The document discusses guidelines, principles, and theories for human-computer interaction design. It provides examples of usability guidelines for designing interfaces, such as ensuring consistency and providing feedback. Theories described include those that are descriptive of user behaviors, explanatory of causes and effects, and predictive for comparing proposed design executions.
Brenda Annett Camper is seeking an IT position that utilizes her skills and experience in customer service, networking, and office administration. She has over 25 years of experience in state government roles including social worker assistant, habilitation training aide, and currently serves as a telecommunications network technician for the State of Delaware. She has various technical certifications and a strong educational background in office systems technology, word processing studies, and clerical studies from Delaware Technical & Community College.
This lecture discusses human computer interaction design processes and interface paradigms. It covers development methodologies like rapid contextual design and ease of use methods. The lecture also discusses the four pillars of design: user interface requirements, guidelines, processes, and interaction styles. Additionally, it examines interaction types like instructing, manipulating, conversing, and exploring. Finally, the lecture reviews interface paradigms from the 1980s through the 2000s including command line, WIMP/GUI, multimedia, web, speech, and mobile interfaces.
The document discusses various models of interaction including Norman's 7 stage model of interaction and Abowd and Beale's framework. It also covers different interaction styles like command line interfaces, menus, natural language interfaces. Finally, it discusses elements of the WIMP interface like windows, icons, menus and pointers and how to design the user experience and engagement.
This document provides an overview of secure multimedia communications. It discusses various formats for images, audio, and video and considerations for securing multimedia content, including encryption, steganography, and watermarking. It also addresses challenges of multimedia security such as bandwidth requirements, throughput, packet loss, delay, and jitter. The document compares encryption, steganography, and watermarking and criteria for evaluating them such as visibility, robustness, and fragility.
This document summarizes a self-assessment framework for evaluating countries' e-readiness. It includes an agenda that covers the importance of ICT, the self-assessment framework, questionnaire categories, an example result from Indonesia, and follow-up. The framework is adapted from research to calculate a country's IT capability. It evaluates countries across 5 categories - proximity to technology, depth of development, sophistication of use, penetration, and indigenization - to determine their basic, developing, or advanced e-readiness level and identify areas for ICT development. An example radar chart shows Indonesia's preliminary self-assessment results. Follow-up is needed to refine the questionnaire, conduct actual country surveys, review results, and agree
O programa da Assembleia do Instituto de Formação de Professores de Chibututuíne-Manhiça em 17 de fevereiro de 2012 incluiu a entoação do hino nacional, apresentações culturais, boas-vindas aos novos alunos, intervenções do diretor e um convidado, e apresentação de slides sobre o IFP e outras informações.
Reflection Support Using Multi Encoded Tag CloudsChristian Glahn
The document discusses using tag clouds to support reflection in personal learning environments. It proposes combining Delicious bookmarks with note taking into a "ReScope" tool to create tag clouds showing global tag usage and recently used tags. An evaluation study found that tag clouds can stimulate reflection on tagging activity and confirm contextual factors from a situated learning framework. Participants reflected on their tagging without awareness of the framework. The conclusions were that personal tag clouds can support reflection and concepts of situated learning are applicable for designing PLE learning support.
Brenda Annett Camper is seeking an IT position that utilizes her skills and experience in customer service, networking, and office administration. She has over 25 years of experience in state government roles including social worker assistant, habilitation training aide, and currently serves as a telecommunications network technician for the State of Delaware. She has various technical certifications and a strong educational background in office systems technology, word processing studies, and clerical studies from Delaware Technical & Community College.
This lecture discusses human computer interaction design processes and interface paradigms. It covers development methodologies like rapid contextual design and ease of use methods. The lecture also discusses the four pillars of design: user interface requirements, guidelines, processes, and interaction styles. Additionally, it examines interaction types like instructing, manipulating, conversing, and exploring. Finally, the lecture reviews interface paradigms from the 1980s through the 2000s including command line, WIMP/GUI, multimedia, web, speech, and mobile interfaces.
