Our purpose in this chapter is to convey a version of the existing psychological science base in a fonn suitable for analyzing human- computer interaction. PDF | Human-computer interaction (HCI) is a multidisciplinary field in which psychology and other social sciences unite with computer science and related. PDF | This chapter examines the evolution of human computer interfaces and the implications of technological augmentation for the study of.
|Language:||English, Dutch, Hindi|
|Genre:||Children & Youth|
|ePub File Size:||15.62 MB|
|PDF File Size:||11.76 MB|
|Distribution:||Free* [*Registration needed]|
PDF | Human-computer interaction (HCI) study is the region of intersection between psychology and the social sciences, on the one hand, and computer science. Defines the psychology of human-computer interaction, showing how to span the gap between science DownloadPDF MB. Keywords. Human-Computer Interaction and Cognitive Psychology in Visualization. Education. Thomas T. Hewett. Department of Psychology/Sociology/ Anthropology.
Conceptual investigations aim at understanding and articulating the various stakeholders of the technology, as well as their values and any values conflicts that might arise for these stakeholders through the use of the technology.
Empirical investigations are qualitative or quantitative design research studies used to inform the designers' understanding of the users' values, needs, and practices. Technical investigations can involve either analysis of how people use related technologies, or the design of systems to support values identified in the conceptual and empirical investigations.
Before a display is designed, the task that the display is intended to support must be defined e. A user or operator must be able to process whatever information that a system generates and displays; therefore, the information must be displayed according to principles in a manner that will support perception, situation awareness, and understanding.
Thirteen principles of display design[ edit ] Christopher Wickens et al. A reduction in errors, a reduction in required training time, an increase in efficiency, and an increase in user satisfaction are a few of the many potential benefits that can be achieved through utilization of these principles.
Certain principles may not be applicable to different displays or situations.
The Psychology of Human-Computer Interaction
Some principles may seem to be conflicting, and there is no simple solution to say that one principle is more important than another.
The principles may be tailored to a specific design or situation. Striking a functional balance among the principles is critical for an effective design.
Make displays legible or audible. A display's legibility is critical and necessary for designing a usable display. If the characters or objects being displayed cannot be discernible, then the operator cannot effectively make use of them.
Avoid absolute judgment limits. Do not ask the user to determine the level of a variable on the basis of a single sensory variable e.
These sensory variables can contain many possible levels. Top-down processing. Signals are likely perceived and interpreted in accordance with what is expected based on a user's experience.
If a signal is presented contrary to the user's expectation, more physical evidence of that signal may need to be presented to assure that it is understood correctly.
Redundancy gain. If a signal is presented more than once, it is more likely that it will be understood correctly. This can be done by presenting the signal in alternative physical forms e. A traffic light is a good example of redundancy, as colour and position are redundant. Similarity causes confusion: Use distinguishable elements. Signals that appear to be similar will likely be confused.
The ratio of similar features to different features causes signals to be similar. For example, AB9 is more similar to AB8 than 92 is to Unnecessarily similar features should be removed and dissimilar features should be highlighted.
Mental model principles[ edit ] 6. Yet, replacing the term intuitive with these synonyms in the example quotations above demonstrates that these synonyms are inadequate for describing the target experience marketers are hoping users will have. Instead, intuitive, as used in the marketing quotations, suggests it is a critical ingredient for ideal technologies.
Implied is that intuitive technologies are those that not only support users in their current abilities, but also foster new abilities through discovery and experimentation. With an explicit definition for intuitive HCI, designers may be better able to develop products that meet this requirement. An understanding of intuitive HCI could impact user-centered design in three ways.
First, the designer could identify the need for intuitive and non-intuitive use within the research and needs analysis phase of product development. This paper will describe intuitive interaction to guide decisions about contexts, environments, and populations for which intuitive interaction is appropriate.
HCI02-The Psychology of Usable Things.pdf - Human Computer...
Second, the designer must create stimuli, action selections, controls, etc. By proposing specific characteristics of intuitive interaction, this paper presents high-level guidance and examples that may be considered with initial design concepts. Third, designers and usability analysts must evaluate whether the designs actually induce target usage. This paper will further this goal by proposing a definition and framework for core mechanisms and attributes of intuitive interaction to allow better design and testing of intuitive systems.
Get FREE access by uploading your study materials
First, prior research on intuition and intuitive behavior was systematically reviewed from general psychology, educational psychology, management, decision-making, cognitive engineering, and neuroscience literatures. The review particularly focused on the use of intuition in decision-making based on the observation that a user selection of an action on technology is fundamentally a decision. Large display user experience. Chellapilla, K. Visualization of Mappings between Schemas.
Towards understanding programs through wear-based filtering. In Proceedings of SoftVis Understanding 8 years of InfoVis conferences using PaperLens.
In Proceedings of InfoVis Manipulating arbitrary window regions for more effective use of screen space. Hutchings, D. Display space usage and window management operation comparisons between single monitor and multiple monitor users. Scalable Fabric: Flexible task management. Smith, P. Baudisch, G. Robertson, M. Czerwinski, B.
Meyers, D. Robbins, and D. Tan and M. Toward characterizing the productivity benefits of very large displays. Rauterberg et al.
Baudisch, P. A fisheye calendar interface for PDAs: Providing overviews for small displays. In Bederson, B. The Craft of Information Visualization: Readings and Reflections, , San Francisco: Morgan Kaufman, Inc. Women Go with the Optical Flow.
Information Voyeurism: Humans in HCI. Chapter in Jacko, J. Handbook of HCI, pp. Cognition and the Web: Moving from theory to design.
Chapter in Ratner, J. Memory for Daily Computing Events. In Faulkner, X. Van Dantzich, M. Providing awareness of multiple notifications at a glance. Women take a wider view. Subjective Duration Assessment: An Implicit Probe for Software Usability.
The Psychology of Human-Computer Interaction
Dumais and M. Czerwinski Building bridges from theory to practice. August Exploring 3D Navigation: Combining Speed-Coupled Flying with Orbiting. Tiernan, S. Cutrell, E. Notification, Disruption and Memory: Effects of Messaging Interruptions on Memory and Performance. Wenyin, L. Semi-Automatic Image Annotation. Instant Messaging and Interruption: Instant Messaging: Effects of Relevance and Time, In S.
Turner, P. Proceedings of HCI , Vol. The Task Gallery: A 3D Windows Manager. Larson, K. Text in 3D: Some Legibility Results. Trends in Future Web Designs. The contribution of thumbnail image, mouse-over text and spatial location memory to web page retrieval in 3D.
In Sasse, A. Web design: Shafer, S. Using Spatial Memory for Document Management. Designing for Navigating Personal Web Information: Retrieval Cues. Web Page Design: Hinckley, K.
Interactive advertising: In ACM's Interactions, 5 6 , 9.A display should attempt to eliminate resource-demanding cognitive tasks and replace them with simpler perceptual tasks to reduce the use of the user's mental resources.
Visual display terminals. General, Journal of Experimental Psychology: Other Publications 1. The principles may be tailored to a specific design or situation.