Ubiquitous Computing Applications
Outline
Ubiquitous Computing
Virtual Reality
Augmented Reality
Information and Data Visualization.
What is ubiquitous computing?
Any computing technology that permits human interaction away from a single workstation.
This includes
pen-based technology,
handheld or portable devices,
large-scale interactive screens,
voice or vision technology.
Human-centered vision with these technologies presents many challenges. Here we Focus
defining the appropriate physical interaction experience;
discovering general application features;
theories for designing and evaluating the human experience within ubiquitous computing.
Scales of devices
Mark Weiser proposed three basic forms for ubiquitous system devices:
Inch
Foot
Yard
Implications for device size as well as relationship to people.
Prototyping allows designers to fail fast and improve designs iteratively. Designers may not effectively search the design space or recognize good designs. Prototypes are used to evaluate ideas, communicate with users, and provide feedback. Prototypes can be created at different levels from conceptual to screen design. Common techniques include rapid prototyping and incremental prototyping. Prototyping is best used when requirements are unclear, rejection costs are high, or user testing is needed before full implementation. However, prototypes may introduce early constraints and take significant time to create.
PPT based on Human Computer Interface whch is easier to understand and carryout the presentation in conferences..if u need documentation please make a comment down...enjoy the ppt..have a good luck
Human Computer Interaction (HCI) is the study of how humans interact with computers and how to design interfaces so that users can interact with systems effectively, efficiently and with satisfaction. HCI aims to make computers more usable by understanding users and designing appropriate input/output devices and interaction styles. The goals of HCI include improving safety, utility, effectiveness and efficiency of computer systems to benefit both users and organizations.
This document discusses Human Computer Interaction (HCI). HCI is the study of the interaction between humans (users) and computers, with the goal of improving usability and making computers more responsive to user needs. HCI is an interdisciplinary field involving computer scientists, psychologists, designers and others. It considers the human side through understanding cognition, as well as the computer side with interface design. The interaction occurs at the interface, where users communicate with the system, such as through direct manipulation. HCI is important for applications in areas like education, healthcare and assisting disabled individuals to use computers.
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Ubiquitous Computing Applications
Outline
Ubiquitous Computing
Virtual Reality
Augmented Reality
Information and Data Visualization.
What is ubiquitous computing?
Any computing technology that permits human interaction away from a single workstation.
This includes
pen-based technology,
handheld or portable devices,
large-scale interactive screens,
voice or vision technology.
Human-centered vision with these technologies presents many challenges. Here we Focus
defining the appropriate physical interaction experience;
discovering general application features;
theories for designing and evaluating the human experience within ubiquitous computing.
Scales of devices
Mark Weiser proposed three basic forms for ubiquitous system devices:
Inch
Foot
Yard
Implications for device size as well as relationship to people.
Prototyping allows designers to fail fast and improve designs iteratively. Designers may not effectively search the design space or recognize good designs. Prototypes are used to evaluate ideas, communicate with users, and provide feedback. Prototypes can be created at different levels from conceptual to screen design. Common techniques include rapid prototyping and incremental prototyping. Prototyping is best used when requirements are unclear, rejection costs are high, or user testing is needed before full implementation. However, prototypes may introduce early constraints and take significant time to create.
PPT based on Human Computer Interface whch is easier to understand and carryout the presentation in conferences..if u need documentation please make a comment down...enjoy the ppt..have a good luck
Human Computer Interaction (HCI) is the study of how humans interact with computers and how to design interfaces so that users can interact with systems effectively, efficiently and with satisfaction. HCI aims to make computers more usable by understanding users and designing appropriate input/output devices and interaction styles. The goals of HCI include improving safety, utility, effectiveness and efficiency of computer systems to benefit both users and organizations.
This document discusses Human Computer Interaction (HCI). HCI is the study of the interaction between humans (users) and computers, with the goal of improving usability and making computers more responsive to user needs. HCI is an interdisciplinary field involving computer scientists, psychologists, designers and others. It considers the human side through understanding cognition, as well as the computer side with interface design. The interaction occurs at the interface, where users communicate with the system, such as through direct manipulation. HCI is important for applications in areas like education, healthcare and assisting disabled individuals to use computers.
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Chapter 2: The computer
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
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/
Virtual memory management in Operating SystemRashmi Bhat
Virtual memory allows processes to execute without being completely loaded into physical memory. It abstracts memory into a large, uniform array that allows processes to easily share files and memory. With virtual memory, programs are no longer constrained by the amount of physical memory and more programs can run simultaneously with less I/O. Pages are loaded into memory on demand via demand paging to avoid loading unused pages. When a page fault occurs for an invalid page, it is paged into memory if valid. Common page replacement algorithms are FIFO, Optimal, and LRU which replace pages based on time since last use to make space for new pages on faults.
