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 various models of interaction including Norman's 7 stage model of interaction and Abowd and Beale's framework. It also covers different interaction styles like command line interfaces, menus, natural language interfaces. Finally, it discusses elements of the WIMP interface like windows, icons, menus and pointers and how to design the user experience and engagement.
This document 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 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 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 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.
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.
This document discusses human-computer interaction and user interface design. It covers the following key points:
- Interaction involves the transfer of information between the user and computer through various interaction models and styles like command lines, menus, gestures, etc. Ergonomics and context also influence interaction.
- User interface design considers physical characteristics, interaction styles, and metaphors to translate between the user and computer. Expressive interfaces use animations, sounds and imagery to provide feedback to users.
- The design process involves identifying user needs, developing designs, building prototypes, and evaluating them. Various lifecycle models can be used as tools to manage the design process. The goal is to create interfaces that elicit positive emotional responses
The document discusses various aspects of graphical user interface (GUI) design including windows, widgets, icons, menus, pointers, and other WIMP objects. It provides recommendations for designing these elements according to ergonomic principles like direct manipulation, feedback, organization, identification, task analysis, and order of representation. Examples are given of different interface styles, window opening/closing strategies, multi-window approaches, menu structures, and mouse button assignments.
The document discusses various models of interaction including Norman's 7 stage model of interaction and Abowd and Beale's framework. It also covers different interaction styles like command line interfaces, menus, natural language interfaces. Finally, it discusses elements of the WIMP interface like windows, icons, menus and pointers and how to design the user experience and engagement.
This document 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 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 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 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.
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.
This document discusses human-computer interaction and user interface design. It covers the following key points:
- Interaction involves the transfer of information between the user and computer through various interaction models and styles like command lines, menus, gestures, etc. Ergonomics and context also influence interaction.
- User interface design considers physical characteristics, interaction styles, and metaphors to translate between the user and computer. Expressive interfaces use animations, sounds and imagery to provide feedback to users.
- The design process involves identifying user needs, developing designs, building prototypes, and evaluating them. Various lifecycle models can be used as tools to manage the design process. The goal is to create interfaces that elicit positive emotional responses
The document discusses various aspects of graphical user interface (GUI) design including windows, widgets, icons, menus, pointers, and other WIMP objects. It provides recommendations for designing these elements according to ergonomic principles like direct manipulation, feedback, organization, identification, task analysis, and order of representation. Examples are given of different interface styles, window opening/closing strategies, multi-window approaches, menu structures, and mouse button assignments.
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 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.
Human Computer Interaction Unit III Part 2ashodhiyavipin
This document provides guidelines for writing clear text, messages, and designing meaningful graphics and icons for human-computer interfaces. It discusses topics such as using simple, non-technical language; writing brief, affirmative sentences; designing system, instructional, and error messages; and creating icons and images that are visually distinct and reflect the objects they represent. The document contains over 60 slides on these topics to aid in designing user-friendly interfaces.
additional slides for 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.
User Interface Design-Module 4 Windows
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
This document outlines principles and processes for user interface design. It discusses layout, content awareness, aesthetics, user experience, consistency and minimal effort as key principles. The five-step design process involves use scenario development, interface structure design, standards design, prototyping and evaluation. Common techniques for navigation, input and output design are also reviewed. Nonfunctional requirements can affect the human-computer interaction layer.
1. Design rules for usability include principles, standards, guidelines, and patterns which provide direction for interaction design.
2. Principles for usability focus on learnability, flexibility, and robustness to support users. Standards have high authority while guidelines are more suggestive.
3. Understanding design rules from different levels of generality and authority helps increase usability through consistent and predictable systems.
The document discusses user interface design and human-computer interaction. It begins by listing the objectives of understanding concepts like user-centered design, interface guidelines, components, and input/output design. It then defines what a user interface is and discusses the evolution of interfaces. Several sections provide guidelines for effective interface design, including making it transparent, easy to learn/use, enhancing productivity, and allowing for help/error correction. Specific controls that can be included are also described. The document emphasizes the importance of usability testing and obtaining user feedback throughout the design process.
This document discusses user interface design. It covers interface design models, principles, characteristics, user guidance, usability testing and examples. Some key points covered include the iterative UI design process of user analysis, prototyping and evaluation. Design principles like consistency and providing feedback are discussed. Interface styles like menus, commands and direct manipulation are presented along with guidelines for elements like color use and error messages. The goals of usability testing like obtaining feedback to improve the interface are outlined.