The document discusses various models of interaction including Norman's 7 stage model of interaction and Abowd and Beale's framework. It also covers different interaction styles like command line interfaces, menus, natural language interfaces. Finally, it discusses elements of the WIMP interface like windows, icons, menus and pointers and how to design the user experience and engagement.
This document provides an overview of secure multimedia communications. It discusses various formats for images, audio, and video and considerations for securing multimedia content, including encryption, steganography, and watermarking. It also addresses challenges of multimedia security such as bandwidth requirements, throughput, packet loss, delay, and jitter. The document compares encryption, steganography, and watermarking and criteria for evaluating them such as visibility, robustness, and fragility.
This document summarizes a self-assessment framework for evaluating countries' e-readiness. It includes an agenda that covers the importance of ICT, the self-assessment framework, questionnaire categories, an example result from Indonesia, and follow-up. The framework is adapted from research to calculate a country's IT capability. It evaluates countries across 5 categories - proximity to technology, depth of development, sophistication of use, penetration, and indigenization - to determine their basic, developing, or advanced e-readiness level and identify areas for ICT development. An example radar chart shows Indonesia's preliminary self-assessment results. Follow-up is needed to refine the questionnaire, conduct actual country surveys, review results, and agree
O programa da Assembleia do Instituto de Formação de Professores de Chibututuíne-Manhiça em 17 de fevereiro de 2012 incluiu a entoação do hino nacional, apresentações culturais, boas-vindas aos novos alunos, intervenções do diretor e um convidado, e apresentação de slides sobre o IFP e outras informações.
Reflection Support Using Multi Encoded Tag CloudsChristian Glahn
The document discusses using tag clouds to support reflection in personal learning environments. It proposes combining Delicious bookmarks with note taking into a "ReScope" tool to create tag clouds showing global tag usage and recently used tags. An evaluation study found that tag clouds can stimulate reflection on tagging activity and confirm contextual factors from a situated learning framework. Participants reflected on their tagging without awareness of the framework. The conclusions were that personal tag clouds can support reflection and concepts of situated learning are applicable for designing PLE learning support.
This document provides an overview of various design methodologies and processes for developing human-computer interfaces. It discusses Rapid Contextual Design, the Ease of Use Method, and other approaches. It also covers the four pillars of design: user requirements, guidelines and documentation, personas, and tasks and environment. Finally, it examines methods for collecting user information like interviews, questionnaires, observation, and participatory design. The document provides guidance on applying these methodologies and processes effectively.
The document discusses guidelines, principles, and theories for designing effective user interfaces. It provides examples of specific guidelines for tasks like navigation and accessibility. Principles are more fundamental and address factors like determining user skill levels and identifying tasks. Theories are even more abstract and aim to describe, explain, and predict human behavior during interaction. Theories can focus on motor, perceptual or cognitive skills. Consistency is important for usability and different levels like conceptual, semantic and syntactic can be used to develop descriptive theories of interaction.
The following videos were linked from the original presentation:
1) Scenario - http://www.vimeo.com/4903991
2) Touchscreen UI Concept: http://vimeo.com/4910002
3) No Touchscreen UI Concept: http://www.vimeo.com/4910043
This document provides an information technology curriculum for middle school students in grades 6-8. It outlines benchmarks, assessments, performance standards, and resources for several strands including basic operations, social/ethical issues, productivity tools, communication tools, and research skills. Students will apply problem-solving strategies, learn the impact of technology on society, use applications to support learning, and evaluate online information sources. Major projects include the Oregon Trail demonstration and starting an online business.
The document discusses designing the view layer in a software application. It describes the view layer as consisting of objects that users interact with and that manage the user interface. The responsibilities of view layer objects include receiving input from user interactions and displaying output. The document outlines a process for designing view layer classes that involves macro-level design to identify interface objects and micro-level design to apply design rules when developing individual interface objects. It provides guidelines for designing different interface elements like forms, dialog boxes, and the main application window.
