full Transcript

What is HCI? Human-computer interaction (known as HCI) is a field of study focused on interfaces between users and computers. HCI observes the way how humans associate with computers to produce efficient and useful interaction, examining and observing some factors based on how humans use technology...

What is HCI? Human-computer interaction (known as HCI) is a field of study focused on interfaces between users and computers. HCI observes the way how humans associate with computers to produce efficient and useful interaction, examining and observing some factors based on how humans use technology and establish designs and programs to enable applicable systems. History of HCI In 1970s, the study of HCI started as a specialization in computer science that transformed into a multifaceted community of tech professionals. Below is the progression of HCl over the past years and how it attracts specialists from several disciplines and incorporating diverse theories and procedures to develop an interactive system. Nowadays, humans are looking forward to the upbringing of HI and finding solutions to solve the problem of society. Desktops & Mental Models (1980s - 1990s) The main focus of HCI when creating a system is the concept of usability derived from the slogan 'easy to learn and easy to use'. This perception gave ideas and integrity in computing and affected computer science and technology development more widely and productively. However, there were countless opportunities for computing, but at first, desktop computers were not very useful tools. Desk metaphor. It was the most significant design idea that was popularized by the Apple Macintosh and the reason why most of us can interact with the computer system. With features of having files and folders displayed as an icon, people became used to double-clicking, dragging icons around their displays, and losing track of things on their computer interfaces just as they do on their physical desktops. Those were just more extensive effort to apply mental models. Mental modeling and human factors engineering were encouraging factors in developing software. All the matter in this era was the usability and learning factors affecting the performance of a human in completing the task. Collaboration & Communication (1990s - early 2000s) In this period, HCI developers changed the concept and focus from the cognitive model to interactive design. When computers became known as an instrument for communication, the explanation of how it will be processed and how it will work in the real world could no longer describe the deeper meaning of computer application. It is essential to explore external influences and study how interactions modified across tools and organizations. In this era, people were not just associating with each other - they were using computers to interact. Electronic mail (Email) gained its popularity and started to become relevant to people. The result of this was the growing interest in how people used the computer to promote Interaction and collaboration, indicating the growth of informative and organizational computing. Using interfaces influenced behavior of every person in so many aspects of their life. As an outcome, it expanded to the point where they needed to study different expertise of anthropologists, sociologists, and psychologists so they could inquire about information regarding social components of human-computer interaction. Social Change, Social Expression (mid 2000s - 2010s) The period of self-expression, social-awareness, and self-reflection. Throughout this era, value- driven design including social, emotional, psychological or business forms a vital role that would lead to engaging associations and planning for sustainable change that could benefit something necessary. People were encouraged to study the purpose of technology in our living and the paradox of living "alone together" when people change their attention to particular devices in social settings. Emphasizing factors determining the complexity of a system to manage the interactive design across spaces, people, and technology. Acknowledging qualities to obtain informative, satisfaction, entertainment, and exploration becomes fundamental to the design. The different period has various ideas on how they would come up to the problems of HCI and how they develop it to sustain the demands of their users. Seeing ideas will influence designers to know the possible design to prevent complexity in a particular system. Over the past years, HCI continues to evolve and let us see the progression and development of HCI in the future. Related to Ergonomics and Human Factors Ergonomics is all about studying people's efficiency in their workplace. However, people heard complaints and grumbling of employees and students coming from the different organizations who had experienced discomfort at work and school. As a result, they cannot be productive and useful as they want to because of a lack of knowledge in ergonomics and human factors. Requiring information in ergonomics and human factors is necessary within the workplace or organization to recognize the effectiveness and strength of the employees, students or any profession in their particular job and allowing them to study the health and security aspects when performing a system as it develops essential morale: lack of interest amongst workers or students from their workplace or school; due to discomfort felt from working on a computer and improved productiveness, which eventually develops comfortability and willingness to exert effort Ergonomics is about 'fit within a working environment' means, the capability and comfortability of a person in the working environment is the main priority to achieve good performance and productivity in a working environment. Although, ergonomics and human- computer interaction are broad subjects they are related to each other somehow because HI and ergonomics have the same goal to provide a user-friendly environment and making sure that technology is advancing in such a way that will aid in human needs. Challenges and Problems 1. Human-technology symbiosis - The problem of the symbiosis of humans by an intelligent environment is complicated and multi-faceted, spreading beyond technological limits to a multi- disciplinary strategy to also address moral, societal, and rational compelling problems. 2. Human-environment interaction - Using technology is no longer for recreational purposes, communicating with one another via email, dragging icons on the displays, etc. It is now used beyond desk metaphor, beyond the original design of keyboard and pointer to touch and gestures. The quality of modern technology was improved and independent that will develop unexpected implications and difficulties as it becomes more advanced. As a result, the traditional affordance was no longer available anymore, and users are not entirely aware of the new interaction design implemented. 3. Ethics, privacy and security - It has been a major concern in technology on how they establish new codes of ethics in fundamentals privacy concerns, online social networks, healthcare technologies, biometrics, Internet of things and big data, intelligent environments, and cybersecurity. HI analysis should strengthen actions about privacy and security in the modern intelligence era. 4. Well-being, health and eudaimonia - The issues are own medical devices and self-tracking, a serious game for health, ambient assisted living, and intelligence in healthcare. 5. Accessibility and universal access - HCI and IT application were supposed to be used on an equal basis despite the status of your life, whether a person with disabilities or older person. Providing accessibility is not a new notion in technology, it must be open to all to produce a quality of life of diverse populations. 6. Learning and creativity - Traditionally, people think technology is just for education and creativity. However, learning how to design engaging systems that are captivating someone's interest is paramount importance. 