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Fundamentals of HCI

Perception
Colour
The first thing to take into account when choosing colour is the target audience your
product is aimed at. Doing this will allow you to tailor the product to a specific
demographics, for example, if a princess doll would usually be coloured pink to appeal to
young girls.
Pop out Effect
When trying to make someone focus on a specific item or object, the pop out effect is often
used. It is done by using the contrast between lighter and darker colours by making
elements lighter to stand out against the other duller colours.
Pattern
When designing something like an interface, it is important to keep a consistent pattern in
the interface’s design. Doing this will help a user to navigate an interface as its design won’t
be changing too often, keeping a sense of familiarity allowing for ease of use. The pattern is
made up from a few things:

• Continuity – The use of the same design that flows throughout, allowing the pattern
to continue throughout the interface or etc.
• Symmetry – This is an important thing to consider when creating a user-friendly
design as it makes objects or images look consistent and easy to see and identify. For
example, websites like amazon use images with the same resolution on each
preview to allow a pattern to continue.
• Common Groupings – This is a method of separating different types of objects based
on physical traits of the object. For example, of you had two different colours of the
same object, common groupings would place the objects into two different groups
based on their colours.
Objects
These are the things that a user can interact with on the interface, things such as buttons,
menus, text boxes, etc. These are made up of two things:
Geons – Geons are 2D shapes which can give the illusion of 3D.
Gross 3D objects – These are 2D shapes which are given shadow effects to make the 2D
shapes look 3D.
Behaviour Models
Predictive models

• Reaction times – This is a systems response time for when a human gives an input
like opening an application on a computer or moving a computer’s mouse. Reaction
time is usually counted in a time value like minutes, seconds or even milliseconds,
for example, when you the mouse on a computer, the cursor on screen is given the
command to move across the screen and it usually happens instantly. The factor of
reaction time can be affected by many things like, the hardware on a system, the
input lag between peripherals and the systems, etc.
Keystroke level Model (KLM)
KLM is a method of estimating the time taken to complete a single data entry tasks using
things like keyboards, touchscreens, and mice on computers. This method is used by
companies to improve the effectiveness of their employees.
Throughput
This is how long it would take a system to load up an application when the application is
pressed on by the user. An example of this would be opening the google chrome application
on windows, the user presses the application with their cursor and the google chrome
opens.
Fitts Law
Fitt’s law is a model of the human movement which is used in HCI and ergonomics which
details the time taken for a human to input a command into a system. For example, it could
take a second or two for a human to push the power button on the computer.

Descriptive models
Buxtons three state model
This is a model which focuses on the speed in user’s moments while using input devices
connected to systems such mice and keyboards. It is measured by three different states,
the first being the human contact with the input device, the second state is tracking the
input device’s reaction and the third is using the input device to interact with the system.
Guarids Model
This is a model that focuses on the ease of use by both left and right-handed people with
HCI devices. For example, a mouse can commonly be used by both left and right-handed
people.
Information processing
Humans as a component
Humans play a very important role when developing products for HCI, because of this, its
crucial that needs and expectations of the user taken into account. There are a few ways of
gathering data on what people want or need, the first being through the use of market
research which can be conducted by using things like questionnaires that are handed out to
focus groups or the general population. Doing this will allow the developers to get a better
understanding of what is widely wanted and or needed. Additionally, risk assessments
should be conducted to ensure the product going out on the market is fully functional and
meets the user’s needs.
Human Information Processing (HIP)
Human information processing is a theory that states that the human body works in a
similar fashion to a computer in regard to storing and retrieving data, with the brain being
the central processing unit (CPU) which collects and retrieves memories (data) that is then
stored and outputted to the user to help expand their knowledge.
Overview of Goals, Operations, Methods and Selection (GOMS)
GOMS are used to monitor how tasks are performed with the HCI that is being created. The
G or goals are representative of what that user wants to do on the device or software or
what the user wants the device or software to be able to do. The O or Operations are the
steps or actions that will be fulfilled in order to complete the goal. The M or Methods are
different ways the user can achieve the goal. And the selections are the fastest and most
efficient ways of accomplishing the goals.