The document discusses designing the view layer in a software application. It describes the view layer as consisting of objects that users interact with and that manage the user interface. The responsibilities of view layer objects include receiving input from user interactions and displaying output. The document outlines a process for designing view layer classes that involves macro-level design to identify interface objects and micro-level design to apply design principles to each object. It provides guidelines for designing different interface elements like forms, dialog boxes, and the main application window.
Unit 7 performing user interface designPreeti Mishra
The document discusses user interface design principles and models. It provides three key principles for user interface design:
1. Place users in control of the interface and allow for flexible, interruptible, and customizable interaction.
2. Reduce users' memory load by minimizing what they need to remember, establishing defaults, and progressively disclosing information.
3. Make the interface consistent across screens, applications, and interaction models to maintain user expectations.
It also describes four models involved in interface design: the user profile model, design model, implementation model, and user's mental model. The role of designers is to reconcile differences across these models.
This document discusses how assistive technology can help special needs students in 7 key ways: 1) organization, 2) note-taking, 3) writing assistance, 4) productivity, 5) access to reference materials, 6) cognitive assistance, and 7) material modification. It provides examples of both high-tech and low-tech tools that can aid students with disabilities in areas like structuring ideas, taking notes, writing, calculating, finding information, reading materials, and customizing instruction. The document emphasizes that while some assistive technology can be expensive, low-cost adaptations can also be effective.
The document discusses key aspects of human-computer interaction (HCI), including understanding HCI, types of user interfaces, guidelines for dialog design, and designing queries. It covers topics like ensuring usability and user experience in HCI, different types of user interfaces like menus, forms, and graphical user interfaces. It provides guidelines for meaningful communication, minimal user actions, and consistency in dialog design. It also discusses different types of queries that can be performed on databases and methods for building more complex queries.
I made this with my 3 partners for my CEC marks in 3rd sem of MCA. It includes information about HCI, definition, types, how it works, queries of it etc.
One can get idea easily about HCI after refering this presentation.
This document is a submission for Assignment Two of a GUI design and programming course. It includes a table of contents and sections summarizing system requirements, describing the design evolution process including prototypes and user testing, outlining low-level design guidelines, evaluating the design using usability guidelines, and concluding remarks. Instructions are also provided for running the project files stored on an accompanying CD.
The document discusses various models and concepts related to human-computer interaction and interfaces. It describes Norman's 7-stage model of interaction that focuses on the user's perspective. It also discusses Abowd and Beale's interaction framework that identifies the major components involved in interaction, including the user, input, system and output. Finally, it discusses the importance of designing interfaces to provide value to users that exceeds any costs of using the system in order to encourage engagement and use.
e3-chap-03.power point presentaion on interst rateseidmohammed44
Interaction involves the communication between a user and a system. There are various models and frameworks for understanding interaction, including Norman's seven stage model of goal establishment, intention formation, action specification, execution, perception, interpretation, and evaluation. Abowd and Beale's framework separates interaction into the user, input, system, and output languages. Interfaces use various interaction styles such as command lines, menus, forms, and graphical user interfaces (GUIs) involving windows, icons, menus, and pointers (WIMP). The experience and engagement of users is important to consider in interaction design.
Interaction involves the communication between a user and a system. There are various models and frameworks for understanding interaction, including Norman's seven stage model of goal establishment, intention formation, action specification, execution, perception, interpretation, and evaluation. Abowd and Beale's framework extends Norman's model by including the user, input, system, and output components, with interaction involving translation between each component's unique language. Proper interaction design considers the physical ergonomics as well as interaction styles such as menus, forms, and natural language interfaces. The context of use also impacts interaction, including social and organizational factors.
This document discusses various aspects of human-computer interaction including interaction models, styles, and context. It describes Norman's 7-stage model of interaction that focuses on the user's perspective. It also discusses Abowd and Beale's interaction framework that identifies the major components involved in interaction including the user, input, system, and output. Finally, it examines elements of the WIMP interface such as windows, icons, menus, pointers, buttons, and toolbars.
This document discusses interaction models and styles. It defines interaction as communication between a user and system, but notes there is more to it than just language. Several models of interaction are presented, including Norman's 7-stage model and Abowd and Beale's 4-part framework. Different interaction styles like command lines, menus, natural language interfaces are also described. The document emphasizes that interaction design must consider both the look and feel of an interface by addressing both appearance and behavior. Context, experience, engagement and perceptions of value are important factors that influence interaction.