Understanding the Problem Space and Conceptualizing in HCIUm e Farwa
The document discusses conceptual models in interaction design. It provides examples of different types of conceptual models including giving instructions, conversing, manipulating and navigating, and exploring and browsing. Direct manipulation is discussed as a popular model that makes tasks intuitive through physical representations. While no single model is best, designers must understand how users will conceptualize a system to ensure it is usable and effective. Metaphors can help by relating to real-world concepts, but may also constrain design if taken too literally. The goal is to support the intended interaction mode through an appropriate interaction style.
Nhận viết luận văn Đại học , thạc sĩ - Zalo: 0917.193.864
Tham khảo bảng giá dịch vụ viết bài tại: vietbaocaothuctap.net
Download luận văn đồ án tốt nghiệp ngành công nghệ thông tin với đề tài: Xây dựng hệ thống giám sát mạng dựa trên phần mềm nguồn mở Zabbix, cho các bạn làm luận văn tham khảo
This document discusses remote replication technologies for storing and managing digital information at remote sites. It describes synchronous and asynchronous remote replication modes and technologies such as host-based log shipping and storage array-based replication. It also covers network infrastructure requirements like DWDM and SONET. Specific replication products from EMC like SRDF, SAN Copy and Mirror View are described. Remote replication helps organizations mitigate risks from outages by creating data replicas at distant locations.
The document discusses prototyping techniques for software development. It defines prototyping as an essential element of user-centered design that involves testing design ideas with users early in the development process. Different types of prototyping are appropriate for different stages, from paper-based prototypes to test initial ideas to software-based prototypes that provide limited functionality for further testing. The goal of prototyping is to identify and address design errors and user requirements before significant development effort.
The document discusses principles for designing interfaces for mobile devices. It covers topics like the history of mobile, mobile ecosystems, types of mobile apps, and mobile design. It also discusses the principles of Web 2.0 and how they apply to mobile, called Mobile 2.0. Mobile 2.0 leverages the social web and user-generated content on mobile platforms. It emphasizes making software work across multiple contexts and devices through web technologies to provide rich user experiences.
This document provides an overview of lecture notes on human-computer interaction. It outlines the course topics which include the design process, usability engineering, interaction design, evaluation methods, and emerging technologies. It also discusses how people interact with computers and defines human-computer interaction as a discipline concerned with designing usable interactive systems. The goals of HCI are outlined as producing usable, safe, and functional systems that prioritize people's needs through user-centered design methodologies. Finally, it covers factors that influence interaction design and fields that contribute to the study of HCI such as computer science, engineering, psychology and more.
Chapter 4: Paradigms
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 operating systems and processes. It defines an operating system as an interface between the user and computer hardware that manages system resources efficiently. Processes are programs in execution that are represented in memory by a process control block containing information like state, registers, scheduling details. Processes go through various states like running, ready, waiting and terminated. The document also describes process creation, termination, and context switching between processes.
Chapter 17: Models of the system
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 is the first chapter of a textbook on computer fundamentals. It introduces computers by defining them as electronic devices that can perform high-speed calculations and process data. It describes the characteristics of computers and how they have evolved over several generations from early mechanical calculators and vacuum tube-based machines to today's integrated circuit-based devices. The chapter also outlines the key hardware and software technologies of each generation of computers.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
The document provides an introduction to human-computer interaction (HCI). It defines HCI as the study of the interaction between humans and computers, including the design and evaluation of interactive systems. The document discusses why HCI is important, focusing on creating usable, intuitive systems. It also outlines some of the historical roots of HCI in fields like computer graphics, operating systems, and cognitive psychology. Finally, it discusses potential future developments in HCI, such as ubiquitous computing, mixed media interfaces, and more natural human-computer interaction.
Interaction design involves creating technological interventions that affect how people work. It is not just about the product but how it impacts user behavior. The design process is iterative and involves understanding user needs, analyzing tasks, prototyping solutions, and evaluating designs through iterations. Key aspects of interaction design include understanding users, creating scenarios to illustrate user flows, considering navigation and structure, designing screen layouts, and iterating through prototyping and evaluation to continuously improve designs.
The document discusses various discovery methods for human-computer interaction (HCI) design presented by Omar Ghazi. It covers interaction design basics like understanding users, scenarios, and iteration. It also discusses interactions and interventions beyond just interfaces. Additional topics include what design is, the golden rule of design to understand materials, common human errors in design, and making the user the central focus. Specific methods covered include personas, scenarios, navigation design, physical controls, dialogue, network diagrams, and affordances. The overall goal is to understand both users and technology to create successful designs.