Design 1 – Arcade Game


Introduction
My first HCI device is intended to be used for entertainment and it is an arcade machine in a
theme park. The arcade machine will feature various games and is intended to draw visitors
in where there will be advertisements for the game along with challenges where the visitors
can win prizes like discounts at gift shops or restaurants on site.
How can the design be adjusted for people with disabilities?
The arcade machine will feature an electronic height adjustment that can be accessed from
the side of the machine to allow for people who may have disabilities like being in a wheel
chair to use it. The height adjustment feature will allow more visitors to use the machine as
it will broaden the range of visitors who can use it.
What Principles have been used?
Colour
The arcade machine will feature flashy and attractive colours that will draw visitors in to
play on. Along with that, the games will also feature appealing colours to help keep the user
drawn in.
Continuity
The user interface will be easy to access and wont change much between games as it is just
a menu with the options for games. The user interface has to be easy to navigate as the
visitor will be using joy sticks to navigate.
Storyboard of how it will work.

The user will input a certain amount of coins to play a game on the arcade machine. If the
user needs to adjust the height of the machine, they can do so on the right side where there
is a keypad with 9 different height settings.
The user can then select from multiple games which will all be displayed in square icons.

The user is tempted to play and continue playing to win prizes like coupons for different
places around the theme park. When the user wins, they can get the coupon from the
dispenser in the machine (shown on the first image.)

Design 2 – Navigation App


Introduction
The second HCI design I have created is for information purposes and is a contact lens which
features a Head Up Display (HUD) that can be obtained from a specialist kiosk at the
entrance and other locations in the theme park. The contact lens can also come in the form
of glasses and both can only be activate within the park. The lens will feature GPS tracking
that shows the users position in real time along with the location of rides/points of interests
at the theme park on a map which the user can customise the size and location on the HUD
in the kiosks. The lens will use data from around the park to show users the congested areas
and waiting times for each ride to allow the user to make the most out of their time at the
theme park. The contacts will feature a wireless earphone which connects to allow the user
to issue voice commands to the virtual assistant which is similar to Siri or Echo from
Amazon. The virtual assistant will also tell the user the overall joy factor different rides
based on reviews from other users. The contact lese will be made possible through the use
of Nano machines as the driving computer technology. This is because Nano machines
would not be detectable to the human eye as they are too small, allow the user to see
through the contacts. The glasses will be made from aluminium and use a see-through
screen.
How Can the Design Be Adjusted for People with Disabilities?
As mentioned before, the device will come with an earphone for the virtual assistant.
However, the virtual assistant can be reconfigured for those who are short of sight or blind.
This will feature on the glasses variant of the design as it will be fitted with sensors that will
tell user where to go and if anyone is in front of them. For informing the user who is behind
them, the glasses will use sensors placed around the theme park to communicate the
information with the user.

What Principles Have Been Used?


Continuity
As the display can be customised to a limited degreed, the overall design will not change so
the use will always have a familiar experience with it.
Colour
As the GUI, as previously mentioned is customizable, the colours the display shows is no
exception. The user will be able to choose from a wide range of RGB colour schemes
allowing them to set the HUD to their preference.
Storyboard of how the design works

Specialized kiosks will be placed around the theme park, with two or more being at the
entrance. The visitors will then be able to see out these kiosks to obtain the contacts or the
glasses.

The visitors will then que up to get the contacts/glasses or earphones for those who are
visually impaired. Once the visitor has the device, the staff will then allow them to
customize the display.
One possible configuration for the contact’s display. The glasses will work the same. For the
user to zoom into the map, they must blink twice and to zoom out they must blink twice
again. As the glasses version comes with the earphones, the user can ask virtual assistant for
guidance or any further details.

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