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutDavid Farrell
This document discusses various principles of usability, metaphors, and layout in game design. It covers attributes of usability like learnability and satisfaction. It provides examples of interface metaphors like the mouse representing a hand. Layout principles discussed include the rule of thirds and golden ratio for positioning elements, as well as using grids to align elements. The document stresses considering human abilities and designing for consistency and avoiding clutter.
A Investigation of Cisco Technologies & Access SolutionsNTID
This document provides an overview of a proposed investigation into Cisco technologies and access solutions by RIT's NTID Center on Access. The investigation will have three strands: 911-411-211 communication, signing avatars, and telepresence evaluation. It will involve forming expert teams, conducting literature reviews, producing white papers, and making recommendations to improve accessibility and inclusion. The goal is to establish a collaborative relationship with Cisco and provide input from a deaf perspective to help guide future product development. The project is funded for one year with $65,000 in cash and $35,000 in equipment from the Silicon Valley Community Foundation.
This document lists the names of 5 individuals: Webuilt.it Rollen Gomes Liu Tianwei Heng Weijian. It does not provide any other context or information about these people.
1) Lamp Post Games is developing their first mobile game titled "Spells versus Bullets", a tower defense game modeled after Plants vs Zombies, to target the African market.
2) The free-to-download game will generate revenue through optional in-game purchases using M-PESA mobile payments and advertisements within the game and on the game's website.
3) The game will be localized to Arabic for Egypt and Morocco and distributed through the Nokia Ovi Store, targeting lower-end Nokia phones that are prevalent in Africa.
This document provides an overview of various design methodologies and processes for developing human-computer interfaces. It discusses Rapid Contextual Design, the Ease of Use Method, and other approaches. It also covers the four pillars of design: user requirements, guidelines and documentation, personas, and tasks and environment. Finally, it examines methods for collecting user information like interviews, questionnaires, observation, and participatory design. The document provides guidance on applying these methodologies and processes effectively.
The document discusses guidelines, principles, and theories for designing effective user interfaces. It provides examples of specific guidelines for tasks like navigation and accessibility. Principles are more fundamental and address factors like determining user skill levels and identifying tasks. Theories are even more abstract and aim to describe, explain, and predict human behavior during interaction. Theories can focus on motor, perceptual or cognitive skills. Consistency is important for usability and different levels like conceptual, semantic and syntactic can be used to develop descriptive theories of interaction.
The following videos were linked from the original presentation:
1) Scenario - http://www.vimeo.com/4903991
2) Touchscreen UI Concept: http://vimeo.com/4910002
3) No Touchscreen UI Concept: http://www.vimeo.com/4910043
This document provides an information technology curriculum for middle school students in grades 6-8. It outlines benchmarks, assessments, performance standards, and resources for several strands including basic operations, social/ethical issues, productivity tools, communication tools, and research skills. Students will apply problem-solving strategies, learn the impact of technology on society, use applications to support learning, and evaluate online information sources. Major projects include the Oregon Trail demonstration and starting an online business.
The document discusses designing the view layer in a software application. It describes the view layer as consisting of objects that users interact with and that manage the user interface. The responsibilities of view layer objects include receiving input from user interactions and displaying output. The document outlines a process for designing view layer classes that involves macro-level design to identify interface objects and micro-level design to apply design rules when developing individual interface objects. It provides guidelines for designing different interface elements like forms, dialog boxes, and the main application window.
The document discusses designing the view layer in a software application. It describes the view layer as consisting of objects that users interact with and that manage the user interface. The responsibilities of view layer objects include receiving input from user interactions and displaying output. The document outlines a process for designing view layer classes that involves macro-level design to identify interface objects and micro-level design to apply design principles to each object. It provides guidelines for designing different interface elements like forms, dialog boxes, and the main application window.
