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Human Computer Interactive

The document discusses several topics related to human-computer interaction and problem solving. It first covers theories of problem solving such as Gestalt theory and problem space theory. It then discusses types of errors that can occur from incorrect mental models. Next, it examines different theories of emotion in problem solving. The document goes on to describe touch screen and display technologies as well as memory systems. Finally, it outlines models of interaction, ergonomic principles, and interaction styles for designing user interfaces.

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learning923.lso
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
8 views

Human Computer Interactive

The document discusses several topics related to human-computer interaction and problem solving. It first covers theories of problem solving such as Gestalt theory and problem space theory. It then discusses types of errors that can occur from incorrect mental models. Next, it examines different theories of emotion in problem solving. The document goes on to describe touch screen and display technologies as well as memory systems. Finally, it outlines models of interaction, ergonomic principles, and interaction styles for designing user interfaces.

Uploaded by

learning923.lso
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

Chapter 1

1. Problem solving
● Process of finding solution to unfamiliar task using knowledge.
● Several theories.
● Gestalt
○ problem solving both productive and reproductive
○ productive draws on insight and restructuring of problem
○ attractive but not enough evidence to explain 'insight' etc.
○ move away from behaviourism and led towards information processing theories

2. Problem space theory


● problem space comprises problem states
● problem solving involves generating states using legal operators
● heuristics may be employed to select operators
○ e.g. means-ends analysis
● operates within human information processing system
○ e.g. STM limits etc.
largely applied to problem solving in well-defined areas
e.g. puzzles rather than knowledge intensive areas
● Analogy
○ analogical mapping
■ novel problems in new domain?
■ use knowledge of similar problem from similar domain
○ analogical mapping difficult if domains are semantically different
● Skill acquisition
○ skilled activity characterized by chunking
■ lot of information is chunked to optimize STM
○ conceptual rather than superficial grouping of problems
○ information is structured more effectively

3. Errors and mental models


Types of error
● Slips
○ Right intention, but failed to do it right
○ causes: poor physical skill, inattention etc.
○ change to aspect of skilled behaviour can cause slip
● Mistakes
○ wrong intention
○ cause: incorrect understanding
humans create mental models to explain behavior.
if wrong (different from actual system) errors can occur

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4. Emotion
● Various theories of how emotion works
○ James-Lange: emotion is our interpretation of a physiological response to a stimuli
○ Cannon: emotion is a psychological response to a stimuli
○ Schacter-Singer: emotion is the result of our evaluation of our physiological
responses, in the light of the whole situation we are in
● Emotion clearly involves both cognitive and physical responses to stimuli

Chapter 2

1. Touch-sensitive screen
● Detect the presence of finger or stylus on the screen.
○ works by interrupting matrix of light beams, capacitance changes or ultrasonic
reflections
○ direct pointing device
● Advantages:
○ fast, and requires no specialized pointer
○ good for menu selection
○ suitable for use in hostile environment: clean and safe from damage.
● Disadvantages:
○ finger can mark screen
○ imprecise (finger is a fairly blunt instrument!)
■ difficult to select small regions or perform accurate drawing
○ lifting arm can be tiring

2. Display Devices

● bitmap screens (CRT & LCD)

● large & situated displays

● digital paper

3.Cathode ray tube

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● Stream of electrons emitted from electron gun, focused and directed by magnetic fields, hit
phosphor-coated screen which glows

● used in TVs and computer monitors2.

4. Liquid crystal displays (LCD)


● Smaller, lighter, and... no radiation problems.
● Found on PDAs, portables and notebooks, and increasingly on desktop and even for
home TV
● also used in dedicated displays: digital watches, mobile phones, HiFi controls
● Large display
○ used for meetings, lectures, etc.
○ technology
■ plasma - usually wide screen
■ video walls- lots of small screens together
■ projected-RGB lights or LCD projector
■ back-projected-frosted glass + projector behind

3
5. Memory
● short term and long term
● speed, capacity, compression
● formats, access

Short-term Memory - RAM


● Random access memory (RAM)
○ on silicon chips
○ 100 nano-second access time
○ usually volatile (lose information if power turned off)
○ data transferred at around 100 Mbytes/sec
● Some non-volatile RAM used to store basic set-up information

Long-term Memory - disks


● magnetic disks
○ floppy disks store around 1.4 Mbytes
○ hard disks typically 40 Gbytes to 100s of Gbytes
access time-10ms, transfer rate 100 Kbytes/s
● optical disks
○ use lasers to read and sometimes write
○ more robust that magnetic media
● CD-ROM
○ same technology as home audio, ~ 600 Gbytes
● DVD
○ for AV applications, or very large files

Chapter 3
1. Models of Interaction
● Interaction models
○ translations between user and system
● Ergonomics
○ physical characteristics of interaction
● Interaction styles
○ the nature of user/system dialog
● Context
○ social, organizational, motivational

2. Donald Norman’s model


● Seven stages
○ user establishes the goal
○ formulates intention
○ specifies actions at interface
○ executes action
○ perceives system state

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○ interprets system state
○ evaluates system state with respect to goal
● Norman's model concentrates on user's view of the interface

3. Execution/ evaluation loop

4.Ergonomics

● Physical aspects of interfaces


● Industrial interfaces
● Study of the physical characteristics of interaction
● Also known as human factors - but this can also be used to mean much HCI!

5.Ergonomics - examples

● Arrangement of controls and displays


e.g. controls grouped according to function or frequency of use, or sequentially
● Physical environment
e.g. seating arrangements adaptable to cope with all sizes of user
● Health issues
e.g. physical position, environmental conditions (temperature, humidity)lighting,
noise,
● Use of colour
e.g. use of red for warning, green for okay, awareness of colour-blindness etc.

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