This document provides an overview of cognitive aspects relevant to interaction design. It discusses what cognition is and how understanding users' cognitive abilities and limitations can help design better interactive products. Key cognitive processes covered include attention, perception, memory, learning, and problem-solving. Theories of cognition discussed include mental models, gulfs of execution/evaluation, and information processing models. Design implications are provided for optimizing interfaces based on cognitive strengths and limitations.
This document provides an overview of cognition and cognitive theories that are relevant to interaction design. It discusses key cognitive processes like attention, perception, memory, learning, and problem solving. It also summarizes several cognitive frameworks for understanding how users interact with technology, including mental models, distributed cognition, and the gulfs of execution and evaluation. The document emphasizes that understanding cognition can help designers create interfaces that are easier for users to perceive, learn, remember and complete tasks on.
Chapter 2: The computer
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
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/
Virtual memory management in Operating SystemRashmi Bhat
Virtual memory allows processes to execute without being completely loaded into physical memory. It abstracts memory into a large, uniform array that allows processes to easily share files and memory. With virtual memory, programs are no longer constrained by the amount of physical memory and more programs can run simultaneously with less I/O. Pages are loaded into memory on demand via demand paging to avoid loading unused pages. When a page fault occurs for an invalid page, it is paged into memory if valid. Common page replacement algorithms are FIFO, Optimal, and LRU which replace pages based on time since last use to make space for new pages on faults.
Understanding the Problem Space and Conceptualizing in HCIUm e Farwa
The document discusses conceptual models in interaction design. It provides examples of different types of conceptual models including giving instructions, conversing, manipulating and navigating, and exploring and browsing. Direct manipulation is discussed as a popular model that makes tasks intuitive through physical representations. While no single model is best, designers must understand how users will conceptualize a system to ensure it is usable and effective. Metaphors can help by relating to real-world concepts, but may also constrain design if taken too literally. The goal is to support the intended interaction mode through an appropriate interaction style.
Nhận viết luận văn Đại học , thạc sĩ - Zalo: 0917.193.864
Tham khảo bảng giá dịch vụ viết bài tại: vietbaocaothuctap.net
Download luận văn đồ án tốt nghiệp ngành công nghệ thông tin với đề tài: Xây dựng hệ thống giám sát mạng dựa trên phần mềm nguồn mở Zabbix, cho các bạn làm luận văn tham khảo
This document discusses remote replication technologies for storing and managing digital information at remote sites. It describes synchronous and asynchronous remote replication modes and technologies such as host-based log shipping and storage array-based replication. It also covers network infrastructure requirements like DWDM and SONET. Specific replication products from EMC like SRDF, SAN Copy and Mirror View are described. Remote replication helps organizations mitigate risks from outages by creating data replicas at distant locations.
The document discusses prototyping techniques for software development. It defines prototyping as an essential element of user-centered design that involves testing design ideas with users early in the development process. Different types of prototyping are appropriate for different stages, from paper-based prototypes to test initial ideas to software-based prototypes that provide limited functionality for further testing. The goal of prototyping is to identify and address design errors and user requirements before significant development effort.
The document discusses principles for designing interfaces for mobile devices. It covers topics like the history of mobile, mobile ecosystems, types of mobile apps, and mobile design. It also discusses the principles of Web 2.0 and how they apply to mobile, called Mobile 2.0. Mobile 2.0 leverages the social web and user-generated content on mobile platforms. It emphasizes making software work across multiple contexts and devices through web technologies to provide rich user experiences.
This document provides an overview of lecture notes on human-computer interaction. It outlines the course topics which include the design process, usability engineering, interaction design, evaluation methods, and emerging technologies. It also discusses how people interact with computers and defines human-computer interaction as a discipline concerned with designing usable interactive systems. The goals of HCI are outlined as producing usable, safe, and functional systems that prioritize people's needs through user-centered design methodologies. Finally, it covers factors that influence interaction design and fields that contribute to the study of HCI such as computer science, engineering, psychology and more.
Chapter 4: Paradigms
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 operating systems and processes. It defines an operating system as an interface between the user and computer hardware that manages system resources efficiently. Processes are programs in execution that are represented in memory by a process control block containing information like state, registers, scheduling details. Processes go through various states like running, ready, waiting and terminated. The document also describes process creation, termination, and context switching between processes.