System users often judge a system by its interface rather than its functionality
A poorly designed interface can cause a user to make catastrophic errors
The document discusses various elements of computer systems and human-computer interaction. It describes input devices like keyboards, mice, touchscreens, as well as output displays such as CRT monitors, LCD screens, and digital paper. It also covers 3D interaction techniques used in virtual reality systems for positioning, movement, and viewing 3D content through helmets or caves. The document provides information on how these interaction techniques and devices work to facilitate human use of computer systems.
Android design patterns in mobile application development presentationMichail Grigoropoulos
Design patterns help developers and designers to solve common design problems by using tested and user friendly solutions. The term can be applied to both directions to build a thing and the thing itself. The purpose of this study is to present such solutions and examine their applicability in android application development and user experience. For he study's purposes, an application called "Messeme" was developed based on some of the design patterns that are presented in the Second section of this Thesis.
The user interface design process involves understanding users and business needs, principles of screen design, and selecting appropriate controls. Key steps include developing navigation, selecting windows and controls, writing clear text, providing feedback, testing, and considering users, tasks, environments, and hardware when choosing controls. Common input devices include mouse, keyboard, touchscreen, graphics tablet, joystick, light pen, and voice recognition. Controls are direct or indirect based on their relationship to screen interaction.
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.
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
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
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/
This document discusses ubiquitous computing and augmented realities. It describes how ubiquitous computing involves filling the real world with computers through technologies like smart phones, digital paper, and smart displays. Augmented reality involves making the real world appear in a computer by overlaying virtual objects on the physical world. Examples of applications discussed include using augmented reality for maintenance tasks and virtual reality for simulation, training, and data visualization. Challenges of these technologies include merging the physical and digital worlds and evaluating systems designed for new types of ubiquitous, continuous interactions.
Dokumen tersebut membahas tentang peubah acak kontinu dan beberapa jenis distribusi peluang peubah acak kontinu seperti seragam, normal, dan eksponensial. Peubah acak kontinu memiliki fungsi kepekatan peluang yang terdefinisi pada seluruh bilangan riil dan mengintegralkan ke 1. Fungsi kepekatan peluang dan fungsi distribusi kumulatif digunakan untuk menghitung peluang terjadinya peristiwa.
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 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.
Human Computer Interaction Unit III Part 2ashodhiyavipin
This document provides guidelines for writing clear text, messages, and designing meaningful graphics and icons for human-computer interfaces. It discusses topics such as using simple, non-technical language; writing brief, affirmative sentences; designing system, instructional, and error messages; and creating icons and images that are visually distinct and reflect the objects they represent. The document contains over 60 slides on these topics to aid in designing user-friendly interfaces.
additional slides for 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.
User Interface Design-Module 4 Windows
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
This document outlines principles and processes for user interface design. It discusses layout, content awareness, aesthetics, user experience, consistency and minimal effort as key principles. The five-step design process involves use scenario development, interface structure design, standards design, prototyping and evaluation. Common techniques for navigation, input and output design are also reviewed. Nonfunctional requirements can affect the human-computer interaction layer.
1. Design rules for usability include principles, standards, guidelines, and patterns which provide direction for interaction design.
2. Principles for usability focus on learnability, flexibility, and robustness to support users. Standards have high authority while guidelines are more suggestive.
3. Understanding design rules from different levels of generality and authority helps increase usability through consistent and predictable systems.
The document discusses user interface design and human-computer interaction. It begins by listing the objectives of understanding concepts like user-centered design, interface guidelines, components, and input/output design. It then defines what a user interface is and discusses the evolution of interfaces. Several sections provide guidelines for effective interface design, including making it transparent, easy to learn/use, enhancing productivity, and allowing for help/error correction. Specific controls that can be included are also described. The document emphasizes the importance of usability testing and obtaining user feedback throughout the design process.
This document discusses user interface design. It covers interface design models, principles, characteristics, user guidance, usability testing and examples. Some key points covered include the iterative UI design process of user analysis, prototyping and evaluation. Design principles like consistency and providing feedback are discussed. Interface styles like menus, commands and direct manipulation are presented along with guidelines for elements like color use and error messages. The goals of usability testing like obtaining feedback to improve the interface are outlined.
System users often judge a system by its interface rather than its functionality
A poorly designed interface can cause a user to make catastrophic errors
The document discusses various elements of computer systems and human-computer interaction. It describes input devices like keyboards, mice, touchscreens, as well as output displays such as CRT monitors, LCD screens, and digital paper. It also covers 3D interaction techniques used in virtual reality systems for positioning, movement, and viewing 3D content through helmets or caves. The document provides information on how these interaction techniques and devices work to facilitate human use of computer systems.