7. Social organization and democracy - In times of need, appropriate technological support must be addressed some factors affecting environmental challenges such as excessive use of energy, climate change, pollution, famine, etc. towards societies. These issues of sustainability, fairness, active citizen participation and equality must be pursued and discussed. Computer Themes HCI theme is the idea that people working with a computer system should come first. Considering their capabilities, demands, preference on a particular task should direct the perception of developers in a way that they design systems to achieve the 'fit in' or having comfortable using with the system, they don't have to change the way they use it. Instead, the system should be composed of principles and concepts to match their requirements. SUMMARY Developing technology can be great for progressive interactive computing systems. It supports people in their everyday lives and working lives. When technology becomes more advanced, It's very challenging for HCI developer to create applications which are adaptable and accessible to different kind of users. Studying ergonomics and human factors, developers can simply find a solution affecting performance by determining and analyzing problems and challenges. As a result, a friendly-user application is further developed. Differences Between Humans and Computers The brain has previously been compared with a telephone switchboard, nowadays, it is often compared with the computer. Some use this comparison to say that the computer is better than the brain. Some say the comparison indicates that the brain is better than the computer. Most of us in today's progressive virtual world pass our human work to computers to simplify our lives. However, users have a lot of work that can't depend on the computers to do for us. Humans are smarter than computers sometimes, they may forget something because of psychological problems, but when it comes to a computer, they will never forget anything to do something wrong because commands and codes to prevent errors happening are embedded into its system. In humans, nutrition is required for impulse transmissions and related responses through their neural networks. But for computers, they rely on electricity, not organic compounds. By enhancing the synaptic connections in the nervous system, individuals can improve their memory. But if you want to expand a computer's memory, you need to add chips and/or physical memory drives like a hard drive. These are just some of the things that people can mention instantly when comparing human beings to computers. Human Strength: 1. Human beings have common sense; neurons and brains can understand thoughts and actualize them. 2. They can think out of the box and can store unlimited information. 3. The human brain receives inputs from senses such as hearing and sight, they can also receive input from detecting patterns, irregularities, and visualizing data trends, understanding facial expression, speech, and behavior. 4. Can complete tasks, make decisions, and solve knowledge and life-based problems. Human Weakness: 1. Takes time to recall information or memories. 2. Information is limited to the capacity of a person's memory and comprehension. 3. Can get sickness or illnesses which renders them to complete task at hand. Computer Strength: 1. The computer supports various input devices such as a keyboard, mouse, joysticks, microphones, etc. All these input devices help communicate with computers. 2. Computer output device includes speakers, screens or monitors, printers, etc. 3. Computers do not require sleep unlike humans to be able to analyze, calculate, and perform tasks without exhaustion even round the clock. 4. Computers are not affected by emotions, feelings, needs, etc. Computer Weakness: 1. Requires electricity for computers to process or operate. 2. Until you add an input command into the computer, you won't receive an output. 3. Computers will follow exactly what is coded. If a user inputs wrong data, the computer will output the wrong data. Philosophy of Mind Philosophy of Mind is a philosophic branch that explores the essence of the mind and its relationship to the physical body, including mental events, mental function, mental quality, and consciousness. To some extent, it intersects with sciences such as neurobiology, computer science, and psychology. Philosophy of mind's central issue is the mind-body problem, which is the relationship between the physical body and the mind, and the objective is to explain how the non-physical mind can impact the physical body and vice versa. Dualism and Monism are two significant positions that are trying to solve this problem. Dualism claims the independent presence of the mind and the body and can be linked back to Aristotle and Plato in the West as well as to the Sankhya School of Hindu Philosophy in the East. This was most clearly articulated in the 17th century by René Descartes, who described the mind with cognition and conscience-awareness and distinguished it from the brain, which was the mere center of information. Monism was primarily suggested by Parmenides and in the current era by Baruch Spinoza in the West, and vaguely comparable to the Brahman, a Hindu concept, or to Lao Tzu's Tao in the East. This insists that there is only one substance; or that the mind and the body are not existentially different. Most modern philosophers of the mind hold the view that the mind is not really something distinct from the body. This approach has been highly influential in sciences, particularly in the fields of sociobiology, computer science, artificial intelligence, etc. In the world of computer science, Artificial Intelligence or AI is a computer-controlled robot's ability to carry tasks usually associated with conscious beings. The concept is often used in the development of systems of mental mechanisms that are typical of humans, such as the ability to reason, explore meaning, generalize or learn from experience. It has been shown that computers can be programmed to perform tasks of significant difficulty. Currently, there are no systems that can equal human autonomy over broader realms or activities that require a lot of regular awareness. Answers to many digital issues have benefited from applied philosophy, since applying philosophical approaches to computer science isn't just logic. Ethics, for example, found a large application to pc-related privacy, security, and regulatory issues. On the other hand, the computer revolution changed the discourse of these problems, providing our best prospects for computers that imitate thought, decision-making, problem-solving, comprehension, verbal awareness, and other mental processes. Advances in technology pose the possibility that the mind itself is a computational system - a position known as CTM. Computational Theory of Mind or CTM argues that the human mind is an information processing device and that consciousness and awareness are computational processes. CTM is also known as computationalism. CTM is generally assumed as the core working hypothesis in cognitive science. Brains vs Circuit Boards The human brain remains relatively an enigma; full of untapped potential and capable of besting even the most modern high-tech machines. Given that, when you evaluate the capacity of a human brain vs. a computer at the current market to the story. price, it seems like a computer would be better and smarter, but there's a lot more If the same question had been raised a few decades ago, there would be no doubt that the human brain can run circles around computers but is that still accurate? Has technology quickly caught up with the most impressive and extraordinary organs in the human body? The brain is the body's most intricate organ. This three-pound organ centers all information, intelligence or knowledge, interprets the senses, initiates body movement, and controls the body's behavior. While a Circuit Board or CB is a physical bit of technology that connects electrical or data circuits on flat material. Such plastic boards and their integrated parts offer basic technology for everything from computers and mobile phones to wearable devices. A CB's circuit connections enable the electrical current to be effectively routed between the remotely controlled components on the board, removing larger devices and clunky wiring. A new circuit board developed by scientists at Stanford University in California could help people to understand the true power of their own minds. The Neurogrid, which is modeled on the human brain, can simulate one million neurons and billions of synapses, or brain connections - far more than other "brain-mimicking" devices. It is around the size of an iPad and consists of 16 custom-designed "Neurocore" chips, 9,000 times faster than a standard machine and more power-efficient. Senses, reflexes and learning mechanisms, are the skills to which humans are born with. If they didn't have any of these capabilities at birth, they'd probably have trouble surviving. But there are things humans are not born with: knowledge, data, rules, software, representations, algorithms, memories, images, processors, subroutines, encoders, decoders, etc. Design elements allow digital computers to act smartly. Not only are humans not born with these skills, but they also will never develop them. Humans don't store words or guidelines about how to use them. nor create visual representations and store them to their memories. They don't get information, images, or words from data registers. Computers do all these things, but humans don't. The User as an Information Processing System Besides the people who work for the production, management and organization of information systems, another significant group of individuals is: Information System Users. This group is made up of a great percentage of participants. If the user cannot understand and make efficient use of the information system, the system will fail. In a study by Everett Rogers in 1962, he identified five groups of technology adopters: 1. Innovators The innovators are first to take on new technologies, they are the youngest of the five types of technology adopters. They have the highest social status; they have high financial volatility; they are risk takers; they have close contact with academic sources; social and they communicate with other innovators. Risk tolerance means that they carry out systems that might result in failure. Financial resources help them to mitigate such shortcomings. 