Chapter 17: Models of the system
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 is the first chapter of a textbook on computer fundamentals. It introduces computers by defining them as electronic devices that can perform high-speed calculations and process data. It describes the characteristics of computers and how they have evolved over several generations from early mechanical calculators and vacuum tube-based machines to today's integrated circuit-based devices. The chapter also outlines the key hardware and software technologies of each generation of computers.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
The document provides an introduction to human-computer interaction (HCI). It defines HCI as the study of the interaction between humans and computers, including the design and evaluation of interactive systems. The document discusses why HCI is important, focusing on creating usable, intuitive systems. It also outlines some of the historical roots of HCI in fields like computer graphics, operating systems, and cognitive psychology. Finally, it discusses potential future developments in HCI, such as ubiquitous computing, mixed media interfaces, and more natural human-computer interaction.
Interaction design involves creating technological interventions that affect how people work. It is not just about the product but how it impacts user behavior. The design process is iterative and involves understanding user needs, analyzing tasks, prototyping solutions, and evaluating designs through iterations. Key aspects of interaction design include understanding users, creating scenarios to illustrate user flows, considering navigation and structure, designing screen layouts, and iterating through prototyping and evaluation to continuously improve designs.
The document discusses various discovery methods for human-computer interaction (HCI) design presented by Omar Ghazi. It covers interaction design basics like understanding users, scenarios, and iteration. It also discusses interactions and interventions beyond just interfaces. Additional topics include what design is, the golden rule of design to understand materials, common human errors in design, and making the user the central focus. Specific methods covered include personas, scenarios, navigation design, physical controls, dialogue, network diagrams, and affordances. The overall goal is to understand both users and technology to create successful designs.
This document provides an overview of cognitive aspects relevant to interaction design. It discusses what cognition is and how understanding users' cognitive abilities and limitations can help design better interactive products. Key cognitive processes covered include attention, perception, memory, learning, and problem-solving. Theories of cognition discussed include mental models, gulfs of execution/evaluation, and information processing models. Design implications are provided for optimizing interfaces based on cognitive strengths and limitations.
This document provides an overview of cognition and cognitive theories that are relevant to interaction design. It discusses key cognitive processes like attention, perception, memory, learning, and problem solving. It also summarizes several cognitive frameworks for understanding how users interact with technology, including mental models, distributed cognition, and the gulfs of execution and evaluation. The document emphasizes that understanding cognition can help designers create interfaces that are easier for users to perceive, learn, remember and complete tasks on.
This document discusses various cognitive processes involved in human-computer interaction such as attention, perception, memory, learning, and problem-solving. It explains how an understanding of cognition can help design better interactive products by accounting for cognitive limitations and identifying usability issues. Specific topics covered include the effects of multitasking on attention, the differences between recognition and recall memory, and the importance of context for memory. Design implications discussed are structuring information to capture attention, enabling recognition over recall, and providing memory aids.
The document discusses cognitive aspects relevant to human-computer interaction design. It explains what cognition is, including thinking, memory, perception, and decision-making. It describes how cognitive research has informed interaction design, such as accounting for limitations in attention, memory, and perception. The document discusses mental models and Norman's theory of action model, which outlines the stages people go through when performing tasks. It emphasizes the importance of designing interfaces that promote recognition over recall, and support users' cognitive processes and memory abilities.
This document discusses understanding users through a cognitive perspective. It covers key cognitive aspects like attention, perception, memory and how they impact user experience. Designing interfaces based on how users pay attention, perceive, remember and problem solve can help create more intuitive products. The concepts of mental models and external cognition help explain how people interact with technology and provide guidance for better design. The goal is to understand users' cognitive abilities and limitations to inform the design of interactive systems.
Using Interaction Design Methods for Creating AR and VR InterfacesMark Billinghurst
Class on Using Interaction Design Methods for Creating AR and VR Interfaces. Taught by Mark Billinghurst from the University of South Australia on September 20th - 21st in Xi'an, China
User Interface Design- Module 2 Uid ProcessbrindaN
User Interface Design- Module 2 Uid Process
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
The document discusses key concepts in interaction design, including that interaction design involves designing interactive products to support how people communicate and interact in their daily lives. It notes interaction design is multidisciplinary and aims to optimize the interactions between users and products by considering factors like context of use, activities, user experience goals, accessibility, cultural differences and user groups. The document also outlines some design principles for informing, analyzing and evaluating interactive products, such as feedback, visibility and consistency.
This chapter discusses conceptualizing interaction design. It emphasizes the importance of conceptualizing design early in the process to scrutinize assumptions and determine feasibility. Conceptual models provide a framework for general concepts and their relationships. Different interaction types include instructing, conversing, manipulating, exploring, and responding. Choosing the right interaction type depends on the task. Interface metaphors can help users understand new systems but also have limitations. Other conceptual sources discussed include paradigms, visions, theories, models, and frameworks.
This document introduces design and development principles based on Don Norman's book "The Design of Everyday Things". It discusses key principles like visibility, feedback, affordance, mapping and consistency. It explains how these principles help address problems in user experience and interaction design. The document concludes by noting how design principles are validated through principles of usability like learnability, efficiency and satisfaction.
