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.
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.
The document discusses models of interaction between users and computer systems. It describes Norman's seven-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 core, and output. Context is an important factor that can affect interaction.
The document discusses different aspects of human-computer interaction including interaction models, ergonomics, interaction styles, and context. It provides definitions and examples of various interaction models including Norman's seven stage model, Abowd and Beale's four part framework, and different interaction styles like command line interfaces, menus, natural language, and WIMP interfaces. It also covers topics like ergonomics, error handling, initiative in interaction, and how social context can impact interaction.
This document discusses models of human-computer interaction and interaction design. It contains the following key points:
1) It describes Norman's model of interaction which outlines 7 stages: establishing a goal, forming an intention, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it.
2) It discusses Abowd and Beale's interaction framework which extends Norman's model by separating the user, input, system, and output and defining translation between their languages.
3) Interaction design aims to balance usability and user experience by considering physical ergonomics, engagement, motivation and fun. Designing for value is important to encourage use of a system.
This document discusses human-computer interaction and interaction design. It begins by defining interaction and describing common models of interaction, including Norman's seven-stage model of interaction and Abowd and Beale's four-part framework. It then covers various interaction styles like command line interfaces, menus, natural language interfaces, and WIMP interfaces. The rest of the document discusses elements of the WIMP interface like windows, icons, pointers, and menus. It also discusses other interaction design considerations like buttons, toolbars, dialog boxes, speech interfaces, and ensuring a good user experience through engagement and fun.
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.
The Interaction Framework proposed by Abowd and Beale extends Norman's model of interaction to provide a more realistic description. It includes four main components: the user, input, system core, and output. Each component has its own language and interaction involves translation between these languages. Problems occur when there are issues with the translations between components. The framework can be used to evaluate the overall usability of an interactive system.
The document discusses human-computer interaction frameworks and styles. It describes Donald Norman's seven-stage interaction framework involving establishing a goal, formulating intentions, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it against the goal. It also discusses Abowd and Beale's four-part interaction framework involving the user, input, system, and output. Common interaction styles are described, including command line interfaces, menus, natural language, forms, spreadsheets, three-dimensional interfaces, and the widespread WIMP (windows, icons, menus, pointers) style. Ergonomics and its role in ensuring successful interactions through appropriate physical design is also covered.
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.
The document discusses models of interaction between users and computer systems. It describes Norman's seven-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 core, and output. Context is an important factor that can affect interaction.
The document discusses different aspects of human-computer interaction including interaction models, ergonomics, interaction styles, and context. It provides definitions and examples of various interaction models including Norman's seven stage model, Abowd and Beale's four part framework, and different interaction styles like command line interfaces, menus, natural language, and WIMP interfaces. It also covers topics like ergonomics, error handling, initiative in interaction, and how social context can impact interaction.
This document discusses models of human-computer interaction and interaction design. It contains the following key points:
1) It describes Norman's model of interaction which outlines 7 stages: establishing a goal, forming an intention, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it.
2) It discusses Abowd and Beale's interaction framework which extends Norman's model by separating the user, input, system, and output and defining translation between their languages.
3) Interaction design aims to balance usability and user experience by considering physical ergonomics, engagement, motivation and fun. Designing for value is important to encourage use of a system.
This document discusses human-computer interaction and interaction design. It begins by defining interaction and describing common models of interaction, including Norman's seven-stage model of interaction and Abowd and Beale's four-part framework. It then covers various interaction styles like command line interfaces, menus, natural language interfaces, and WIMP interfaces. The rest of the document discusses elements of the WIMP interface like windows, icons, pointers, and menus. It also discusses other interaction design considerations like buttons, toolbars, dialog boxes, speech interfaces, and ensuring a good user experience through engagement and fun.
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.
The Interaction Framework proposed by Abowd and Beale extends Norman's model of interaction to provide a more realistic description. It includes four main components: the user, input, system core, and output. Each component has its own language and interaction involves translation between these languages. Problems occur when there are issues with the translations between components. The framework can be used to evaluate the overall usability of an interactive system.
The document discusses human-computer interaction frameworks and styles. It describes Donald Norman's seven-stage interaction framework involving establishing a goal, formulating intentions, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it against the goal. It also discusses Abowd and Beale's four-part interaction framework involving the user, input, system, and output. Common interaction styles are described, including command line interfaces, menus, natural language, forms, spreadsheets, three-dimensional interfaces, and the widespread WIMP (windows, icons, menus, pointers) style. Ergonomics and its role in ensuring successful interactions through appropriate physical design is also covered.