2. Early Adopters Early adopters are those who adhere to innovations after it is implemented and verified as a product. Among other technology adopter groups, these individuals have the highest degree of community control, which means that they have the biggest influence over large groups of people. These are usually younger individuals, have a higher status, greater financial security, higher education, and are more socially conscious than later adopted individuals. Such audiences are more conservative in their options of acceptance than innovators and therefore, make sensible decisions that help them maintain a central role in touch when it comes to communication. 3. Early Majority Early Majorities mostly accept an innovation through varying extents of time. The time for adoption is slightly longer than the innovators and early adopters. This group tends to be slower in the cycle of adoption, has more than average social standing, connections with early adopters, and seldom occupies leadership positions in the program. 4. Late Majority After the typical member of society, the late majority will support innovation. These individuals view the concept with much skepticism, have lower-average social standing, little financial stability, have late majority and early majority experiences with others, and have very little input. 5. Laggards People in this group are the last to change. This grouping, contrary from previous groups, displays no leadership of opinion. These individuals tend to be averse to trendsetters or agents of change and are usually older people. Usually, laggards rely much on "traditions," are projected to have the lowest social standing and financial instability, they are also the eldest adopters, and are in constant communication with family and close friends only. These five user classes can also be interpreted as information technology consumers as well as they provide new insights into how new information systems can be introduced within the organization. As example, when a new program is launched, IT may want to first recognize and collaborate within the enterprise with innovators and early adopters, and then maximize its development to facilitate the remainder of adoption. Human Sensation, Perception, and Cognition 1. Sensation Sensation refers to the bottom-up process by which our senses, like hearing, vision, smell, taste and touch, receive and relay outside stimuli. This also refers to reception of stimulation from the environment and the initial encoding of that stimulation into the nervous system. Example: Your teacher speaks. The sound waves travel to the ear. 2. Perception Perception describes the top-down way our brains organize and interpret that information and put it into context and also it refers to the process of interpreting and understanding sensory information. Example: Seeing your friend's diary and interpreting it as his favorite poem Seeing something flew and interpreting it as an owl 3. Cognition As we perform our daily activities, cognition is what goes on in our minds. Problem Solving and Reasoning 1. How does problem solving vary from reasoning? The problem-solving process, according to the dictionary, is the process of finding solutions to difficult and complex questions and reasoning is the process of objectively thinking about something to shape an inference or judgment. 2. Approaches in Problem Solving There are three approaches in problem solving, namely: Gestalt Theory, Problem Space, and Analogy A. Gestalt Theory Gestalt Theory is a psychology term where it hypothesizes that our brain would like to group things together where certain principles are applied. There are several principles of Gestalt Theory, but we will be focusing on the six (6) main principles: a. Continuation Continuation happens when the eye is forced to move past one point and move on to another. It is often used in typo logos. Let's take an example below: our eyes tend to move from one object that is "a" to another object that is referred to by the arrow as "z." This means that everything from A to Z is in Amazon. b. Closure Closure occurs when the element or object is incomplete, and your brain will fill in the gaps. In Figure 2 (shown below), WWF logo is the best example in Closure principle. The logo is incomplete since there are no lines connected from the right ear to the left ear or from the body to the ear. The principle suggests that our brain will draw an imaginary line and fill in those gaps. c. Similarity Similarity occurs when a group or a pattern looks similar to one another. In the figure below, there is similarity between shapes on the peacock's feather but different in colors. Similarity can be in terms of colors, textures, shapes or other design elements. d. Proximity Proximity occurs when the objects are placed close to each other. For below example, Unilever's logo is an example of proximity since objects are placed close to each other to form the letter 'U'. e. Symmetry Symmetry occurs when the object is symmetrical or looks identical to each other. In Figure 5, Starbucks logo is a good example of symmetrical logo since if we fold vertically, the logo to make it half; we can see that the object on the left looks identical to what is on its right. f. Figure and Ground Figure and Ground occurs when the eye distinguishes the object (figure) from the surrounding area (ground). In the picture below, we can see men facing to each other and vases. The image depends on how we perceive things. If we focus on the brown areas, we can see the men facing each other as the figure and the vases as the background but when we focus on the black areas, we can see the vases as the figure and the men facing each other as the background. B. Problem Space A problem space comprises of problem states where the components exist in the process of finding a solution to the problem. The problem states include the initial state, the reference between the state of origin, and the state of goal and the target state. Initial state This consists of problem statement. What is the problem all about? State in between the initial state and goal state This comprises of the procedures that lead to the solution of the problem Goal state This consists of the solution to the problem. Example: Loraine has a graduation ball to attend to by next week, but she has no dress yet to wear. Initial State: Loraine has no clothes to wear. What will she do? State in between the initial state and goal state: Where will she buy her clothes? What day will she buy her dress? Goal state: Loraine has something to wear on her graduation ball. C. Analogy An analogy in problem solving is using analogy or metaphor in solving a problem. Three things that will happen: 1. Notice the relationship between solutions with its analogy. 2. Map between the source and its target. 3. Apply the solution to one problem and the solution to another problem. 