Infomation literacy history, criticism and technologyStefano Lariccia
This document provides an overview of an information literacy course being offered from April to June 2013 in Rome. The objectives of the course are to: 1) introduce computer literacy for humanities subjects, 2) introduce information literacy as a next step, and 3) provide a cognitive foundation for students to independently develop advanced competencies. The course will be achieved through experiential learning styles including concrete experience, reflective observation, abstract conceptualization, and active experimentation. A variety of tools will be utilized including programming languages, content management platforms, and social networks like LinkedIn to encourage sharing and collaboration.
This document discusses interaction design basics including the design process, users, scenarios, navigation, and iteration. It covers understanding users through personas and cultural probes. Scenarios are described as stories that can be used throughout the design process. Navigation involves considering both local structure within screens and global structure across an entire system. Screen design principles like grouping, order, and use of white space are also mentioned.
CBMI 2013 Presentation: User Intentions in Multimediadermotte
This document discusses user intentions in visual information retrieval and multimedia information systems. It begins by introducing query by example search and different low-level visual features that work better for some domains than others. It then discusses how determining the right features and defining visual similarity is challenging. The document defines context and intention, and discusses how a user's intention relates to their information need. It reviews taxonomies of user intentions in web search and proposes intentions in multimedia may include search, production, sharing, archiving. The document proposes several open PhD theses around developing a general model of user intentions in multimedia, using games and human computation to infer intentions, bringing context to queries, and creating adaptable applications based on user intentions.
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUSachin Gowda
The document outlines a 14 step process for user interface design. Step 1 involves understanding the user through identifying their level of knowledge, tasks, psychological and physical characteristics. Important human characteristics for design discussed include perception, memory, visual acuity, foveal/peripheral vision, and information processing. Design must consider these characteristics to develop interfaces that are usable and allow users to perform skills efficiently.
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
This document provides an overview of a web usability workshop. It includes sections on user experience, benefits of usability to businesses, knowing users through personas, introduction to navigation and information architecture, user-centered design methodology, and designing home pages and incorporating web 2.0 features. The document emphasizes the importance of usability and involving users in the design process in order to create intuitive, easy-to-use products and websites. It provides examples of usability problems and stresses that usability must be a routine part of the development process for organizations.
What is User Experience Design?
The Business Case for User Experience Design
What are the UX processes?
How can we measure its effectiveness?
Who needs to be involved?
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In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
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Introduction to AI for Nonprofits with Tapp NetworkTechSoup
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Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
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at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
2. Overview
• What is cognition?
• What are users good and bad at?
• Describe how cognition has been
applied to interaction design
• Explain what are Mental Models
• Cover relevant theories of cognition
www.id-book.com 2
3. Why do we need to understand users?
• Interacting with technology is cognitive
• Need to take into account cognitive processes involved and
cognitive limitations of users
• Provides knowledge about what users can and cannot be
expected to do
• Identifies and explains the nature and causes of problems
users encounter
• Supply theories, modelling tools, guidance and methods that
can lead to the design of better interactive products
www.id-book.com 3
4. Cognitive processes
• Attention
• Perception
• Memory
• Learning
• Reading, speaking and listening
• Problem-solving, planning, reasoning and decision-
making
www.id-book.com 4
5. Attention
• Selecting things to concentrate on at a point in time from the mass
of stimuli around us
• Allows us to focus on information that is relevant to what we are
doing
• Involves audio and/or visual senses
• Focussed and divided attention enables us to be selective in terms
of the mass of competing stimuli but limits our ability to keep track
of all events
• Information at the interface should be structured to capture users’
attention, e.g. use perceptual boundaries (windows), colour,
reverse video, sound and flashing lights
www.id-book.com 5
6. Activity: Find the price of a double room at the Holiday Inn
in Columbia
www.id-book.com 6
7. Activity: Find the price for a double room at the Quality Inn
in Pennsylvania a
www.id-book.com 7
8. Activity
• Tullis (1987) found that the two screens produced quite
different results
– 1st screen - took an average of 5.5 seconds to search
– 2nd screen - took 3.2 seconds to search
• Why, since both displays have the same density of
information (31%)?
• Spacing
– In the 1st screen the information is bunched up together, making it
hard to search
– In the 2nd screen the characters are grouped into vertical categories
of information making it easier
www.id-book.com 8
9. Multitasking and attention
• Is it possible to perform multiple tasks without one or
more of them being detrimentally affected?