Chapter 3: The interaction
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
This document discusses human-computer interaction and interaction models. It begins by outlining the learning objectives, which are to understand basics of interaction, differentiate between interaction models and styles, and understand the impact of interaction in social and organizational contexts. It then defines interaction and discusses several interaction models and styles, including command line interfaces, menus, natural language, forms, spreadsheets, and WIMP (windows, icons, menus, pointers) interfaces. It also covers physical aspects of interfaces like ergonomics and different interaction contexts.
The document discusses various interaction styles between users and computers, including command line interfaces, menus, natural language interfaces, form-fills, and three-dimensional interfaces. It focuses on the Windows, Icons, Menus, and Pointer (WIMP) style, describing the key elements of windows, icons, menus, buttons, toolbars, palettes, and dialog boxes that make up the WIMP interface.
The document discusses various aspects of human-computer interaction, including models of interaction, interaction styles, elements of the WIMP interface, and designing experiences. It describes Norman's seven-stage model of interaction and Abowd and Beale's interaction framework. It outlines common interaction styles like command line interfaces, menus, natural language, forms, and three-dimensional interfaces. It also discusses elements of the WIMP interface such as windows, icons, menus, pointers, buttons, and dialog boxes. Finally, it touches on designing experiences, engagement, and creating fun interactions like virtual crackers.
This document discusses various types of human-computer interfaces, including command line interfaces, menus, natural language interfaces, and WIMP (windows, icons, menus, pointers) interfaces. It provides details on the characteristics and uses of each type of interface. For example, it explains that command line interfaces use function keys, single characters or abbreviations and are best for expert users, while menus display options on screen that can be selected using numbers, letters or a mouse. The document also covers interfaces like form-fills, point and click, 3D interfaces, and aspects of web navigation like global and local navigation.
The document discusses human-computer interaction models and styles. It covers several key topics:
1. Interaction models help understand the communication between users and systems. Models provide frameworks to analyze different interaction styles and identify issues.
2. Ergonomics examines the physical characteristics of interactions, like control layouts and the work environment. Proper ergonomic design considers users' physical and psychological needs.
3. Different interaction styles are reviewed, including command lines, menus, natural language, forms, and WIMP interfaces using windows, icons, pointers. The tradeoffs of each style are discussed.
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 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.
The document discusses interaction frameworks in human-computer interaction (HCI). It describes Norman's 7-stage model of interaction and the Abowd and Beale framework, which extends Norman's model. The Abowd and Beale framework has four parts - the user, input, system, and output. It conceptualizes interaction as the translation between the unique languages of these components. The framework provides a general model for understanding interaction and for comparing different systems.
Slide 4 - User Interface Design.pptx interface rather than its functionality ...DennisAnaafi1
interface rather than its functionality
•A poorly designed interface can cause a user to make catastrophic errors
•Poor user interface design is the reason why so many software systems are never used
The document discusses principles of user interface design for software systems. It covers topics like user interaction styles, information presentation, and user support. Some key principles discussed are using familiar terminology for users, consistency across interfaces, minimizing surprises, allowing for error recovery, and providing guidance. Graphical user interfaces are now common and have advantages like being easy to learn and use while allowing multitasking. The design process involves analysis, prototyping, and evaluation with end users.
Windowing systems provide device independence and support for multiple tasks. Programming tools include read-evaluation loops, notification-based paradigms, and toolkits that allow programming with interaction objects. User interface management systems provide conceptual architectures separating application logic from presentation and techniques for specifying dialogues.
The document discusses software interface design and architecture. It covers interface design principles, styles of interfaces including static, dynamic and customizable styles. Key design considerations for interfaces include making them user-centered, intuitive, consistent and integrated. Interface evaluation looks at usability metrics like how quickly a new user can become productive, what percentage of functions are usable, and how well the interface supports error recovery and customization.
This document discusses user interfaces and their design. It defines a user interface as what the user sees and interacts with to use a system, including physical controls, visual appearance, input/output methods, and system responses. Good user interfaces are safe, effective, efficient, user-friendly, and enjoyable. When designing an interface, considerations include intended users, the system's functions, usage environment, and available technologies. The main types of interfaces covered are command line, menu-driven, natural language, forms/dialogue boxes, and graphical user interfaces. The document also discusses design aspects and advantages of common interfaces across applications.