3. Types of Reasoning Three forms of reasoning exist which are A. deductive, B. inductive, and C. abductive. A. Deductive Reasoning A logical method to arrive at a certain logical conclusion in which one or more statements / prerequisites occur. It is also known as a top-down method since it starts with, for example, a general statement, "Each dog has four legs," and it will eventually lead to a specific conclusion, "Pomeranian has four legs." Deductive arguments may be either (a) valid, (b) invalid or (c) sound. a. Valid Argument A deductive case in which the inference cannot be false if the statements are true. Example: i. Premise 1: All dogs can talk. Premise 2: Pomeranian is a dog. Conclusion: Pomeranian can talk. Note: We do not know that dogs can talk, but if the statements are true, the inference will be correct. ii. Premise 1: All grandparents can run faster than their grandchildren. Premise 2: Apple and Cherry are grandparents. Conclusion: Apple and Cherry can run faster than their grandchildren. Note: Same as the example above. Furthermore, all assumptions are not valid. If the premises are true, it will also lead to the fact that they are true. b. Invalid Argument An invalid argument is a deductive argument where the premises do not lead to a conclusion. It can have only one true premises no true premises or even all true premises and a true conclusion but do not connect with each other. Example: i. Premise 1: PlayStation is produced by Sony Interactive Entertainment. Premise 2: Xbox is produced by Microsoft. Conclusion: Nintendo Switch is developed by Nintendo Platform Technology Development. Note: All assumptions are true, and the conclusion is true, but the assumptions do not lead to the conclusion. ii. Premise 1: All MLB players play baseball. Premise 2: My brother plays baseball. Conclusion: My brother is a MLB player. Note: All premises are true, but it does not lead to the correct conclusion. c. Sound Argument A sound argument is also one of the deductive arguments where the premises are valid and leads to a correct conclusion, and the strongest form of argument is also a sound argument. Example: i. Premise 1: All dogs have four feet. Premise 2: Pomeranian is a dog. Conclusion: Pomeranian has four feet. Note: All assumptions are true, and the inference is correct. ii. Premise 1: Sarah's age is 25. Premise 2: Marjorie's age is 20. Conclusion: Marjorie is younger than Sarah. Note: All assumptions are true, and the inference is correct. B. Inductive Reasoning A logical process in which the premise was generalized based on the observation from which the conclusion was drawn. It is also known as the bottom-up approach since it begins with, for example, a generalization of "In Mathematics, three students failed the exam." "the exam was simple.” So we're concluding that Arguments that are inductive can be solid, weak or cogent. a. Strong Argument One of the inductive reasoning in which the likelihood of an inference results from the assumption is that strong argument. Example: i. Premise 1: Most of humans are good in Mathematics. Premise 2: Hyrie is human. Conclusion: Hyrie is probably good in Mathematics. ii. Premise 1: 95% of the students passed the exam. Premise 2: Hyrie is one of the students. Conclusion: Hyrie probably passed the exam. b. Weak Argument Weak argument is one of the inductive arguments that if all the statements are true, the conclusion can neither be with certainty nor with high probability. Example: i. Premise 1: Some humans are good in Mathematics. Premise 2: Hyrie is human. Conclusion: Hyrie is probably good in Mathematics. Note: Since premise 1 uses some, the conclusion can either be true or false. ii. Premise 1: One of the leading causes of death is heart attack. Premise 2: His mother died in 2000. Conclusion: His mother probably died of heart attack. Note: Since premise 1 uses one, the conclusion can either be valid or invalid. c. Cogent Argument A cogent argument is one of the inductive arguments and it is a strong argument where all the premises are true. It is also the strongest form of argument in inductive. Example: i. Premise 1: Hyrie usually eats dinner at 8:30 pm. Premise 2: It is 8:30 pm right now. Conclusion: Hyrie is probably eating her dinner right now. ii. Premise 1: Most people who have malaria has symptoms of fever, tiredness, vomiting and headaches. Premise 2: Ken has malaria. Conclusion: Ken probably has symptoms of fever, tiredness, vomiting and headaches. C. Abductive Reasoning Abductive reasoning is a form of reasoning in which it starts with a set of observations leading to the conclusion possibly being best explained. Example: i. Premise 1: Ken tells his secret to his friend. Premise 2: By next week, everyone knows the secret. Conclusion: His friend told other people Ken's secret. ii. Premise 1: The teacher advised her student that the quiz will be held on the next meeting. Premise 2: Diana is one of the students and she plays computer all night. She failed the quiz. Conclusion: Diana did not study for the quiz. Attention and Change Blindness 1. What is Attention? Attention is the focus on specific stimuli in our environment. 2. Two Types of Attention a. Divided attention - Attending to multiple sources of information at once. Example: Mark can multitask which he focuses only a part of his attention on multiple items at once. b. Selective attention - Choosing certain stimuli in the environment to process while ignoring the rest. Example: Mark attends a party full of people and heard his name in the crowd. He became aware that his name is being called and filters out other stimuli upon hearing his name. 3. Change Blindness - It is a failure to notice a change in a stimulus environment. In other words, if you fail to notice the difference between a previous state and a current state, it is called change blindness. Example: Yesterday, your friend has a haircut and seeing him every day you don't notice the his hair is shortened. Relation of Memory to HCI 1. Define memory A memory is our ability to encode, store, recall and retain information or experiences in the human brain. 2. Three types of memory function Three forms of memory exist which are (a.) sensory memory, (b) short term memories of (c) long memory. A. Sensory Memory - Sensory memory refers to memories which are stored for a short period of time and retained for less than 500 milliseconds. This comes from our sensory organ like our eyes and nose and it is the shortest-term component of memory. For each sensory medium, there exists a sensory memory which are: a. Iconic memory - Iconic memory is a visual symbol of the original visual stimulus. People can create image in their mind for a brief period upon seeing the image very quickly. These are stored for a shortest period than an echoic memory. Example: Your friend is scrolling and browses in Lazada an item. You spot something as he quickly closes his phone, but you can close your eyes and visualize an image of the item in your brain very quickly. This is what you called an iconic memory. b. Echoic memory - Echoic memory refers to memory that stores sound information. It is a very brief memory of sound ordinary stimuli. Example: When you are talking to someone, the echoic memory retains the person's individual syllable and connects each syllable to the preceding syllable. B. Short-Term Memory - The information is passed to short-term memory from the tactile memory called attention. Consciousness refers to the focus of the mind on one of the many opposing ideas. Short-term memory is also referred to as working memory. It is defined as a storage limited capacity that can retain unused information for a brief (20 seconds) time. This acts as a "scratchpad" relevant to the interim data retrieval. The short-term memory size is limited to 7+ or -2 objects, and the length is roughly 30 seconds. Some of the strategies to enhance short-term memory: a. Information chunking - This is one of the best strategies to enhance short term memory. This strategy refers to grouping or breaking of related information together. Example: In the image below, the numbers were grouped together so it can easily be memorized. b. Visualization - We use images to help us remember in this strategy. In each sentence or part of a sentence, we will assign a picture. c. Simple tune - In this strategy, we can use a simple tune like children's songs and take a line of text from a paragraph to fit it into the chosen tune d. Roman rooms - The Roman rooms method is an ancient and efficient way of remembering unstructured information where it is unimportant to connect information items to other information items. C. Long-Term Memory - When information transfers from sensory to short-term memory, it can be converted into long-term memory. It may be kept for a long time. There are two long-term memory forms that are (a) Explicit Memory and (b) Implicit Memory a. Explicit Memory - Declarative memory is another term for explicit memory. These are information we consciously recollected. Explicit memory is of two types: i. Episodic Memory - Episodic memory is a memory of dated recollection of personal experiences. Example: Recalling a critical event in your life ii. Semantic Memory - Semantic memory refers to recollection of information, images, ideas and other knowledge in general. Example: Remembering Newton's three laws of motion b. Implicit Memory - Implicit memory is sometimes called as unconscious memory, automatic memory or nondeclarative memory. These are memories that affect behavior but cannot consciously be recalled. These are often procedural memories. Example: Knowing how to tie your shoe laces 4. Why do we forget? Elizabeth Lotus, one of best-known memory researchers, identified two major reasons why people forget which are: retrieval failure and interference. A. Retrieval Failure - One of the most common causes of failure is inability to retrieve information. Decay theory is one of a potential explanation why people are unable to retrieve their memory. This theory suggests that over time our