• Ophir et al (2009) compared heavy vs light multi-taskers
– heavy were more prone to being distracted than those who
infrequently multitask
– heavy multi-taskers are easily distracted and find it difficult to
filter irrelevant information
www.id-book.com 9
10. Design implications for attention
• Make information salient when it needs attending to
• Use techniques that make things stand out like color,
ordering, spacing, underlining, sequencing and
animation
• Avoid cluttering the interface with too much information
• Search engines and form fill-ins that have simple and
clean interfaces are easier to use
www.id-book.com 10
11. Perception
• How information is acquired from the world and
transformed into experiences
• Obvious implication is to design representations that
are readily perceivable, e.g.
– Text should be legible
– Icons should be easy to distinguish and read
www.id-book.com 11
13. Are borders and white space
better? Find french
www.id-book.com 13
14. Activity
• Weller (2004) found people took less time to
locate items for information that was grouped
– using a border (2nd screen) compared with using color contrast
(1st screen)
• Some argue that too much white space on web
pages is detrimental to search
– Makes it hard to find information
• Do you agree?
www.id-book.com 14
15. Which is easiest to read and why?
What is the time?
What is the time?
What is the time?
What is the time?
What is the time?
www.id-book.com 15
16. Design implications
– Icons should enable users to readily distinguish their meaning
– Bordering and spacing are effective visual ways of grouping
information
– Sounds should be audible and distinguishable
– Speech output should enable users to distinguish between the
set of spoken words
– Text should be legible and distinguishable from the background
– Tactile feedback should allow users to recognize and distinguish
different meanings
www.id-book.com 16
17. Memory
• Involves first encoding and then retrieving knowledge.
• We don’t remember everything - involves filtering and
processing what is attended to
• Context is important in affecting our memory (i.e. where, when)
• We recognize things much better than being able to recall things
• we remember less about objects we have photographed than
when we observe them with the naked eye (Henkel, 2014)
www.id-book.com 17
18. Processing in memory
• Encoding is first stage of memory
– determines which information is attended to in the environment
and how it is interpreted
• The more attention paid to something…
• The more it is processed in terms of thinking about it and
comparing it with other knowledge…
• The more likely it is to be remembered
– e.g. when learning about HCI, it is much better to reflect upon it,
carry out exercises, have discussions with others about it, and
write notes than just passively read a book, listen to a lecture or
watch a video about it
www.id-book.com 18
19. Context is important
• Context affects the extent to which information
can be subsequently retrieved
• Sometimes it can be difficult for people to recall
information that was encoded in a different
context:
– “You are on a train and someone comes up to you and says
hello. You don’t recognize him for a few moments but then
realize it is one of your neighbors. You are only used to seeing
your neighbor in the hallway of your apartment block and seeing
ahim out of context makes him difficult to recognize initially”
www.id-book.com 19
20. Activity
• Try to remember the dates of your grandparents’ birthday
• Try to remember the cover of the last two DVDs you
bought or rented
• Which was easiest? Why?
• People are very good at remembering visual cues about
things
– e.g. the color of items, the location of objects and marks on an object
• They find it more difficult to learn and remember arbitrary
material
– e.g. birthdays and phone numbers
www.id-book.com 20
21. Recognition versus recall
• Command-based interfaces require users to
recall from memory a name from a possible set
of 100s
• GUIs providMP3 players visually-based options
that users need only browse through until they
recognize one
• Web browsers, etc., provide lists of visited URLs,
song titles etc., that support recognition memory
www.id-book.com 21
22. The problem with the classic ‘72’
• George Miller’s (1956) theory of how much
information people can remember
• People’s immediate memory capacity is very
limited
• Many designers think this is useful finding for
interaction design
• But…
www.id-book.com 22
23. What some designers get up to…
• Present only 7 options on a menu
• Display only 7 icons on a tool bar
• Have no more than 7 bullets in a list
• Place only 7 items on a pull down menu
• Place only 7 tabs on the top of a website page
– But this is wrong? Why?
www.id-book.com 23
24. Why?
• Inappropriate application of the theory
• People can scan lists of bullets, tabs, menu
items for the one they want
• They don’t have to recall them from memory
having only briefly heard or seen them
• Sometimes a small number of items is good
• But depends on task and available screen
estate
www.id-book.com 24
25. Digital content management
• Is a growing problem for many users
– vast numbers of documents, images, music files, video clips,
emails, attachments, bookmarks, etc.,
– where and how to save them all, then remembering what they
were called and where to find them again
– naming most common means of encoding them
– but can be difficult to remember, especially when have 1000s
and 1000s
– How might such a process be facilitated taking into account
people’s memory abilities?
www.id-book.com 25
26. Digital content management
• Memory involves 2 processes
– recall-directed and recognition-based scanning
• File management systems should be
designed to optimize both kinds of memory
processes
– e.g. Search box and history list
• Help users encode files in richer ways
– Provide them with ways of saving files using colour, flagging,
image, flexible text, time stamping, etc.
www.id-book.com 26
28. Digital Forgetting
• When might you wish to forget something that
is online?