The document provides an introduction to human-computer interaction. It discusses key concepts like interaction design, the design process, understanding users, scenarios, navigation, iteration, prototypes, usability, and common interaction styles. The design process involves understanding constraints, the human and computer, and is iterative without a clear end. Interaction starts by learning about users and their context. Scenarios and navigation help address user needs. Prototyping and iteration are used to evaluate designs. Usability focuses on effectiveness, efficiency and satisfaction. Common interaction styles include command lines, menus, forms, and the WIMP model using windows, icons, menus and pointers.
Chapter 3: The interaction
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
This document discusses human-computer interaction and interaction models. It begins by outlining the learning objectives, which are to understand basics of interaction, differentiate between interaction models and styles, and understand the impact of interaction in social and organizational contexts. It then defines interaction and discusses several interaction models and styles, including command line interfaces, menus, natural language, forms, spreadsheets, and WIMP (windows, icons, menus, pointers) interfaces. It also covers physical aspects of interfaces like ergonomics and different interaction contexts.
The document discusses various interaction styles between users and computers, including command line interfaces, menus, natural language interfaces, form-fills, and three-dimensional interfaces. It focuses on the Windows, Icons, Menus, and Pointer (WIMP) style, describing the key elements of windows, icons, menus, buttons, toolbars, palettes, and dialog boxes that make up the WIMP interface.
The document discusses various aspects of human-computer interaction, including models of interaction, interaction styles, elements of the WIMP interface, and designing experiences. It describes Norman's seven-stage model of interaction and Abowd and Beale's interaction framework. It outlines common interaction styles like command line interfaces, menus, natural language, forms, and three-dimensional interfaces. It also discusses elements of the WIMP interface such as windows, icons, menus, pointers, buttons, and dialog boxes. Finally, it touches on designing experiences, engagement, and creating fun interactions like virtual crackers.
This document discusses various types of human-computer interfaces, including command line interfaces, menus, natural language interfaces, and WIMP (windows, icons, menus, pointers) interfaces. It provides details on the characteristics and uses of each type of interface. For example, it explains that command line interfaces use function keys, single characters or abbreviations and are best for expert users, while menus display options on screen that can be selected using numbers, letters or a mouse. The document also covers interfaces like form-fills, point and click, 3D interfaces, and aspects of web navigation like global and local navigation.
The document discusses human-computer interaction models and styles. It covers several key topics:
1. Interaction models help understand the communication between users and systems. Models provide frameworks to analyze different interaction styles and identify issues.
2. Ergonomics examines the physical characteristics of interactions, like control layouts and the work environment. Proper ergonomic design considers users' physical and psychological needs.
3. Different interaction styles are reviewed, including command lines, menus, natural language, forms, and WIMP interfaces using windows, icons, pointers. The tradeoffs of each style are discussed.
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 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.
The document discusses interaction frameworks in human-computer interaction (HCI). It describes Norman's 7-stage model of interaction and the Abowd and Beale framework, which extends Norman's model. The Abowd and Beale framework has four parts - the user, input, system, and output. It conceptualizes interaction as the translation between the unique languages of these components. The framework provides a general model for understanding interaction and for comparing different systems.
Slide 4 - User Interface Design.pptx interface rather than its functionality ...DennisAnaafi1
interface rather than its functionality
•A poorly designed interface can cause a user to make catastrophic errors
•Poor user interface design is the reason why so many software systems are never used
The document discusses principles of user interface design for software systems. It covers topics like user interaction styles, information presentation, and user support. Some key principles discussed are using familiar terminology for users, consistency across interfaces, minimizing surprises, allowing for error recovery, and providing guidance. Graphical user interfaces are now common and have advantages like being easy to learn and use while allowing multitasking. The design process involves analysis, prototyping, and evaluation with end users.
Windowing systems provide device independence and support for multiple tasks. Programming tools include read-evaluation loops, notification-based paradigms, and toolkits that allow programming with interaction objects. User interface management systems provide conceptual architectures separating application logic from presentation and techniques for specifying dialogues.
The document discusses software interface design and architecture. It covers interface design principles, styles of interfaces including static, dynamic and customizable styles. Key design considerations for interfaces include making them user-centered, intuitive, consistent and integrated. Interface evaluation looks at usability metrics like how quickly a new user can become productive, what percentage of functions are usable, and how well the interface supports error recovery and customization.
