P2
Perception
Colours
Luminance
Luminance is the
measure of brightness of a point on a surface; it is indicator of how bright
the surface will appear for example in a photograph. It is a photo metric
measure of luminous intensity per unit area of light travelling in a given
direction. Luminance is the amount of
light that passes or is emitted from particular area that falls within a given
angle.
Pop-out
effect
When there are a lot
of object and images that are next to each other, it will be hard to find out
which one is more important. So by giving on of the object or images a brighter
colour will make the object stand out more than the other objects. The human
eyes will instantly pick up the differences in the objects, which are known as
pop-out effect.
Trichromacy
Trichromacy is the
condition of processing three different channels for taking in colour
information. Creatures with Trichromacy are called trickchromats which we human
are, because our retina contains three different types of colour receptors in
our eyes. Human’s eyes see colour by using the three trichromatic systems but
it can be hard when more than one trichromatic systems is being used.
Pattern
Proximity
Proximity is the sense
that predicts how far away objects are from another object. In HCI proximity
will show how close or how far an aspect of a design will be compared to
another. For example on a sat navigation, the sat navigation will tell the
driver how far he is from the exit.
Continuity
Continuity is a
pattern that has been continued, for example a train line it has be continuity
straight if the train line suddenly turn right the train will crash. Human can
spot objects that are continuous more than non-continuous objects because it
will take our brains more time to process.
Symmetry
Symmetry is the
replica of an image that has been copied in a mirrored way. It is used to make
the objects to look consistent and easy for people to, it also make the image
more balanced. When designing a HCI by using symmetry it will make the HCI more
users friendly.
Similarity
Similarity is a group
of object that may be the same shape and size. Similar objects are used to
create a pattern that work in harmony within the design
Common Groupings
Common grouping is a
way that is used to separate different types of objects. For example we human
will group couple of images and shapes together and the ones that stand out, we
will be able to say that they don’t fit in.
Connectedness
Connectedness is
object that connected using lines and other shapes such as circles. Humans’
minds can tell whether the two objects are connected or if they are separated.
Objects
Geon's
Geon’s are 2D and 3D
shapes which include cylinders, rectangles, circles and other shapes. Geon’s
can be 2D images that are easy to create and very easy to recognise and to be
viewed by the human eye.
Gross 3D
shapes
Gross 2D shapes that
give the illusion of being 3D, the way how gross 3d shapes are done is by
placing the object higher or lower than the original to give it the 3D effect.
Some people have difficulties seeing 3D object due to some disabilities.
Predictive models
Reaction
time
Reaction time is how
long it takes the computer system to respond to the human input for pressing
the keyboard or clicking on a program. Reaction time is counted in seconds,
minutes or hours, so it can take a computer a couple of seconds from when keys
are pressed to display on the screen.
KLM
(keystroke level model)
Keystroke level model
is the way of estimating how long it will take a computer system to complete a
task using touchscreens, keyboards and mouse. Companies use KLM to improve
their devices response time.
Throughput
Throughput show how
fast application load up on it has been clicked on by the user. For example it
will take 2 seconds to load up Google chrome once the user clicks on the icon.
Fitts Law
Fits law a model of
human movement that is used in HCI. Fits
law describes amount of time that it takes a person to reach the computer input
such as the keyboard, for example it can take me a second to move my hand from
the mouse to the keyboard to input data.
Descriptive models
KAM (key action
model)
KAM is the input devices
like the keyboard that have many different function that can be categorised
into 3 groups. Which are symbols, modifier and executive; some symbol keys can
give graphics like letters, numbers and other symbols such as @ symbol.
Buxton
three state models
The Buxton three state
models concentrate on the dexterity in the way how the user makes movement
using their input device such as mouse. Each input device needs to be very
responsive and easy to use. The user of the input device should also be able to
change some of the setting and preferences of the input device.
Guiard's
model
Guiard’s model is the
preferred method in how the user uses different input devices. For example some
people are left handed, so the mouse and keyboard should be available for the
left handed user to use. Some people may be disabled so they may not have their
hands, so voice recognition can be used to input their data.
INFORMATION PROCESSING
Human as a component
Human as a component
is that the computer is seen as human, so that people are able to interact with
the computer. So the developers of the HCI will make sure that the HCI will
meet the requirements of the people who will be using the HCI. This in turn
will make sure that the interaction between the HCI and people will be correct.
Human information processing
Human information
processing is a theory that says that humans process information a lot like
computers. This is because the same as human a computer has brain, which is the
CPU this controls every aspect of the computer the same as people brains. So
when humans process information and understand it this is the same as computer
take codes and processing them in to letters.
Goals, operators, methods and selection (GOMS)
GOMS is important in
the development of a HCI this because this model allows the designer of the HCI
to create the interface of the HCI. So
with GOMS, the goals are set (so what the system will do), the operators (so
how the humans will use the system), the method (so how the goal will be
reached) and selection the method the designer will chose for the HCI. GOMS
helps how the interface of the system will be created and will be used by
people.