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Human Computer Interactions (B. Cognition (Emotion (Model (Design…
Human Computer Interactions
A.Perception
A.1) Visual
2)Depth
Primary(Both eyes)
3D Object
Immersive Virtual reality
Secondary(Monocular)
Flat Surface
Lght&Shade (Shadow)
Horizontal( Higher object = more distant)
Relative Size( Smaller = Further away)
1)
Color
How to perceive?
Saturation
Hue(Wavelength)
Lightness
Color Constancy
Rules
Color Blind
Color Num(5+-2)
3)
Gestalt Law(Pattern)
Direct Attention
Figure(Foreground)
More attention. Ex: Pop Up box
Ground(Background)
Fill in missing data
Closure
Partially visible/open objects == Seen a 1 object
Symmetry
Complex combo==> simple shape
Continuity
Automatically line up things in continueos way
Organizing Group
Simmilarity(Look alike)
Common Fate(Move together)
Proximity(Close)
4)Peripheral Vision
Motion Object
easier to spot
Stationary Object
Must be placed at where user expected
A.2) Audio
Esier getting attention
Cocktail effect)
Less focus
Easier to remember
Melodies
A.3) Haptic
Nociceptors ( pain)
Mechanoreceptors (pressure)
Thermoreceptors ( heat n Cold)
B. Cognition
Attention
Affecting factors
Stress
Psychological
Fatigue
Lack Of Sleep
Fear
Physical
Light
Noise
Arousal
Yerkes Dodson Law
Higher arousal = high performance
simple task is more resistant to increase lvl of arousal
Types
Selective Attention
Divided attention
Multitasking
Distraction
Filtering information(Proved difficulties)
Memory
Types
Long term
Components
Semantic
Procedural
Permastore
Episodic/autobiographical
Process
Retrieval( Recall/ Recognition)
Forgetting
Early theory
Interference
Retrieval Failure
Short Term
Compenents
Central Executive
Articulary Loop
Process
Rehearsal
Forgetting
Decay theory
Displacement theory
Design
Provide feedback
Remind user search term
Give different instructions for each seperate execution
Learning
Interactive ==> HIgher effectiveness
Design
Encourage exploration
Guide Learner
Dynamic linking concept+ representation
Reasoning
Inductive
Deductive
Abductive
Problem Solving
Hicks law
More option= longer time to decide
Design
Tell users prior information
Dont rely on user to diagnose system
Minimize complexity of setting
Errors
Mistakes
bad intention
Slips
right intention but failed to do so
Design
Help user recall task completed
Allow user to back
Cognitive Network
Mental Model
Norman 7 stages of actions
3)Specifying action
4)Executing action
2)Forming intention
5)Perceiving state of world
1)Forming goal
6)Interpreting state of world
7)Evaluating outcome
Guld of execution(2,3,4)
Intention
Action Specification
Execution
Gulf of Evaluation(5,6,7)
Interpretation
Perception
Evaluation
Type
Distributed cognition
External Cognition
Emotion
Model
Socio-pleasure
Psycho-Pleasure
Physio-pleasure
Ideo-pleasure
Design
Visceral( Intuitive/from heart felt)
Reflective(Direct)
Behavioral(Daily)
Technology
Emotional Technology
Affective Computing
Persuasive
to change people's behavior
Interface
Expressive
can affect usability of interface
Provide reassuring feedback
Implemantation
Anthromorphism
Virtual Character
Frustrating
Less comfortable using interface
Motivation
Intrinsic & Extrinsic motivation
Survival
Intrinsic
Mastery
Purpose
Autonomy
Extrinsic
Maslow's Hierarchical Theory(5 tiers)
B. Esteem
C. Love Belonging
A. Self Actualization
D. Safety
E. Physiological