This document discusses user interfaces and their design. It defines a user interface as what the user sees and interacts with to use a system, including physical controls, visual appearance, input/output methods, and system responses. Good user interfaces are safe, effective, efficient, user-friendly, and enjoyable. When designing an interface, considerations include intended users, the system's functions, usage environment, and available technologies. The main types of interfaces covered are command line, menu-driven, natural language, forms/dialogue boxes, and graphical user interfaces. The document also discusses design aspects and advantages of common interfaces across applications.
The document provides an introduction to human-computer interaction. It discusses key concepts like interaction design, the design process, understanding users, scenarios, navigation, iteration, prototypes, usability, and common interaction styles. The design process involves understanding constraints, the human and computer, and is iterative without a clear end. Interaction starts by learning about users and their context. Scenarios and navigation help address user needs. Prototyping and iteration are used to evaluate designs. Usability focuses on effectiveness, efficiency and satisfaction. Common interaction styles include command lines, menus, forms, and the WIMP model using windows, icons, menus and pointers.
Human computer Interaction ch1-the human.pdfJayaprasanna4
Human cognition and perception involve receiving sensory input, processing and storing information, and applying it through reasoning, problem-solving and skill. The key senses are vision, hearing, touch, smell and taste. Vision involves light being focused on the retina and processed in the brain to interpret signals about size, depth, brightness and color. Hearing detects sound waves that are processed to identify pitch, loudness and timbre. Memory has three types - sensory, short-term and long-term. Thinking uses reasoning like deduction and induction, and problem-solving applies knowledge through means-ends analysis or analogy. Emotion influences human capabilities and involves both cognitive and physiological responses.
computer Networks Error Detection and Correction.pptJayaprasanna4
This document discusses error detection and correction in data transmission. It covers the following key points:
- There are two main types of errors: single-bit errors and burst errors. Burst errors are more common in serial transmission.
- Error detection verifies data accuracy without having the original message. It uses redundancy like vertical and longitudinal redundancy checks. Cyclic redundancy checks use polynomial division to detect errors.
- Error correction automatically fixes certain errors. Single-bit error correction reverses the value of the altered bit. Hamming codes use additional redundant bits to detect and correct single-bit errors.
HUman computer Interaction Socio-organizational Issues.pptJayaprasanna4
This document discusses socio-organizational issues and stakeholder requirements in systems design. It covers topics such as organizational conflicts that can impact system acceptance, identifying stakeholder needs in context, and socio-technical models to understand human and technical requirements. Methodologies covered include soft systems methodology to take a broader view, participatory design to involve users, and ethnographic research to study users unbiasedly.
human computer Interaction cognitive models.pptJayaprasanna4
This document discusses cognitive models used to represent users of interactive systems. It describes hierarchical models that represent a user's task and goal structure, as well as linguistic models that represent the user-system grammar. GOMS and CCT are two common cognitive models discussed in detail, with both modeling a user's goals, operators, and methods in a hierarchical structure. The document also covers Keystroke-Level Modeling (KLM) which uses cognitive understandings to predict user performance times for simple tasks.
World wide web and Hyper Text Markup LanguageJayaprasanna4
The document discusses hypertext, multimedia, and the World Wide Web. It covers understanding hypertext and how it differs from linear text through its non-linear structure and links. It also discusses finding information on the web through navigation, structure, bookmarks and search engines. Finally, it outlines some of the underlying web technologies including protocols, servers, clients and networking that allow information to be delivered and accessed on the internet.
The Monte Carlo method uses randomness to solve deterministic problems. It relies on the law of large numbers, which states that averaging a large number of random samples approximates the expected value. The method involves:
1) Defining a probability space with many random points;
2) Applying the constraints of the problem;
3) Discriminating between points inside and outside the constraints;
4) Using the internal points to define the solution space. The more points used, the more accurate the simulation.
The document discusses activity planning for projects. It covers estimating activity durations, developing detailed activity schedules, and identifying risks. A project consists of related activities, and finishes when all activities are complete. Activities must have clear start and end points and estimated durations. Network diagrams like CPM and PERT are used to plan activity sequences and identify the critical path, which determines the overall project duration. Slack time and floats help schedule activities and identify scheduling flexibility.
