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Principles of HCI and interface

Perception
Perception is the opinion of the user and developer which is always different. The
perception of the user varies from the developer due to the fact the user most
doesnt likely know the importance of positioning of GUI onto a desktop and
furthermore may not realise the enhanced GUI detail and in addition the
importance of colours involved. One example of perception is the developer
interviewing a client, and if the designer and the developer are different people
then the developer may not know what the client exactly requires, or it could
also mean that the client may not be the actual user and not know the
requirement for the users.

Colour
Colour is an extremely important component for designers when it comes to
designers an item. One example of using colour in a negative way could be using
the colour yellow which may be too bright which therefore could make it difficult
for the user to read and understand the design. The use of colours is vital as it
will have the most effect on the user. If the wrong colours are used this will affect
the way the users portray the design, so it very important that the designers
choose the correct colours so a negative effect isnt portrayed to the user. Colour
is an important aspect that designers have to take care of when it comes to
creating GUIs. An example where colour is extremely important for choice for
designers is when the user is red/green colour-blind then they will have to select
colours that would suit the user. If this is not completed then it wont be useful
for the user as it is a waste creating a good GUI that has no use for the user, so
therefore colour has to be picked carefully. When it comes to designing 3D
affects you should think about the trichromatic system, the trichromatic system
is made from 3 colours red, blue and green.

Luminance:
Luminance is a system of colours that is used to create the best possible visual
effects for the user. The most commonly used type of system is named
trichromatic system, this uses 3 different colour types to show its colours, these
colours are RED,GREEN and BLUE this is also known as (RGB). Luminance is also
a measure of brightness on a surface point. This indicates how much brightness
will appear on the surface.

Pop out effect

A pop out effect is a technique to make a symbol or image to stand out. The way
a pop out works is when a various amount of symbols and images are aligned,
adjusted and coloured differently, this makes the images and symbol stand out.
The main colours used are red, green and blue, our eyes view these colours
through the trichromatic system and react to these colours to make them look
like they stand out. The different sizes and elements of the image attract the
brains attention.

Pattern
The pattern can be portrayed in different ways to different people, because the
designer will use the pattern as a template to create the actual image, whereas
the user of the GUI will see the pattern as an image. One example of a template
could be the dialogue boxes that are in Microsoft. The gestalt law is used to
describe the pattern perception and rules for designs when designers are
creating a GUI. It is important that the images and are layered in chronological
order so then the user wouldnt be able to see that the image is incomplete. The
idea of proximity is that when we view images together and see them as one
group. Continuity is easy to understand when lines are level than fast changing
lines. Symmetry is images which are equal on both sides, and are created using
symmetrical shapes; these are simpler to view than unequal shapers. Similarities
are where there are individual items we see as a group. Connected items are
items that we view are joined together by continues line, which are related to
each other. Lastly, common groupings are separating all the different types of
objects in different categories. One example could be green and yellow squares
with the same size and shape, and grouping them into a green and yellow
groups.

Objects
The objects are the bits and pieces which are placed together to build up to
create an interface, an example of this is the menus, buttons, options etc., when
creating an object the designer will have to take into consideration the shapes
and sizes of objects to it will suitable for the user and the background.

Geons and Gross 3D shapes


Shapes such as rectangles, bricks and cones etc. are shapes which are simple 2D
shape known as Geons, these shapes can also be viewed in a 3D perspective.
Shapes like this are easily recognised, they are recognised as they are usually
broken up and arranged in order, this then giving a illusion of the 3D object to a
humans eye.in addition, gross 3D is a given an illusion to the humans eye
through copying the same shape and slightly moving it to the right/left or
upper/lower form the original shape.

Behaviour models

Predictive models reaction time


Reaction time is the speed of how quickly a computer responds to human
interactions and inputs, for example a laser mouse that moves, clicking a mouse
or typing on a keyboard. Reaction time is usually counted in seconds or minutes,
the time it takes a computer to react to a press of a mouse is less one second.

