THE PSYCHOLOGY OF HUMAN-COMPUTER INTERACTION PDF
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.
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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.
Abstract Many technology marketing materials tout the intuitive nature of products, but current human-computer interaction HCI guidelines provide limited methods to help designers create this experience beyond making them easy to use. This paper proposes a definition for intuitive interaction with specific attributes to allow designers to create products that elicit the target experience.
Core concepts supporting this definition were compiled into an organizational framework that includes: seeking user goals, performing well-learned behavior, determining what to do next, metacognition, knowledge in the head, and knowledge in the world.
This paper describes these concepts and proposes design approaches that could facilitate intuitive behavior and suggests areas for further research. The quotations do not, however, identify specific attributes of the product that might underlie this intuitive use.
Although ambiguity may be an effective marketing technique for inviting users to experience the product for themselves, the ambiguity challenges designers and developers to deliver the product and interaction described in such an advertisement. Design and computer professionals find little assistance in meeting this challenge from human computer interaction HCI manuals e.
HCI (human computer interaction): concepto y desarrollo
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. 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. 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.
Card , Allen Newell , and Thomas P. Moran in their seminal book, The Psychology of Human—Computer Interaction, although the authors first used the term in and the first known use was in The term connotes that, unlike other tools with only limited uses such as a hammer, useful for driving nails but not much else , a computer has many uses and this takes place as an open-ended dialog between the user and the computer.
The notion of dialog likens human—computer interaction to human-to-human interaction, an analogy which is crucial to theoretical considerations in the field.
Refresh with new selections below purge Selected general articles Collaborative software or groupware is application software designed to help people involved in a common task to achieve their goals. One of the earliest definitions of collaborative software is "intentional group processes plus software to support them".
In terms of the level of interaction it allows, collaborative software may be divided into: real-time collaborative editing platforms that allow multiple users to engage in live, simultaneous and reversible editing of a single file usually a document , and version control also known as revision control and source control platforms, which allow separate users to make parallel edits to a file, while preserving every saved edit by every user as multiple files that are variants of the original file.
Read more In commerce , user experience UX refers to a person's emotions and attitudes about using a particular product , system or service.
It includes the practical, experiential, affective , meaningful and valuable aspects of human—computer interaction and product ownership. Additionally, it includes a person's perceptions of system aspects such as utility , ease of use and efficiency.
User experience may be subjective in nature to the degree that it is about individual perception and thought with respect to a system.
User experience varies dynamically, constantly modifying over time due to changing usage circumstances and to changes to individual systems as well as to the wider usage context in which they operate. In the end, user experience is about how a user interacts with, and experiences, a product. User-centered design UCD or user-driven development UDD is a framework of processes not restricted to interfaces or technologies in which usability goals, user characteristics, environment , tasks and workflow of a product , service or process are given extensive attention at each stage of the design process.
User-centered design can be characterized as a multi-stage problem-solving process that not only requires designers to analyze and envision the way users are likely to consume a product, but also to validate their assumptions with regard to the user behavior in real world tests.
User-centered design is common in the design industry and when used is considered to lead to increased product usefulness and usability. The chief difference from other product design philosophies is that user-centered design tries to optimize the product around how users can, want, or need to use the product, rather than forcing the users to change their behavior to accommodate the product.
The users thus stand in the center of two concentric circles.
The inner circle includes the context of the product, objectives of developing it and the environment it would run in. The outer circle involves more granular details of task detail, task organization, and task flow. Transparency , as used in science , engineering , business , the humanities and in other social contexts, is operating in such a way that it is easy for others to see what actions are performed. Transparency implies openness , communication, and accountability.
Transparency is practiced in companies, organizations, administrations, and communities. For example, a cashier making change after a point of sale transaction by offering a record of the items purchased e.
Usability engineering is a field that is concerned generally with human-computer interaction and specifically with devising human-computer interfaces that have high usability or user friendliness.
It provides structured methods for achieving efficiency and elegance in interface design. Several broad disciplines including Psychology, Human Factors and Cognitive Science subsume usability engineering, but the theoretical foundations of the field come from more specific domains: human perception and action; human cognition; behavioral research methodologies; and, to a lesser extent, quantitative and statistical analysis techniques.
Actor—network theory ANT is a theoretical and methodological approach to social theory where everything in the social and natural worlds exists in constantly shifting networks of relationships. It posits that nothing exists outside those relationships.Booth, P.
Information access costs should be low, which can be achieved in many ways e. Unpublished doctoral thesis.
Turing, A. Aided in the preparation and dissemination of corporate user interface design guidelines. The quotations do not, however, identify specific attributes of the product that might underlie this intuitive use. Sackman, H.
Practice benefits are not automatic. Johnson's book is geared for those with more of a human science interest even though it is written for computer scientists, whereas Downton's decidedly has a leaning towards software engineers.
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