The document discusses various techniques for estimating software effort, including parametric models, expert judgment, analogy, and bottom-up and top-down approaches. It describes the bottom-up approach as breaking a project into tasks, estimating effort for each, and summing totals. Top-down uses parametric models relating effort to system size and productivity factors. Function point analysis and COSMIC function points are presented as top-down methods to measure system size independently of programming language.
The document discusses activity planning for projects. It covers estimating activity durations, developing detailed activity schedules, and identifying risks. A project consists of related activities, and finishes when all activities are complete. Activities must have clear start and end points and estimated durations. Network diagrams like CPM and PERT are used to plan activity sequences and identify the critical path, which determines the overall project duration. Slack time and floats help schedule activities and identify scheduling flexibility.
This document outlines the objectives and content of the IT8075 Software Project Management course. The course aims to teach students how to plan, manage, and deliver successful software projects. It covers topics such as project planning, estimation techniques, risk management, project monitoring and control, and people management. The course is divided into 5 units which cover areas such as the software development life cycle, effort estimation methods, scheduling, risk analysis, and staff management in projects. The intended learning outcomes include understanding basic project management principles and gaining knowledge of processes, estimation, risk identification, and using principles to define project structure and track progress.
Path-vector routing uses spanning trees to determine routes between sources and destinations based on policies imposed by each source rather than least-cost. BGP is an interdomain routing protocol that uses path-vector routing, with each AS advertising routing information to neighboring ASes. BGP ensures loop-free paths by enumerating the list of ASes in a path and allows ASes to apply local policies to select the best routes.
This document discusses multicasting and multicast routing protocols. It begins with an introduction to multicasting versus unicasting. It then discusses multicast trees, including source-based trees and group-shared trees. It provides overviews of several multicast routing protocols: DVMRP, a distance-vector protocol; MOSPF, an extension of OSPF; and CBT, which uses a rendezvous-point tree with a core router. Key concepts like reverse path forwarding and pruning/grafting to support dynamic membership are also summarized.
This document provides an introduction to computer networks and the fundamental concepts of data communication. It discusses the key components of data communication systems including messages, senders, receivers, transmission medium, and protocols. It also describes different types of data representation and data flow including simplex, half-duplex, and full-duplex. Additionally, it covers network criteria such as performance, reliability, and security. Finally, it discusses various topics in computer networks including physical topologies (e.g. mesh, star, bus, ring), categories of networks (LAN, MAN, WAN), and their characteristics.
This document discusses error detection and correction techniques used in data communication. It describes different types of errors like single-bit errors and burst errors. It then explains various error detection methods like vertical redundancy check (VRC), longitudinal redundancy check (LRC), cyclic redundancy check (CRC), and checksum that work by adding redundant bits. The document also covers error correction techniques like single-bit error correction using Hamming code which allows detecting and correcting single-bit errors.
This document discusses different types of connecting devices used to connect local area networks (LANs) or segments of LANs. It describes five categories of connecting devices based on the layer of the Internet model in which they operate: 1) passive hubs and repeaters that operate below or at the physical layer, 2) bridges that operate at the physical and data link layers, 3) routers that operate at the physical, data link, and network layers, and 4) gateways that can operate at all five layers. Specific devices like hubs, bridges, and routers are explained in terms of their functions, capabilities, and how they differ from each other.
The document contains questions and answers related to computer networks:
1. The presentation layer of the OSI model performs translation, encryption, and compression functions.
2. A sine wave with a frequency of 6 Hz has a period of 0.1515 seconds.
3. In stop-and-wait protocol, the sender transmits one frame and waits for an acknowledgment before sending the next frame. If no acknowledgment is received within a timeout period, the sender retransmits the original frame.
The document discusses session tracking techniques in servlets. It describes four main techniques: cookies, hidden form fields, URL rewriting, and HTTP sessions. Cookies are the simplest technique and involve assigning a unique session ID to each client as a cookie. Hidden form fields maintain state by storing information in hidden form fields and transmitting it across requests. URL rewriting appends a session ID to the URL. HTTP sessions involve saving client-specific information on the server side in an HTTP session object.
JDBC provides a standard Java API for accessing databases. It allows Java programs to connect to databases, send SQL statements, and process the results. The key steps in using JDBC include: 1) loading the appropriate JDBC driver, 2) establishing a connection, 3) creating statements to query the database, 4) processing result sets, and 5) closing connections. JDBC supports both two-tier and three-tier architectures and allows transactions to group SQL statements.