memory begins to fade or disappear. B. Interference - Interference theory indicates that when information is very similar to your past memory, interference is likely to occur in the memory. There are two types of Interference which are: a. Proactive interference is when old information is preventing new information from being retrieved. b. Retroactive interference refers to when newer information gets in the way of trying to recall older information. SUMMARY Humans and computers both have strengths and weaknesses, but they are also drastically different most especially in terms of cognitive function and ability. Humans are naturally smarter than computers but are flawed due to psychological problems, while computers will never function incorrectly, unless tasked to, yet its capabilities are limited only to what they are programmed to. To give a better insight on the relation of human and computers, philosophy of mind is studied to understand the relation of the mind and body, and whether they are distinct or not to assess the capabilities of the brain to function without a physical body and the circuit board to computers. Both human and computers function through the assistance of the brain and the circuit board, it is also where all gathered information are stored. Humans are users of computers, they collect and manipulate data, therefore, they are an Information Processing System. Everett Rogers identified five groups of technology adopters or users which are: the innovators, early majority, late majority, early adopters, and the laggards. There are three approaches in problem solving which are Gestalt Theory, Problem Space and Analogy that can help with Human-Computer Interaction. Gestalt Theory can help with HCI in building website or logos due to their seven principles namely continuation, closure, similarity, proximity, symmetry, and figure and ground. The three types of reasoning are deductive, inductive and abductive. Change blindness can also help in HI. Attention is the focus on specific stimuli in our environment whereas change blindness is a failure to notice a change in a stimulus environment. Users have different kinds of memory. They can differ to one another. One can have a sensory memory, the other can have a short-term memory and seldom the user can have a long-term memory. Three Forms of Human Memory It is known that our brain plays a big role in our lives, it is important to know how and what is its function specifically. 1. Human Memory allows us to encode, store and reserve and latterly recall information of past experiences. 2. Atkinson-Shriffin Model created a nemory model. It is also called as the Multi-Store Model, composed of three stages: the sensory, short-term along with long-term memory. It is defined as an individual instead of a "whole" process. This concept of memory remains as the model for studying memory since the 1968. a) Sensory Memory is the first thing that processes memory. Its purpose is to feed a particular illustration of the entire sensory experience and give the brain time to process information and is not consciously controlled. It may have a large capacity, but it only corresponds no more than about a second. Subconsciously and continuously, it congregates information with the use of the five senses. Sensory Memory holds impressions of the information that was processed by the five senses after the stimulus has ended. About all the information that gets into sensory memory is forgotten. In order for the information to be retained for longer, it has to be processed in the active memory. b) Short-Term Memory is known also as the working memory. It is like sensory memory that holds information temporarily. It is apt in holding small amount of information that is currently thinking for 20 seconds. Although, sensory memory holds the complete image processed by the senses, short-term memory stores only the interpretation of the image. c) Long-Term Memory refers to the memories that can store large number of information for a period of time longer than seconds. It has a greatly immeasurable capacity, and some memories last an unlimited duration until we die. It is used to recall information about the things that have learned on past events, experiences, and the like. How Information Gets to Long-Term Memory (LTM) Short - term memory is capable of being long-term by undergoing the process of Unconscious Consolidation, Rehearsal and Meaningful Association. a) The Rehearsal process on which short-term is transferred to long-term memory is by recalling either immediately after presentation, or the 15 seconds silent delay (which is the allotted greatest amount of rehearsal), or after 15 seconds of rehearsal-preventing activity (filled delay). It is more useful both for storing information and for retrieving elaborative strategy that engages an individual to understand the material. Although the ability process information to memory is greatly developed by repetition or rehearsal, not all rehearsal techniques are efficient. b) While Unconscious Consolidation is a fundamental process of long-term memory formation by stabilizing a memory trace after the initial acquisition. It is defined also as a time-based process that the latest processed information is modified to a long-term memory. It involves synaptic and system consolidation: (1) Synaptic Consolidation - happens within the first few hours after learning. (2) System Consolidation - a hippocampus-dependent memories become independent over a period of weeks to years. Whereby, experiences and information achieve a permanent record to a memory. c) However, Meaningful Association is a human memory that is fundamentally associative. In which, a new information is remembered because it is connected to the previous obtained knowledge. The associative nature of memory, recording can be enhanced by a strategy in which it organizes memory. The more meaningful the association, the more efficient the encoding. Associating acquired knowledge to newly formed information tends to lead to improved recall. Two Types of LTM (Long-Term Memory) There are two classifications of Long-Term Memory, the explicit and implicit memory. Explicit Memory ("knowing what”) refers to the memory of information and events. It concerns the capability of consolidating new information and the retrieval of it and is responsible for the long-term. This includes the data that are kept and regained, with which it is also called as Declarative Memory. Recalling of past events or information that is acquired but not used regularly is part of the Declarative Memory. Example: 1. Recalling the names of the students in the class 2. Remembering an event that happened last year 3. Remembering the items needed to be bought in the grocery Explicit Memory can be classified into two, the Semantic and Episodic Memory. 1. Semantic Memory is a general information or the things around one individual that is not inclined with a specific event such as facts, concepts, names, etc. 2. Episodic Memory focuses on the recollection of events. It is remembered for a long time since it is mainly on personal experiences. Implicit Memory ("knowing how") defines the memories that are sensible and motor skills that are acquired through repetition and practices, which is both performed unconsciously and unintentionally. It is the memory that concerns primarily the skills and how to do things, mainly with the use of things or movements of the body. Implicit Memory is also referred as Procedural Memory. This memory is often a step-by-step process that is performed to complete a task, mostly every day without conscious thought. Example: 1. Tying up a shoelace 2. Knowing how to use the spoon and fork 3. Remembering how to ride a bike Ways to Improve The Learning/Storage Process In determining ways to improve learning process, it is very essential to know first what is learning and how learning is acquired through different phases. Learning means a continuous process that involves countless experiences, several things and communication. As long as people interact with the world through observation, exchange of thoughts and ideas, and making connection with other people, learning will never stop and knowledge will constantly grow. However, it takes persistence and a substantial amount of effort to learn complicated concepts. Learning Process Learning Process can be described in the four stages: 1. Unconscious Incompetence - The first stage of learning process wherein learners don't know anything yet. During this stage, the learner starts to learn something that gained his interest and prepares for it. For example, if a student wants to learn how to use Adobe Photoshop, he may watch tutorials on YouTube, or ask an expert of it. 2. Conscious Incompetence - Learners began to realize their eagerness to learn something they don't have any knowledge of. This is where they put their interest into practice through application of skills. In the example above, the student would now be learning basic photo editing. 