Unit 7 performing user interface designPreeti Mishra
The document discusses user interface design principles and models. It provides three key principles for user interface design:
1. Place users in control of the interface and allow for flexible, interruptible, and customizable interaction.
2. Reduce users' memory load by minimizing what they need to remember, establishing defaults, and progressively disclosing information.
3. Make the interface consistent across screens, applications, and interaction models to maintain user expectations.
It also describes four models involved in interface design: the user profile model, design model, implementation model, and user's mental model. The role of designers is to reconcile differences across these models.
This document discusses how assistive technology can help special needs students in 7 key ways: 1) organization, 2) note-taking, 3) writing assistance, 4) productivity, 5) access to reference materials, 6) cognitive assistance, and 7) material modification. It provides examples of both high-tech and low-tech tools that can aid students with disabilities in areas like structuring ideas, taking notes, writing, calculating, finding information, reading materials, and customizing instruction. The document emphasizes that while some assistive technology can be expensive, low-cost adaptations can also be effective.
The document discusses key aspects of human-computer interaction (HCI), including understanding HCI, types of user interfaces, guidelines for dialog design, and designing queries. It covers topics like ensuring usability and user experience in HCI, different types of user interfaces like menus, forms, and graphical user interfaces. It provides guidelines for meaningful communication, minimal user actions, and consistency in dialog design. It also discusses different types of queries that can be performed on databases and methods for building more complex queries.
I made this with my 3 partners for my CEC marks in 3rd sem of MCA. It includes information about HCI, definition, types, how it works, queries of it etc.
One can get idea easily about HCI after refering this presentation.
This document is a submission for Assignment Two of a GUI design and programming course. It includes a table of contents and sections summarizing system requirements, describing the design evolution process including prototypes and user testing, outlining low-level design guidelines, evaluating the design using usability guidelines, and concluding remarks. Instructions are also provided for running the project files stored on an accompanying CD.
The document discusses various models and concepts related to human-computer interaction and interfaces. It describes Norman's 7-stage model of interaction that focuses on the user's perspective. It also discusses Abowd and Beale's interaction framework that identifies the major components involved in interaction, including the user, input, system and output. Finally, it discusses the importance of designing interfaces to provide value to users that exceeds any costs of using the system in order to encourage engagement and use.
e3-chap-03.power point presentaion on interst rateseidmohammed44
Interaction involves the communication between a user and a system. There are various models and frameworks for understanding interaction, including Norman's seven stage model of goal establishment, intention formation, action specification, execution, perception, interpretation, and evaluation. Abowd and Beale's framework separates interaction into the user, input, system, and output languages. Interfaces use various interaction styles such as command lines, menus, forms, and graphical user interfaces (GUIs) involving windows, icons, menus, and pointers (WIMP). The experience and engagement of users is important to consider in interaction design.
Interaction involves the communication between a user and a system. There are various models and frameworks for understanding interaction, including Norman's seven stage model of goal establishment, intention formation, action specification, execution, perception, interpretation, and evaluation. Abowd and Beale's framework extends Norman's model by including the user, input, system, and output components, with interaction involving translation between each component's unique language. Proper interaction design considers the physical ergonomics as well as interaction styles such as menus, forms, and natural language interfaces. The context of use also impacts interaction, including social and organizational factors.
This document discusses various aspects of human-computer interaction including interaction models, styles, and context. It describes Norman's 7-stage model of interaction that focuses on the user's perspective. It also discusses Abowd and Beale's interaction framework that identifies the major components involved in interaction including the user, input, system, and output. Finally, it examines elements of the WIMP interface such as windows, icons, menus, pointers, buttons, and toolbars.
This document discusses interaction models and styles. It defines interaction as communication between a user and system, but notes there is more to it than just language. Several models of interaction are presented, including Norman's 7-stage model and Abowd and Beale's 4-part framework. Different interaction styles like command lines, menus, natural language interfaces are also described. The document emphasizes that interaction design must consider both the look and feel of an interface by addressing both appearance and behavior. Context, experience, engagement and perceptions of value are important factors that influence interaction.