KLM
Keystroke level model is a technique of estimating the time it takes a computer
to process simple data entry tasks through the use or mouses, touchscreen and
keyboard. Most companies worldwide use this to enhance their response time
and current devices in use.

Throughput
Throughput is the loading time of an application once it is pressed on by a user,
an example of this could be on Samsung android by using touchscreen to press
onto an app to launch it this usually should take about two seconds max, the
processor of the phone also depends on how fast the application will load.

Fitts law
The Fitts law is the use of human movement in HCI, this then describes the time
taken for a human to reach its destination which had been input, for example a
mouse or a keyboard. One example of Fitts law could be the time it takes me to
my move my hand form the mouse to the keyboard.

Descriptive modelling
Firstly, a KAM model or also known as (Key Action Model) provides information
and detail on the keys for all types of technologies. One example of a KAM model
could be a QWERTY keyboard; this keyboard has keys and buttons with special
functions. Furthermore, another type of function on a QWERTY keyboard could be
the use of different buttons together at once for another function, such as CTRL
+ C means copy and CTRL + V is paste when using the mouse.

The Buxtons model that is in use whilst the creating of an interface, this model
makes decision on which various input techniques can be used. This model is
extremely important for the user as they should have the option available for
them to use to interact.
The guairds model is specifically used for left handed and right handed people so
that they are able to use interface easily. An example of this is the use of mouse
interface which provides the user with an option to be able to switch the keys.
This allows the user to change the keys to suit their needs. Furthermore, its
important when the guairds model is used for creating and developing an
interface as the designer and user will benefit from creating an interface which is
user-friendly.

Schneidermans 8 golden rules


Here are the 8 golden rules from Schneidermans when it comes to the creation
of interface designs.
1. Strive for consistency this is the first rule out of 8 from schneiderman,
this rules means that the sequences of all actions should be consistence,
furthermore that the terminology should be identical throughout the use of
prompts, help screens, menus and consistent commands.
2. Enable frequent users to use shortcuts the use of macro facilities,
abbreviations, hidden commands and function keys should be available for
the expert users, as there use of frequency increases the users desire
reduces the amount of interactions so therefore the designer would need
to increase the pace at which interaction is.
3. Offer informative feedback there should be a system feedback for every
operator action, whether its a minor and frequent action then the
response can be simple, but if its a major problem then the response
should be more responsive and serious.
4. Design dialog to yield closure Action sequences should stand in groups
with a beginning, middle and end are organized. In addition, if there is
feedback information available on the completion of a set of actions gives
operators the satisfaction of accomplishment. For example, select E commerce sites to switches users form the product information to the
actual checkout, after the item is bought it ends in a confirmation page
where it shows the transaction was complete.
5. Prevent errors this is one of most important rules out of the 8, as the
system should be designed so that the user cannot make serious errors,
for example if the gray out menu items are not working appropriately then
the interface should be able to pick up this problem and fix it immediately.
The interface should provide instructions to the user so they are able to
sue the system safely and easily.
6. Permit easy reversal of actions this rule means that any mistakes that
the user has made should be able to be reversed, as this feature in an
interface relieves anxiety as the user will know that if they make an error

it can be reversed. To be able to reverse any mistakes it should be very


simple through an easy data entry task or through a group of actions.
7. Support internal locus of control experienced users should have the
ability to have a control of the interface and be able to feel as if the
interface directly responds to the actions they take when using the
system. The system should be able to recognise similarities and not to
make any behavioural changes. Users should be able to obtain any
required information and have the ability to create there result.
8. Reduce short-term memory load the interface should allow a capacity of
information processing in the short-term so then the user shouldnt have
to remember the information on one screen to another. Due to humans
limited capacity for short term memory this aspect is required for the user.
An example of this is that the cell phones should not require a re-entry of
phone numbers onto the device twice and that the number should be able
to be stored and saved the first time. Another example could be the websites locations should remain visible.

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