3. Conscious Competence - This stage involves a bit of mastery and confidence in what they are learning. The student could now be able to modify simple photos without any help. 4. Unconscious Competence - Lastly, the learner had fully mastered the skill he needs to learn. He can successfully and perfectly repeat the skill or process countless times without even realizing it. This is also where they began to improve their skill and when that happens, the process will repeat again. In the example mentioned, the student could now do advanced and professional editing. After identifying what is learning and the steps in the learning process, the following are ways on how to improve learning or storage process. Every day, students are required to remember innumerable amount of information within a limited time only and not all students are fast learners like others. Given that information, students are obligated to understand, not just memorize, every single detail they've learned and be able to recall and apply what they've learned to various real-life situations in the future. To become an adept and effective learner, it is a fact that one must first go through a difficult process. However, there are a few tips that can help students overcome this situation and be able to learn efficiently. Tips in Improving the Learning/Storage Process 1. Basic Memory Techniques There are a couple of simple ways to improve the learning process and the includes prevention from procrastinating. Procrastination or cramming lessen the ability of the brain to absorb information within a short period of time. To avoid this, time management should be done. 2. Don't Stop Learning One of the best ways to become an effective learner is to never stop learning It's either improve what you've learned or forget it. This explains why a person needs to constantly practice their skill to achieve mastery. 3. Acquire Diverse Ways to Learn Having multiple styles of learning is another best example to improve the learning process. Instead of just reading books or listening to the professor, try to watch documentaries or video tutorial. In this way, information will have a higher chance to stay in the brain. 4. Share Your Knowledge Group studying before exams is commonly done by students who want to achieve high scores. By sharing what you know with other people and vice versa, more ideas and information would be acquired and the higher chance that the information would be retain. 5. Understand, Don't Memorize Students often memorize every single detail in textbooks without fully understanding it. And when the test comes, they tend to forget everything they've memorized. It is important for students to understand and analyze the information they are trying to study so that regardless of what type of exams they have, they would answer it efficiently. 6. Relate and Connect Relating concepts to another field of study may also help a student in becoming an effective learner. An example of this is through conducting researches. As one idea connects to another idea, the body of knowledge will constantly expand and expand. 7. Experience is the Key Experts say experience is the best teacher and with no doubt, it is the truth. As students try to practice and apply what they've learned in real life setting, their skills and knowledge acquired would continuously develop. If one has the eagerness to learn something, they would try and try until they get the hang of it. 8. Search for Answers It is only normal for one person to forget some information while they're in the process of learning. If one struggles to remember it, it is better to look for the answer than forcing themselves to form inaccurate ideas. 9. No to Multitasking Research shows that doing different tasks at the same time lessens the effectiveness of learning. By dividing your whole focus on different tasks, the more likely that you will get slower and will commit a lot of mistakes. To avoid this, prioritize what is most important. 10. Identify What's Best for You Last but not the least, one must need to recognize what type of learning works for him/her best. Through realizing their learning preference, they would most likely to ace every exam they have. Forgetting Humans, on a daily basis, tend to forget things one way or another. It may be simple as forgetting to eat breakfast, forgetting to turn off the lights and etc. Sometimes, it may even result to serious consequences such as not being able to remember a one-time-password for an online transaction. People try all sorts of method to remember important information like writing notes and making schedules. But, why do people really forget? Is it because memories are being erased or there's a failure occurring in the brain? Is memory loss due to decay, interference or retrieval problems? Forgetting, also known as disremembering, happens when one fails to remember, recall or to think of information stored in the brain's short and long-term memory. Psychologists came up with theories in explaining why these occurrences happen. In this theory of forgetting it is assumed that only a small portion of memories, also called trace, remains in the brain. A trace may come in a form of physical or chemical changes in nervous system. It occurs as a result of decaying or fading of memory. As claimed in this theory, the capacity to remember information in the short. term memory only lasts for 15 to 30 seconds except when extensively repeated. After this period of time, the memory or information tends to fade or decay. This theory indicates that the length of time the information needs to be retained is directly proportional to the amount of information that will be forgotten. The longer the time the information needs to be remembered, the higher the chance that the information will be forgotten. The shorter the time, the least information will be forgotten. According this theory, events happened between the creation of memory and recalling time don't have any effect to the amount of information remembered. Unlike trace decay theory, interference theory insists that different circumstances or events affect one's ability to remember. This states that freumation stored in the long-term memory may be interfered or get mixed up with incoming or new information resulting to distortion of memories. In short, forgetting happens because of memories interfering with one another. There are two kinds of interference: a. Proactive Interference - from the suffix 'pro' which means forward, this type of interference occurs when an individual finds difficulty in obtaining or remembering new information due to old information. In short, old information interferes with new information. Example: A person who changes his/her password will keep on typing their old password for a while. b. Retroactive Interference - from the suffix 'retro' which means backward, this type of interference occurs when newly obtained information or skill interferes with the memories stored in one's brain causing an individual to have difficulty in recalling previous or old memories. In short, new information interferes with old information. Example: Students may find it difficult to remember their previous lessons than those of the recent ones. Retrieval/Access Failure Theory Retrieval failure occurs when an information is stored in the long-term memory but is difficult to access or retrieve. This happens as a result of inadequate retrieval cues. Retrieval cues are information or details acquired, both externally and internally, while engaging with new information, thus helping one to remember. Stored information will most likely be accessed if enough retrieval cues are introduced or present. For example, you are asked to recite all the plate numbers of the vehicles you have ridden all this morning. Of course, you will remember none of it because it's not important and necessary to begin with. This also gives an explanation to why most people's unforgettable moments are those experienced with extreme emotions, distinct smell or sound, indescribable views and other important details that will help them remember it later on. Information Access/Retrieval As great quantities of information are being processed per second, the amount of information needed to be stored escalates as well. Thereafter, these tons of stored information should be accessed or retrieved. Information retrieval is the act of accessing little to big chunks of information kept in a storage medium - which pertains to the brain in psychology or to a database stored in a computer. Regardless of which area it's pertaining to, information retrieval is vitally important for one to be able to accomplish whichever is needed. Accessible Information is the term called for that retrieved