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutDavid Farrell
This document discusses various principles of usability, metaphors, and layout in game design. It covers attributes of usability like learnability and satisfaction. It provides examples of interface metaphors like the mouse representing a hand. Layout principles discussed include the rule of thirds and golden ratio for positioning elements, as well as using grids to align elements. The document stresses considering human abilities and designing for consistency and avoiding clutter.
A Investigation of Cisco Technologies & Access SolutionsNTID
This document provides an overview of a proposed investigation into Cisco technologies and access solutions by RIT's NTID Center on Access. The investigation will have three strands: 911-411-211 communication, signing avatars, and telepresence evaluation. It will involve forming expert teams, conducting literature reviews, producing white papers, and making recommendations to improve accessibility and inclusion. The goal is to establish a collaborative relationship with Cisco and provide input from a deaf perspective to help guide future product development. The project is funded for one year with $65,000 in cash and $35,000 in equipment from the Silicon Valley Community Foundation.
This document lists the names of 5 individuals: Webuilt.it Rollen Gomes Liu Tianwei Heng Weijian. It does not provide any other context or information about these people.
1) Lamp Post Games is developing their first mobile game titled "Spells versus Bullets", a tower defense game modeled after Plants vs Zombies, to target the African market.
2) The free-to-download game will generate revenue through optional in-game purchases using M-PESA mobile payments and advertisements within the game and on the game's website.
3) The game will be localized to Arabic for Egypt and Morocco and distributed through the Nokia Ovi Store, targeting lower-end Nokia phones that are prevalent in Africa.
Douyak is an online karaoke service that allows users to sing karaoke anytime, anywhere by streaming music videos from sources like YouTube. Through customer discovery and iterations based on user feedback, Douyak has improved its search functionality, user interface, playlist features, and social integration. It currently generates revenue through advertising but plans to license content regionally and monetize the service. Douyak is seeking $2 million in funding over 5 years to further develop its product and acquire customers internationally.
This document outlines a peer-to-peer (P2P) communication framework developed for the Android platform as an alternative to traditional mobile networks. It discusses the motivation to lower infrastructure costs, proposes a solution using an open-source P2P framework, and recaps the work done including server implementation and literature reviews. The document then covers design decisions around using the Android platform, hardware limitations, and a modified Gnutella network design. It presents implementation results and performance metrics and demonstrates the framework through use cases and key features. Limitations and future work are also discussed.
The document discusses a peer-to-peer (P2P) communication framework for Android devices. It aims to explore alternatives to traditional network architectures and leverage the built-in hardware capabilities of mobile devices (3G, WiFi, Bluetooth) without requiring developers to deal with underlying networking implementations. The framework allows developers to easily build P2P applications on Android to take advantage of growing smartphone usage. It seeks to address limitations of traditional networks that may not support huge numbers of increasingly data-hungry mobile devices.
This document summarizes a research paper on developing a peer-to-peer communication framework for Android devices. The framework allows developers to leverage built-in communication capabilities like WiFi, Bluetooth, and 3G without dealing with underlying networking implementations. The framework is based on a modified Gnutella peer-to-peer architecture and implements features like packet routing, flow control, and automatic device discovery. Experimental results show the framework can achieve throughput rates of around 54kbps for nodes more than one hop away. The framework provides an open-source platform for building scalable, decentralized mobile applications using peer-to-peer networking.
The document summarizes a Singapore-based gaming company's plans to target the African mobile gaming market. The company will develop its first casual mobile game over 6 months, aiming to emulate Plants vs Zombies. It will target Nokia feature phones initially and analyze smartphone trends. The game will use virtual currencies and in-app purchases. Marketing will include Facebook ads and collaborations. Financial projections estimate breaking even by the 12th month with a target payment volume of $20,070 per month from 5 African countries.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. They have not conducted a similar project before.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. They have not conducted a similar project before.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This document lists the names of 5 individuals: Webuilt.it Rollen Gomes Liu Tianwei Heng Weijian. It does not provide any other context or information about these people.
This document lists the names of 5 individuals: Webuilt.it Rollen Gomes Liu Tianwei Heng Weijian. It does not provide any other context or information about these people.