How Barcodes Can Be Leveraged Within Odoo 17Celine George
In this presentation, we will explore how barcodes can be leveraged within Odoo 17 to streamline our manufacturing processes. We will cover the configuration steps, how to utilize barcodes in different manufacturing scenarios, and the overall benefits of implementing this technology.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
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إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
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2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
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واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
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THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
2. The Interaction
• interaction models
– translations between user and system
• ergonomics
– physical characteristics of interaction
• interaction styles
– the nature of user/system dialog
• context
– social, organizational, motivational
5. Some terms of interaction
domain – the area of work under study
e.g. graphic design
goal – what you want to achieve
e.g. create a solid red triangle
task – how you go about doing it
– ultimately in terms of operations or actions
e.g. … select fill tool, click over triangle
Note …
– traditional interaction …
– use of terms differs a lot especially task/goal !!!
6. Donald Norman’s model
• Seven stages
– user establishes the goal
– formulates intention
– specifies actions at interface
– executes action
– perceives system state
– interprets system state
– evaluates system state with respect to goal
• Norman’s model concentrates on user’s view of
the interface
7. execution/evaluation loop
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
system
evaluation
execution
goal
8. execution/evaluation loop
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
system
evaluation
execution
goal
9. execution/evaluation loop
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
system
evaluation
execution
goal
10. execution/evaluation loop
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
system
evaluation
execution
goal
11. Using Norman’s model
Some systems are harder to use than others
Gulf of Execution
user’s formulation of actions
≠ actions allowed by the system
Gulf of Evaluation
user’s expectation of changed system state
≠ actual presentation of this state
12. Human error - slips and mistakes
slip
understand system and goal
correct formulation of action
incorrect action
mistake
may not even have right goal!
Fixing things?
slip – better interface design
mistake – better understanding of system
13. Abowd and Beale framework
extension of Norman…
their interaction framework has 4 parts
– user
– input
– system
– output
each has its own unique language
interaction translation between languages
problems in interaction = problems in translation
S
core
U
task
O
output
I
input
14. Using Abowd & Beale’s model
user intentions
translated into actions at the interface
translated into alterations of system state
reflected in the output display
interpreted by the user
general framework for understanding interaction
– not restricted to electronic computer systems
– identifies all major components involved in interaction
– allows comparative assessment of systems
– an abstraction
16. Ergonomics
• Study of the physical characteristics of
interaction
• Also known as human factors – but this can
also be used to mean much of HCI!
• Ergonomics good at defining standards and
guidelines for constraining the way we design
certain aspects of systems
17. Ergonomics - examples
• arrangement of controls and displays
e.g. controls grouped according to function or
frequency of use, or sequentially
• surrounding environment
e.g. seating arrangements adaptable to cope with all
sizes of user
• health issues
e.g. physical position, environmental conditions
(temperature, humidity), lighting, noise,
• use of colour
e.g. use of red for warning, green for okay,
awareness of colour-blindness etc.
18. Industrial interfaces
Office interface vs. industrial interface?
Context matters!
office industrial
type of data textual numeric
rate of change slow fast
environment clean dirty
… the oil soaked mouse!
19. Glass interfaces ?
• industrial interface:
– traditional … dials and knobs
– now … screens and keypads
• glass interface
+ cheaper, more flexible,
multiple representations,
precise values
– not physically located,
loss of context,
complex interfaces
• may need both
Vessel B Temp
0 100 200
113
multiple representations
of same information
20. Indirect manipulation
• office– direct manipulation
– user interacts
with artificial world
• industrial – indirect manipulation
– user interacts
with real world
through interface
• issues ..
– feedback
– delays
system
interface plant
immediate
feedback
instruments
22. Common interaction styles
• command line interface
• menus
• natural language
• question/answer and query dialogue
• form-fills and spreadsheets
• WIMP
• point and click
• three–dimensional interfaces
23. Command line interface
• Way of expressing instructions to the computer
directly
– function keys, single characters, short abbreviations,
whole words, or a combination
• suitable for repetitive tasks
• better for expert users than novices
• offers direct access to system functionality
• command names/abbreviations should be
meaningful!