information, however, accessible information only represents a small portion of the available information stored in one's brain or computer. There are two main types of information retrieval, one is recall and the latter is recognition: 1. Recall - The information needed to be accessed must be fetched from the memory storage with/out few cues. Cues or retrieval cues exist when information is being encoded to one's memory, thus helping in retrieving information on a later period. Examples: a. Answering open-ended questions like essays b. Logging in social media sites c. Using of command-line interfaces 2. Recognition - A set of related and familiar details provides a sign that the information has been learnt or seen before. This refers to the ability of one person to recognize and compare information as being familiar. Examples: a. Answering closed-ended questions like multiple choices and yes/no questions b. Past histories in search engines c. Using of graphical user interfaces Methods for Improving Recall The brain has mind-blowing capacity to alter itself genuinely when it comes to learning new things and enhancing the memory. People tend to mold the characteristic control of neuroplasticity to extend the cognitive capacities, upgrade the capacity to memorize new data, and to enhance the memory. As listed below are the different methods in order to improve recall: the Association, Categorization, and Visualization. 1. Association - It includes interfacing, a concept, feeling, place, circumstance, or a mental state of an individual. Association could be an exceptionally tough memory strategy that permits the human brain in associating something thatis recognizable. Before interfacing the new to the familiar, the brain is effortlessly capable of memorizing and keeping in mind the new sought information Afiliation is more exceptionally viable when it comes to improving knowledge and also for recalling vocabulary words. Another technique when it comes to learning is to relate, or interfacing words or occasion with an individual, event, things, or circumstances. For cases, connect the things that are eager of learning things with someone, or in other case a scene in a movie. Once unfamiliar words were found, it is best to memorize it and write it down, after that is to look for the definition of it and write the definition next to the word so that it can remember the meaning of each word. Associate new things that you as of now know. It is easier to associate facts with the use of pictures. This can help to create the information that are significant and can be useful within the organization and structure. 2. Categorization - The human brain is capable at recognizing comparative things and putting them into categories - in some cases, puppy versus cat, or chair versus table. In a modern study, MIT neuroscientists have distinguished the brain movement that shows up to control this ability. Organizing data into coherent classification is a foremost viable method of enhancing the memory and recall. In some cases, if once individual is attempting to learn the vocabulary of other foreign country dialect course, first categorize words as one that possess comparative implications or that drop beneath comparable classification. It can empower it to associate words with a certain kind that gives meaning and context. Organized data are much simpler to clasp than arbitrary information. An additional great example of it is Human Anatomy. It is troublesome to remember the parts that make up the human structure. Simple way to do it is to organize the parts into frameworks. When the parts had organized into frameworks, based on location or function, remembering all of the parts in the body gets to be very attainable. Chunk is another method of an organization technique for memorizing. In reality, people likely as of now utilizing chunking memory techniques already and do not indeed realize it. Once an individual has memorized the social security number, the combination to a vault, a person's contact number, it can employ chunking and it's simpler to keep in mind long numbers after it is chunked into pieces. So in chunking, it can simply group all the information that was gathered into small groups at a time. 3. Visualization - It's simpler to keep in mind a picture instead of details from a book or any form of lecture. Visualization is one technique that can be utilized to keep in mind information that's been read in a book or talked during a lecture class. This technique is particularly valuable when studying unique or befuddling subjects. To apply this technique, create pictures in your mind that relate to, or have similitude to, the unique concept. Visualizing information read or transferred to and may engrave it in mind, expanding the probability you'll remember it. Visualization is especially effective for memorizing cycles and processes. In some cases, let's say for science test, it will be required to memorize the periodic table. So, let's begin. By visualizing inside the mind; an object that pertains to the element in the periodic table. Picture that object or the symbol and its physical properties. Visualization permits to form a vivid, significant and memorable story that allows an individual to recall. It can utilize maps, graphs, or images to assist, visualize and keep in mind important things. To visualize means is to see a bigger and clear picture inside of the human head without even looking at it. Visualization can be very useful almost at anything. Reasoning and Logic Structures: Human vs. Computer Ever thought of who's smarter, humans or the computer? The answer to that is rather complex and it depends on the definition in flux. Computers are certainly more capable at understanding quandaries that benefit from their special skill set, but people hold the edge on assignments that machines basically can't perform. Computers can take in and prepare certain sorts of information much quicker than humans are able to. Computers can twirl that information around in their "brains," made of processors, and perform calculations to invoke numerous scenarios at superhuman speeds. For example, in the game of chess computers that are trained in the game are capable of strategizing different kinds of move set ahead; solve problems that are far smoother than some of the best chess players. Computers learn much more rapidly, as well, narrowing complex choices to the foremost ideal ones. Yes, people too learn from mistakes, but when it comes to handling the sorts of perplexes, computers exceed expectations at, humans distant more uncertain. Computers appreciate other advantages over individuals. Computers have way better recollections; it can also be nourished an expansive sum of information and can tap into all of it nearly immediately. Computers don't require rest the way people do, so it can calculate, analyze and perform errands resolutely and circular the clock. Regardless bugs or vulnerability to control power outages, computers are essentially more exact at pulling off a broadening run of high- value capacities than humans do. Computers are not influenced or affected by feelings, sentiments, needs, and other variables that regularly cloud the judgment and insights of us human being. On the other hand, people are still prevalent to computers in numerous ways. Humans perform tasks, make choices, and unravel issues based not just on our insights but on our enormously parallel handling wetware in unique, what people like to call our instincts, our common sense, and may be most vitally, our life encounters. Computers can be modified with endless libraries of data, but it can't encounter life the way humans do. People have characteristics, some of the time people tend to allude to (once more, within the unique) as imagination, creative and motivation. An individual can type in a poem, compose and play music, sing a melody, make a portray or dream up a modern invention. Computers can be modified to reproduce a few of those assignments, but it doesn't possess the natural capacity to form the way people do. SUMMARY Human Memory plays a vital role in our lives, composed of different specific phases of memory, that includes the long-term and short-term, and the sensory memory. Sensory memory feeds the brain with information that lasts no more than a second, processed through short-term memory which holds the information temporarily and stored in a larger capacity memory, the long-term memory. This information undergoes process to be able to store information in the long-term memory by rehearsals, unconscious consolidation and meaningful association. In which, information acquired by the Long-term memory which can be classified into two: the explicit and the implicit memory. Information learned is processed through the unconscious and conscious incompetence, and unconscious and conscious competence; that enables the human to absorb information by different techniques such as share knowledge, understand, relate and etc. These data might be stored in long-term memory but in a case to case basis, humans tend to forget things one way or another. Thereafter, tons of stored information should be accessed or retrieved by improving such methods of remembering. Types of Interaction (or Dialog Styles) Interaction styles are fundamentally distinctive ways in which a client and computer framework has the capacity to communicate with each other. We are going to distinguish different sorts of interaction styles that are accessible for communicating between user and computer system. The types of interaction styles specified underneath are command line, menu, form-filling, and GUIS. Each one of them has an important role for the user to communicate or interact with the computer system. 