Webuilt.it is a company founded by Rollen Gomes, Liu Tianwei, Heng Weijian. The company was started to provide software development services and solutions to clients. Rollen, Liu, and Heng bring different skills and experiences that complement each other for running the business.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. They have not conducted a similar project before.
This document discusses EON Reality, a company that provides virtual and augmented reality solutions. It introduces EON Interact, their Kinect-based solution. EON Reality was founded in 1999 and provides 3D visualization software, online meetings, immersive display systems, and customized development services. Their solutions are used for training, sales and marketing, and product development in industries such as aerospace, defense, energy, and manufacturing. The document discusses challenges with traditional training and how virtual reality can help address them by improving engagement, retention, reducing costs and timelines. It also discusses how virtual worlds can improve training retention compared to traditional methods.
11. Navigating the interface
p guidelines#:
• Sample g
– Standardize task sequences
– Ensure that embedded links are descriptive
– U unique and d
Use i d descriptive h di
i ti headings
– Use check boxes for binary choices
– Develop pages that will print properly
– Use thumbnail images to preview larger images
# NCI 2006 : National Cancer Institute’s guidelines on design of informative web
pages
1-11
2-11
12. Organizing the display
• High-level goals#
– Consistency of data display
• terminology, colors, format, capitalization
– Efficient information assimilation by the user
• Neat columns of data, left & right justification,
spacing
– Minimal memory load on the user
• minimize recall
– Fl ibilit f user control of d t di l
Flexibility for t l f data display
• order of columns & sorting of rows to be
changeable by users
1-12
#Smith and Mosier (1986) 2-12
13. Getting the user’s attention
• Intensity
– use levels to draw attention
• Marking
– underline, enclose in box, use an indicator/sign
• Size
– large size attract attention, use upto 4 sizes
• Choice of fonts
– Use upto 3 fonts Inverse Video: A computer
• Blinking display technique whereby the
background and text colour
g
• C l
Color
values are swapped, .
• Audio
On older computers this was
computers,
the way text was displayed 1-13
by default. 2-13
14. Principles
More fundamental, widely applicable, & enduring.
Application of principles lead to (established)guidelines.
1-14
2-14
18. 2 Consistency
Ensure consistent use of colours names
colours, names,
layout and so on.
delete/insert character delete/insert character
delete/insert character
delete/insert word remove/insert word
remove/bring word
delete/insert line delete/insert line line
destroy/create
delete/insert paragraph
d l t /i t h delete/insert paragraph
d kill/bi th paragraph1-18
kill/birth t
l t /i hh
19. 3 Familiarity
Use language and symbols that the user will be
familiar ith
f ili with or use a suitable metaphor t help
it bl t h to h l
them transfer similar and related knowledge from
a more familiar domain
domain.
1-19
20. 3 Familiarity
Metaphors
– Metaphora : to carry over, transfer
– The transference of the relation between one set of objects
to another set for the purpose of brief explanation.
– A resemblance , an agreement or likeness between things
in some circumstances or effects, when the things are
otherwise entirely diff
th i ti l different.
t
1-20
21. 3 Familiarity
Metaphor – Example
• The Desktop - started at Xerox PARC
• Idea was to organize information in a way to allow
people to use it in the way they use information on
their desktops.
– make the screen act as if there were objects on it.
Computer objects as visible, moveable objects.
p j , j
Objects represented as icons. Objects can be
“picked up” and “moved” on a surface. Objects can
p
be “copied”
1-21
27. 3 Familiarity
Metaphor - Key points
Metaphors help borrow behaviors from systems familiar to
p p y
users.
Metaphor isn't always necessary.
Some metaphors don't cross cultural/local boundaries well
well.
1-27
29. 5 Constraints
• Provide constraints so that people do not try to
do things that are inappropriate
inappropriate.
1-29
30. 6 Navigation
Provide support to enable users to move
around the parts of the system.
d th t f th t
1-30
31. 7 Feedback
Rapidly feed back information from the
system to people so that they know what
effect their actions have had
had.
