Hci Prelim Transes

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 3

HCI PRELIM

BS IT 1-3

LESSON 1 : HCI Human-Computer


Interaction

HCI- defined by the Special Interest Group


on Human-Computer Interaction (SIGCHI) Human Memory
of the Association for Computing
Machinery (ACM) Sensory Memory- Sensory memories are the
- Human-Computer Interaction is a memories which are stored for tiny time
discipline concerned with the design, periods and which originate from our
evaluation, and implementation of sensory organs (such as our eyes or our
interactive computing systems for nose). They are typically retained for less
human use and with the study of the than 500 milliseconds.
major phenomena surrounding Short-Term Memory - This capacity of short
them.” term memory can be increased by a
- HCI) is a cross-disciplinary area (e.g., process known as chunking
engineering, psychology,
ergonomics, and design) that deals Long Term Memory- a long-term memory to
with the theory, design, evolve through a meaningful association in
implementation, and evaluation of the brain. For example, we know that a
the ways that humans use and static shock is painful even if we are only
interact with computing devices shocked once. It doesn’t take repeated
shocks to memorize that
HCI - is the study of how people interact with
computers and to what extent computers Visual Sensory memory- memory is often
are or are not developed for successful known as iconic memory. Sensory visual
interaction with human beings. memories are the raw information that the
brain receives (via the optic nerve) from
Interaction design (ID)- is: “the design of the eye. We store and process sensory
spaces for human communication and memories automatically – that is without
interaction” any conscious effort to do so
GOALS OF HCI

• Safety
• Utility PSYCHOLOGY OF COLORS
• Effectiveness
• Efficiency
• Usability Psychology colors- is the study of how
• Appeal (application) colors affect your behavior, mood, and
impression on others. Research shows that
colors can greatly affect our moods and
the way other people respond to us.
Pink - One of the gentlest and
Amazingly, colors can even change our
yet most contradictory colors
heart rate, blood pressure, and respiration
out there, pink is a color that
RED - Associated with energy, varies greatly depending on its
war, danger, strength, power, context. Making it, however, remains
determination as well as simple. It is a calming, non-threatening
passion, desire, and love. color. It is linked to innocence, hope, and
optimism.

Black - one of the most


BLUE - In contrast to its sister primary color,
complex in meaning colors
red, blue is associated with a calm serenity
of the spectrum, we realize
over intensity or passion. When asked to
that there is no set-in-stone
visualize a tranquil scene, chances are
interpretation when it comes to this color.
people will immediately imagine a great
Associated with power, elegance,
deal of blue – usually in the form of a still
formality, death, evil, and mystery.
body of water

Purple - This color is associated


with royalty and wealth since
GREEN - Green is the primary color many kings wore this clothes color,
that hints at our primitive and it’s useful for presenting some luxurious
relationship with the first creation products
of the world – nature. Considered
the key color that represents purity, health,
and freshness, green has been traditionally
associated with brands that encourage SOUNDS UI
growth, vitality, and productivity (think
Starbucks and EverNote!).

Earcon- Sound can be applied to


interactions by linking an action, or a state
ORANGE- It combines the energy
change, to an audio cue. and they can
of red and the happiness of
represent information, actions, or events.
yellow. Associated with joy,
Their sound can reinforce both the meaning
sunshine, and the tropics.
of an interaction and a product’s aesthetic,
emotion, and personality.

Yellow - It Associated with joy, Skeuomorphic- it can be designed using


happiness, intellect, and energy. It either inspiration from real-world situations or
is known that babies cry more in invented specifically to express an abstract
yellow rooms. concept. Familiar sounds that are based on
experiences in the real world are referred to
as skeuomorphic.
Sound use cases- Sound can provide used for functional purposes, to inform users
feedback or add decoration to a user of state changes, or to indicate infrequent
experience when applied to strategic actions.
moments.
Ambient sounds- Is a decorative layer of
Hero sounds- representations of a product sound that expresses emotion while
and brand that highlight an important communicating a product’s personality or
moment, evoke an emotional state, or brand.
express celebration.
- Ambient sounds can be based on
Notifcations- are prominent requests for user music, environmental sounds, or other
attention. Their primary role is to help direct sounds that create atmosphere.
user attention, and they provide an
opportunity to give a custom sound identity
Sounds UI- refers to the parts of your
to emphasized interactions. Because they
website or app with which the user
occur more frequently in a UI than other
interacts; it’s where they click, tap, type,
sounds, they should generally be shorter
and swipe. In other words, it’s the interface
than hero sounds and crafted in a way that
between human and computer interaction
is suitable for being played multiple times.

Environmental factors- Notifications should


be designed to be audible from a variable
range of user distances from a product, and
in scenarios like loud environments. The
sound itself can vary to attract the focus of
the ear, using rhythmic, tonal, and
frequency variation.

Primary UX sounds- Primary UX sounds are


generated by an operating system (or
device) to provide user feedback. They can
add sound to any interaction, such as:

• Menu Navigation
• Confirming a user’s direct action
• Data input

Usage- These sounds occur more frequently


than other sounds in the UI. Because they
are repeated throughout an experience,
they should be suitable for being played
often (without feeling annoying or
redundant).

Secondary UX sounds- sounds are played


less frequently in a UI. They should reflect a
product’s personality, but they are primarily

You might also like