1. Command line - When a command line interaction is employed, the user sorts in commands for the applying, typically one at a time, the applying executes them, if doable, and offers some feedback to the user. During this case, the interaction becomes simply a dialogue, within which the human is the active facet. a. Advantages: i. The command-line interface is affordable. Not solely as a result o its relatively simple to implement and needs less development time however additionally as a result of it may be used with "dumb", no? graphical screens, and it doesn't like several system resources (memory CPU time, etc.). This makes it appropriate once the performance d application is crucial or leak of resources may be expected - for instance if a slow communication line is employed. ii. The statement remains the foremost versatile interface. Since the quantity of the commands isn't restricted by the screen area, they’ll be: lot of enough to represent most required operations by one command Intimate with users will reach terribly high performance, victimization command-line interface. b. Disadvantages: i. n the opposite hand, the foremost evident disadvantage of the command-line interface is its low visibility. Since you can't see the commands before use, you've got to remember the command anytime you would like it. This makes the instruction unacceptable for inexperienced or casual users; World Health Organization most likely can have additionally difficulties with typewriting. 2. Menus - Menus offer the simplest way to visually organize a really giant set of actions. Interface displays decisions as menu things or icons for the user to make your mind up on from. The labels on the menus are comprehensible and sorted well. Users will accomplish their tasks with negligible learning or memorization as finding a command/menu item may be recognition as hostile recall memory task. Menus square measure to be effective, their names and icons square measure to be obvious. a. Advantages: i.,User indicates a selection and receives a feedback. ii. Allows for an awfully giant palette of structured commands which may be simply "explored". b. Disadvantages: i. Too several menus might cause info overload or quality of discouraging proportions. ii. May be slow for frequent users. 3. Form-Filling - The Fill-In-The-Blanks interaction vogue (also called "Form Fill-in") is best suited to knowledge input, which was geared toward a special set of users than search language, especially non-experts' users. Form-filling is applicable once loads of data need to be gathered from the user. Type filling interfaces were particularly helpful for routine, clerical work or for tasks that need an excellent deal of data entry. A handy form-fill ought to have a certain order of getting into information into acceptable fields. Form-filling should guarantee simple movement and correction facilities a. Advantages: i. Applicable once tons of data need to be gathered from the user. ii. Simplifies data entry. b. Disadvantages: i. Requires handling writing errors (bad for users with poor writing skills). ii. Screen space consuming. 4. GUIS - A GUI (graphical user interface) could be a system of interactive visual elements for pc computer code. A GUI displays objects that convey data and represent actions that may be taken by the user. The objects modification size or visibility once the user interacts with them. A graphical program (GUI) is associate interface, or interactive system, that permits professionals to accomplish tasks on their computers through pictures and icons, instead of text command systems. Graphical user interfaces seem in computers, pill devices and mobile devices. These graphical user interfaces will usually be optimized to supply a lot of positive user expertise. a. Advantages: i. Easiness for non-technical folks. ii. Looks a nicer than text interface. b. Disadvantages: i. Testing and implementation take tons of your time. ii. It takes heaps of your time to develop and style a decent trying interface. Good and Bad Examples of Interaction Style 1. Command Line Good Examples: a. Command line interfaces are frequently implemented in terminal gadgets that are additionally successful of screen-oriented textual content use interfaces that use cursor addressing to location symbols on a show screen b. Programs with command-line interfaces are generally simpler to automate by using scripting. c. Many software program structures put into effect command line interface for manage and operation. This includes programming environments and utility programs. Bad Examples: a. Compared with a graphical person interface, a command line interface requires fewer system assets to implement. b. The command-line environment may not supply the graphics enhancements such as special fonts or extended edit home window located in a GUI. 2. Form-filling Good Examples: a. Kick-starter's sign-up - Kick-starter's sign-up shape is clean, with a fundamental white background, so you can focus on the shape fields that matter. It additionally doesn't ask for an awful lot information, which is key for holding the interest of a busy audience. b. Compare the market - This is one of the most effortless ones in the list, with icons you can hover over to choose A or B, as an alternative than a text field. Best of all, when you hover over an icon like "Yes, I have my bill," you're provided a rationalization concerning why it's necessary, and whether or not you can proceed besides it. Plus, the buttons are huge and colorful, developing an engaging and visually attractive consumer experience. 3. GUIS Good Examples: a. Android General Interface provides a variety of pre-built UI elements such as structured graph objects and UI controls that permit you to construct the graphical person interface for your app. Android also provides different UI modules for one-of-a-kind interfaces such as dialogs, notifications, and menus. b. Google drive or The Drive User Interface (UI) is Google-provided software permitting Drive customers to create, organize, discover, and share content material saved on Google Drive. You can integrate your Drive-enabled app with the Drive UI to take gain of these features. Bad Examples: a. Windows 8 released their design they looked to Android and did precisely the opposite all told respects, rejecting the very Computer-like nature android gracefully invokes and making a multitude nobody knows the way to use without a protracted and tutorial. b. In YouTube scrolling on a site that needs navigation off the list to view an item is hard. Their playlist won't to be nice. Be able to barely see the scroll bar on that, it's tacked next to the player to form it feel all off center and sometimes it actually navigates to a particular video page and bails out when it loads a video. 4. Menus Good Examples: a. Few keystrokes: Typing effort is minimal less user error. b. Single Menus, Command Menus and Hierarchical Menus. Bad Examples: a. Inefficient: In a complicated menu gadget with many choices on each display screen and many degrees in the hierarchy b. Difficult to find the preferred feature. c. Which kind to use, what to include in menus at all and how to group items. SUMMARY Interaction styles are necessary for users to communicate properly with the computer framework. There are different interaction styles that serve a way communicating between users and the computer. The command line purpose when, the user sorts the commands for the application, generally one at a time and it will be executed by the application. A Menu has different choices that listed on the screen for the users to create an action from it. Form-filling is where the user types the data on a data entry. Lastly GUI (graphical user interface), it displays the object that conveys data and represents the action that was takes the user. Knowing and applying how each Interaction styles was used for is very important, so that users can make use of it more effectively.

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