The user should never have to think
"did th t work?"
that k?"
1-31
32. 8 Recovery
Enable recovery from actions particularly
actions,
mistakes and errors, quickly and
effectively.
effectively
1-32
33. 9 Flexibility
Allow multiple ways of doing things so as
to accommodate users with different
levels of experience and interest in the
systems.
1-33
34. 10 Style – Aesthetically Pleasing
Designs should be visually
appealing, polite, pleasant, friendly.
1-34
35. Theories
Th i
Descriptive, Explanatory or Predictive
D i ti E l t P di ti
Motor, perceptual, or cognitive
D R Y
1-35
2-35
36. Descriptive , Explanatory, Predictive
• H l f li d
Helpful in developing consistent
l i i t t
Descriptive terminology for objects and
actions.
• D
Describe sequence of events and
ib f t d
Explanatory where possible cause and effect
• Enable designers to compare
Predictive
P di ti proposed d i
d designs f execution1-36
for ti
time or error rates
2-36
37. • Helpful in developing consistent
Descriptive terminology for objects and
actions.
actions
User interface styles : menus, form fill-ins, commands
User personality styles :
Technical attitude: novice, knowledgeable, expert
, g , p
Technical aptitude: spatial visualization, reasoning
1-37
2-37
38. • Describe sequence of events
q
Explanatory and where possible cause and
effect
State and Action alternatives
should be visible.
Norman’s Action Theory;
There should be a good
•Forming the goal conceptual model and
•Forming th i t ti
F i the intention consistent system image.
•Specifying the action
•Executing the action
Executing Interface should reveal good
mappings that reveal the
•Perceiving the system state relationship between stages.
•Interpreting the system state
p g y
•Evaluating the outcome Users should receive 1-38
continuous feedback. 2-38
39. • Enable designers to compare
Predictive p p
proposed designs for execution
g
time or error rates
Fitts’ Law
It is a model of human psychomotor
p y
behavior developed in 1954.
1-39
2-39
40. Fitts’ Law
It is a model of human psychomotor
behavior developed in 1954.
1-40
2-40
41. Fitts’ Law
It is a mathematical model that predicts
how long will it take to point at a target.
It takes into account the size of the object
and h
d how f f
far from th mouse it i
the is.
1-41
2-41
42. Fitts’ Law
If the target is larger , the user can use large
movements of mouse to get to the object despite
the di t
th distance. 1-42
2-42
43. Fitts’ Law
If the target is small, the user can use large
movements to cover the distance and then make
fine
fi movements to get to the object.
t t t t th bj t 1-43
2-43
44. Fitts’ Law
As designers, we want to
keep objects large enough
and close enough to where
people are ‘looking’ !
looking
If the target is kept near, the time to reach
the target reduces
reduces.
1-44
2-44
45. Fitts’ Law
The time to move and point to a target of width W at a distance
A is a logarithmic function of the spatial relative error (A/W)
MT = a + b log2(A/W + c)
• MT is the movement time
• a and b are device dependent constants.
• c is a constant of 0, 0.5 or 1
• A is the distance (or amplitude) of movement from start to
target center
• W is the width of the target which corresponds to “accuracy”
target, accuracy
1-45
2-45
49. Motor, Perceptual, Cognitive Theories
• Motor skill performance predictions
Motor
e.g. key stroking, pointing times.
• Predicting reading times for free text,
Perceptual lists,
lists formatted displays auditory
displays,
tasks
• In understanding short term, long term,
sensory memory; its role in problem
y y; p
Cognitive
solving and play ; and productivity as 1-49
a function of response time 2-49
50. Lecture 2- key points
Design principles and guidelines emerge from
p
practical experience.
p
Golden rules of Interface Design – VCFAC
g
NFRFS
1-50
2-50
51. Lecture 2- key points
Traditional psychological th i must b
T diti l h l i l theories t be
extended and refined to accommodate complex
human learning memory and problem solving
learning,
required in user interfaces.
In spite of growing set of theories, guidelines
and principles user interface is a complex and
highly creative process. 1-51
2-51