ICTP211 PRELIMS .pdf

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Our Lady of Fatima University

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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...

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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