Typical example: the Unix system
24. Menus
• Set of options displayed on the screen
• Options visible
– less recall - easier to use
– rely on recognition so names should be meaningful
• Selection by:
– numbers, letters, arrow keys, mouse
– combination (e.g. mouse plus accelerators)
• Often options hierarchically grouped
– sensible grouping is needed
• Restricted form of full WIMP system
25. Natural language
• Familiar to user
• speech recognition or typed natural language
• Problems
– vague
– ambiguous
– hard to do well!
• Solutions
– try to understand a subset
– pick on key words
26. Query interfaces
• Question/answer interfaces
– user led through interaction via series of questions
– suitable for novice users but restricted functionality
– often used in information systems
• Query languages (e.g. SQL)
– used to retrieve information from database
– requires understanding of database structure and
language syntax, hence requires some expertise
27. Form-fills
• Primarily for data entry or data retrieval
• Screen like paper form.
• Data put in relevant place
• Requires
– good design
– obvious correction
facilities
28. Spreadsheets
• first spreadsheet VISICALC, followed by
Lotus 1-2-3
MS Excel most common today
• sophisticated variation of form-filling.
– grid of cells contain a value or a formula
– formula can involve values of other cells
e.g. sum of all cells in this column
– user can enter and alter data spreadsheet
maintains consistency
30. Point and click interfaces
• used in ..
– multimedia
– web browsers
– hypertext
• just click something!
– icons, text links or location on map
• minimal typing
31. Three dimensional interfaces
• virtual reality
• ‘ordinary’ window systems
– highlighting
– visual affordance
– indiscriminate use
just confusing!
• 3D workspaces
– use for extra virtual space
– light and occlusion give depth
– distance effects
flat buttons …
… or sculptured
click me!
32. elements of the wimp interface
windows, icons, menus, pointers
+++
buttons, toolbars,
palettes, dialog boxes
also see supplementary material
on choosing wimp elements
33. Windows
• Areas of the screen that behave as if they were
independent
– can contain text or graphics
– can be moved or resized
– can overlap and obscure each other, or can be laid
out next to one another (tiled)
• scrollbars
– allow the user to move the contents of the window
up and down or from side to side
• title bars
– describe the name of the window
34. Icons
• small picture or image
• represents some object in the interface
– often a window or action
• windows can be closed down (iconised)
– small representation fi many accessible
windows
• icons can be many and various
– highly stylized
– realistic representations.
35. Pointers
• important component
– WIMP style relies on pointing and selecting things
• uses mouse, trackpad, joystick, trackball,
cursor keys or keyboard shortcuts
• wide variety of graphical images
36. Menus
• Choice of operations or services offered on the screen
• Required option selected with pointer
problem – take a lot of screen space
solution – pop-up: menu appears when needed
File Edit Options
Typewriter
Screen
Times
Font
37. Kinds of Menus
• Menu Bar at top of screen (normally), menu
drags down
– pull-down menu - mouse hold and drag down menu
– drop-down menu - mouse click reveals menu
– fall-down menus - mouse just moves over bar!
• Contextual menu appears where you are
– pop-up menus - actions for selected object
– pie menus - arranged in a circle
• easier to select item (larger target area)
• quicker (same distance to any option)
… but not widely used!
38. Menus extras
• Cascading menus
– hierarchical menu structure
– menu selection opens new menu
– and so in ad infinitum
• Keyboard accelerators
– key combinations - same effect as menu item
– two kinds
• active when menu open – usually first letter
• active when menu closed – usually Ctrl + letter
usually different !!!
39. Menus design issues
• which kind to use
• what to include in menus at all
• words to use (action or description)
• how to group items
• choice of keyboard accelerators
40. Buttons
• individual and isolated regions within a
display that can be selected to invoke
an action
• Special kinds
– radio buttons
– set of mutually exclusive choices
– check boxes
– set of non-exclusive choices
41. Toolbars
• long lines of icons …
… but what do they do?
• fast access to common actions
• often customizable:
– choose which toolbars to see
– choose what options are on it
42. Palettes and tear-off menus
• Problem
menu not there when you want it
• Solution
palettes – little windows of actions
– shown/hidden via menu option
e.g. available shapes in drawing package
tear-off and pin-up menus
– menu ‘tears off’ to become palette
43. Dialogue boxes
• information windows that pop up to
inform of an important event or request
information.
e.g: when saving a file, a dialogue box is
displayed to allow the user to specify the
filename and location. Once the file is
saved, the box disappears.
45. Speech–driven interfaces
• rapidly improving …
… but still inaccurate
• how to have robust dialogue?