– When you break up with a partner
– Emotionally painful to be reminded of them
through shared photos, social media, etc.,
• Sas and Whittaker (2013) suggest new ways
of harvesting and deleting digital content
– e.g. making photos of ex into an abstract collage
– helps with closure
www.id-book.com 28
29. Memory aids
• SenseCam developed by Microsoft Research
Labs (now Autographer)
• a wearable device that intermittently takes
photos without any user intervention while worn
• digital images taken are stored and revisited
using special software
• Has been found to improve people’s memory,
suffering from Alzheimers
www.id-book.com 29
31. Design implications
• Don’t overload users’ memories with
complicated procedures for carrying out tasks
• Design interfaces that promote recognition
rather than recall
• Provide users with various ways of encoding
information to help them remember
– e.g. categories, color, flagging, time stamping
www.id-book.com 31
32. Learning
• How to learn to use a computer-based
application
• Using a computer-based application or
YouTube video to understand a given topic
• People find it hard to learn by following
instructions in a manual
• prefer to learn by doing
www.id-book.com 32
33. Cognitive prosthetic devices
• We rely more and more on the internet and
smartphones to look things up
• Cognitive resource cf. extended mind
• Expecting to have internet access reduces the
need and extent to which we remember
• Also enhances our memory for knowing where
to find it online (Sparrow et al,2011)
• What are implications for designing technologies
to support how people will learn, and what they
learn? www.id-book.com 33
34. Design implications
• Design interfaces that encourage
exploration
• Design interfaces that constrain and guide
learners
• Dynamically linking concepts and
representations can facilitate the learning
of complex material
www.id-book.com 34
35. Reading, speaking, and listening
• The ease with which people can read, listen, or
speak differs
– Many prefer listening to reading
– Reading can be quicker than speaking or listening
– Listening requires less cognitive effort than reading or
speaking
– Dyslexics have difficulties understanding and
recognizing written words
www.id-book.com 35
36. Applications
• Speech-recognition systems allow users to interact with
them by asking questions
– e.g. Google Voice, Siri
• Speech-output systems use artificially generated speech
– e.g. written-text-to-speech systems for the blind
• Natural-language systems enable users to type in
questions and give text-based responses
– e.g. Ask search engine
www.id-book.com 36
37. Design implications
• Speech-based menus and instructions
should be short
• Accentuate the intonation of artificially
generated speech voices
– they are harder to understand than human
voices
• Provide opportunities for making text large
on a screen
www.id-book.com 37
38. Problem-solving, planning, reasoning and
decision-making
• All involves reflective cognition
– e.g. thinking about what to do, what the options
are, and the consequences
• Often involves conscious processes, discussion with
others (or oneself), and the use of artefacts
– e.g. maps, books, pen and paper
• May involve working through different scenarios and
deciding which is best option
www.id-book.com 38
39. Design implications
• Provide additional information/functions for users
who wish to understand more about how to carry
out an activity more effectively
• Use simple computational aids to support rapid
decision-making and planning for users on the
move
www.id-book.com 39
40. Dilemma
• The app mentality developing in the psyche
of the younger generation is making it worse
for them to make their own decisions
because they are becoming risk averse
(Gardner and Davis, 2013)
• Relying on a multitude of apps means that
they are becoming increasingly more anxious
about making decisions by themselves
• Do you agree? Can you think of an example?
www.id-book.com 40
41. Mental models
• Users develop an understanding of a system through
learning about and using it
• Knowledge is sometimes described as a mental model:
– How to use the system (what to do next)
– What to do with unfamiliar systems or unexpected situations (how
the system works)
• People make inferences using mental models of how to
carry out tasks
www.id-book.com 41
42. Mental models
• Craik (1943) described mental models as:
– internal constructions of some aspect of the
external world enabling predictions to be made
• Involves unconscious and conscious
processes
– images and analogies are activated
• Deep versus shallow models
– e.g. how to drive a car and how it works
www.id-book.com 42
43. Everyday reasoning and mental models
(a) You arrive home on a cold winter’s night to a cold house.
How do you get the house to warm up as quickly as
possible? Set the thermostat to be at its highest or to the
desired temperature?
(b) You arrive home starving hungry. You look in the fridge
and find all that is left is an uncooked pizza. You have an
electric oven. Do you warm it up to 375 degrees first and
then put it in (as specified by the instructions) or turn the
oven up higher to try to warm it up quicker?
www.id-book.com 43
44. Heating up a room or oven that is
thermostat-controlled
• Many people have erroneous mental models (Kempton,
1996)
• Why?