… interaction of course!
e.g. airline reservation:
reliable “yes” and “no”
+ system reflects back its understanding
“you want a ticket from New York to Boston?”
46. Look and … feel
• WIMP systems have the same elements:
windows, icons., menus, pointers, buttons, etc.
• but different window systems
… behave differently
e.g. MacOS vs Windows menus
appearance + behaviour = look and feel
47. Initiative
• who has the initiative?
old question–answer – computer
WIMP interface – user
• WIMP exceptions …
pre-emptive parts of the interface
• modal dialog boxes
– come and won’t go away!
– good for errors, essential steps
– but use with care
48. Error and repair
can’t always avoid errors …
… but we can put them right
make it easy to detect errors
… then the user can repair them
hello, this is the Go Faster booking system
what would you like?
(user) I want to fly from New York to London
you want a ticket from New York to Boston
(user) no
sorry, please confirm one at a time
do you want to fly from New York
(user) yes
… … …
49. Context
Interaction affected by social and organizational
context
• other people
– desire to impress, competition, fear of failure
• motivation
– fear, allegiance, ambition, self-satisfaction
• inadequate systems
– cause frustration and lack of motivation
51. Experience?
• home, entertainment, shopping
– not enough that people can use a system
– they must want to use it!
• psychology of experience
– flow (Csikszentimihalyi)
– balance between anxiety and boredom
• education
– zone of proximal development
– things you can just do with help
• wider ...
– literary analysis, film studies, drama
52. Designing experience
• real crackers
– cheap and cheerful!
– bad joke, plastic toy, paper hat
– pull and bang
55. how crackers work
sender
fill in web form
To: wxv
From: ..
receive email recipient
closed
cracker page
open
message
recipient clicks
cracker opens ...
very slowly
joke
links
open
cracker page
web toy
mask
sender
watches
progress
56. The crackers experience
real cracker virtual cracker
Surface elements
design cheap and cheerful simple page/graphics
play plastic toy and joke web toy and joke
dressing up paper hat mask to cut out
Experienced effects
shared offered to another sent by email message
co-experience pulled together sender can't see content
until opened by recipient
excitement cultural connotations recruited expectation
hiddenness contents inside first page - no contents
suspense pulling cracker slow ... page change
surprise bang (when it works) WAV file (when it works)
57. Physical design
• many constraints:
– ergonomic – minimum button size
– physical – high-voltage switches are big
– legal and safety – high cooker controls
– context and environment – easy to clean
– aesthetic – must look good
– economic – … and not cost too much!
58. Design trade-offs
constraints are contradictory … need trade-offs
within categories:
e.g. safety – cooker controls
front panel – safer for adult
rear panel – safer for child
between categories
e.g. ergonomics vs. physical – MiniDisc remote
ergonomics – controls need to be bigger
physical – no room!
solution – multifunction controls & reduced functionality
59. Fluidity
• do external physical aspects reflect
logical effect?
– related to affordance (chap 5)
logical state revealed in physical state?
e.g. on/off buttons
inverse actions inverse effects?
e.g. arrow buttons, twist controls
61. spring back controls
• one-shot buttons
• joystick
• some sliders
good – large selection sets
bad – hidden state
62. a minidisk controller
series of spring-back controls
each cycle through some options
–natural inverse back/forward
twist for track movement
pull and twist for volume
– spring back
– natural inverse for twist
65. Managing value
people use something
ONLY IF
it has perceived value
AND
value exceeds cost
BUT NOTE
• exceptions (e.g. habit)
• value NOT necessarily personal gain or money
66. Weighing up value
value
• helps me get my work done
• fun
• good for others
cost
• download time
• money £, $, €
• learning effort
67. • in economics Net Present Value:
– discount by (1+rate)years to wait
• in life people heavily discount
– future value and future cost
– hence resistance to learning
– need low barriers
and high perceived present value
Discounted future
68. example – HCI book search
• value for people who have the book
helps you to look up things
– chapter and page number
• value for those who don’t …
sort of online mini-encyclopaedia
– full paragraph of context
… but also says “buy me”!!
… but also says “buy me”!!
69. Value and organisational design
• coercion
• tell people what to do!
• value = keep your job
• enculturation
• explain corporate values
• establish support (e.g share options)
• emergence
• design process so that
individuals value organisational value
70. General lesson …
if you want someone to do something …
• make it easy for them!
• understand their values