– General valve theory, where ‘more is more’ principle is
generalised to different settings (e.g. gas pedal, gas cooker, tap,
radio volume)
– 12
– Thermostats based on model of on-off switch model
www.id-book.com 44
45. Heating up a room or oven that is
thermostat-controlled
• Same is often true for understanding how
interactive devices and computers work:
– poor, often incomplete, easily confusable, based on
inappropriate analogies and superstition (Norman,
1983)
– e.g. elevators and pedestrian crossings - lot of people
hit the button at least twice
– Why? Think it will make the lights change faster or
ensure the elevator arrives!
www.id-book.com 45
46. Exercise: ATMs
• Write down how an ATM works
– How much money are you allowed to take out?
– What denominations?
– If you went to another machine and tried the same what would happen?
– What information is on the strip on your card? How is this used?
– What happens if you enter the wrong number?
– Why are there pauses between the steps of a transaction? What
happens if you try to type during them?
– Why does the card stay inside the machine?
– Do you count the money? Why?
www.id-book.com 46
47. How did you fare?
• Your mental model
– How accurate?
– How similar?
– How shallow?
• Payne (1991) did a similar study and found that
people frequently resort to analogies to explain how
they work
• People’s accounts greatly varied and were often ad
hoc
www.id-book.com 47
48. Gulfs of execution and evaluation
• The ‘gulfs’ explicate the gaps that exist between
the user and the interface
• The gulf of execution
– the distance from the user to the physical system
• The gulf of evaluation
– the distance from the physical system to the user
• Bridging the gulfs can reduce cognitive effort
required to perform tasks
Norman, 1986; Hutchins et al, 1986
www.id-book.com 48
51. Model Human processor (Card et
al, 1983)
• Models the information processes of a user
interacting with a computer
• Predicts which cognitive processes are
involved when a user interacts with a
computer
• Enables calculations to be made of how long
a user will take to carry out a task
www.id-book.com 51
53. Limitations
• Based on modelling mental activities that
happen exclusively inside the head
• Do not adequately account for how people
interact with computers and other devices
in real world
www.id-book.com 53
54. Distributed cognition
• Concerned with the nature of cognitive
phenomena across individuals, artefacts, and
internal and external representations (Hutchins,
1995)
• Describes these in terms of propagation across
representational state
• Information is transformed through different
media (computers, displays, paper, heads)
www.id-book.com 54
55. How it differs from information
processing
www.id-book.com 55
57. What’s involved
• The distributed problem-solving that takes place
• The role of verbal and non-verbal behavior
• The various coordinating mechanisms that are
used (e.g. rules, procedures)
• The communication that takes place as the
collaborative activity progresses
• How knowledge is shared and accessed
www.id-book.com 57
58. External cognition
• Concerned with explaining how we interact with
external representations (e.g. maps, notes,
diagrams)
• What are the cognitive benefits and what
processes involved
• How they extend our cognition
• What computer-based representations can we
develop to help even more?
www.id-book.com 58
59. Externalizing to reduce memory
load
• Diaries, reminders, calendars, notes, shopping lists, to-do lists
– written to remind us of what to do
• Post-its, piles, marked emails
– where placed indicates priority of what to do
• External representations:
– Remind us that we need to do something (e.g. to buy something for
mother’s day)
– Remind us of what to do (e.g. buy a card)
– Remind us when to do something (e.g. send a card by a certain date)
www.id-book.com 59
60. Computational offloading
• When a tool is used in conjunction with an external
representation to carry out a computation (e.g. pen
and paper)
• Try doing the two sums below (a) in your head, (b) on
a piece of paper and c) with a calculator.
– 234 x 456 =??
– CCXXXIIII x CCCCXXXXXVI = ???
• Which is easiest and why? Both are identical sums
www.id-book.com 60
61. Annotation and cognitive tracing
• Annotation involves modifying existing
representations through making marks
– e.g. crossing off, ticking, underlining
• Cognitive tracing involves externally
manipulating items into different orders or
structures
– e.g. playing Scrabble, playing cards
www.id-book.com 61
62. Design implication
• Provide external representations at the
interface that reduce memory load and
facilitate computational offloading
– e.g. Information visualizations have been designed
to allow people to make sense and rapid decisions
about masses of data
www.id-book.com 62
63. Summary
• Cognition involves several processes including attention,
memory, perception and learning
• The way an interface is designed can greatly affect how
well users can perceive, attend, learn and remember
how to do their tasks
• Theoretical frameworks, such as mental models and
external cognition, provide ways of understanding how
and why people interact with products
• This can lead to thinking about how to design better
products
www.id-book.com 63