Android design patterns in mobile application development presentationMichail Grigoropoulos
Design patterns help developers and designers to solve common design problems by using tested and user friendly solutions. The term can be applied to both directions to build a thing and the thing itself. The purpose of this study is to present such solutions and examine their applicability in android application development and user experience. For he study's purposes, an application called "Messeme" was developed based on some of the design patterns that are presented in the Second section of this Thesis.
The user interface design process involves understanding users and business needs, principles of screen design, and selecting appropriate controls. Key steps include developing navigation, selecting windows and controls, writing clear text, providing feedback, testing, and considering users, tasks, environments, and hardware when choosing controls. Common input devices include mouse, keyboard, touchscreen, graphics tablet, joystick, light pen, and voice recognition. Controls are direct or indirect based on their relationship to screen interaction.
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.
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
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
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/
This document discusses ubiquitous computing and augmented realities. It describes how ubiquitous computing involves filling the real world with computers through technologies like smart phones, digital paper, and smart displays. Augmented reality involves making the real world appear in a computer by overlaying virtual objects on the physical world. Examples of applications discussed include using augmented reality for maintenance tasks and virtual reality for simulation, training, and data visualization. Challenges of these technologies include merging the physical and digital worlds and evaluating systems designed for new types of ubiquitous, continuous interactions.
Dokumen tersebut membahas tentang peubah acak kontinu dan beberapa jenis distribusi peluang peubah acak kontinu seperti seragam, normal, dan eksponensial. Peubah acak kontinu memiliki fungsi kepekatan peluang yang terdefinisi pada seluruh bilangan riil dan mengintegralkan ke 1. Fungsi kepekatan peluang dan fungsi distribusi kumulatif digunakan untuk menghitung peluang terjadinya peristiwa.
This document discusses protection in operating systems. It covers the goals of protection which include ensuring objects are only accessed by allowed processes. Principles of protection include least privilege and need-to-know. Protection domains and access matrices are used to specify allowed access. Implementation options for access matrices include access lists, capability lists, and lock-key systems. Role-based access control and revocation of access rights are also covered. Capability-based systems like Hydra and Cambridge CAP are described. Finally, language-based protection specifies policies through programming languages.
This document discusses the history of paradigms in human-computer interaction (HCI). It describes several paradigm shifts in interactive system design including: from batch processing to time-sharing and interactive computing; from networking to community computing; from graphical displays to direct manipulation; from personal computing to global information access on the World Wide Web; and from ubiquitous computing to sensor-based and context-aware interaction. Understanding these paradigm shifts is important for developing usable interactive systems and demonstrating their usability.
Mata kuliah ini membahas tentang Interaksi Manusia dan Komputer, yang mencakup konsep dasar dan praktis tentang interaksi antara manusia dan komputer dalam membangun sistem. Mahasiswa akan mempelajari peran, teori, dan kerangka kerja Interaksi Manusia dan Komputer, serta bagaimana merancang antarmuka pengguna yang baik berdasarkan prinsip desain.
The document discusses advanced database normalization theory including multivalued dependencies (MVDs), join dependencies, project-join normal form (PJNF), and domain-key normal form (DKNF). It provides definitions and examples to illustrate these concepts. Key points include:
- MVDs generalize functional dependencies and have sound and complete inference rules.
- PJNF decomposes relations according to join dependencies so each part is a superkey.
- DKNF uses domain constraints, key constraints, and general constraints to normalize a schema.
The document discusses various aspects of file system implementation in operating systems. It covers file system structure, layers, and in-memory structures. It describes different directory implementation methods like linear lists and hash tables. For allocation methods, it explains contiguous, extent-based, linked, and indexed allocation. It also covers free space management using bitmaps and linked lists. Performance tradeoffs of different allocation methods are discussed.
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.
This document summarizes key concepts related to database transactions from Chapter 15 of the textbook "Database System Concepts". It discusses transaction concepts, properties of atomicity, consistency, isolation, and durability (ACID), transaction states, implementation of atomicity and durability, concurrent executions, serializability, recoverability, implementation of isolation, transaction definition in SQL, and testing for serializability.
This document discusses entity-relationship (ER) modeling concepts including entity sets, relationship sets, attributes, keys, ER diagrams, weak entity sets, specialization, and generalization. The key points covered are:
- Entity sets represent types of objects, relationship sets represent associations among entity sets.
- Attributes represent properties of entities and relationships. Keys uniquely identify entities.
- ER diagrams visually depict entity sets, relationship sets, attributes, and keys.
- Weak entity sets do not have their own primary key and depend on a related strong entity set.
- Specialization and generalization allow subtypes and supertypes of entities.
This document discusses advanced querying and information retrieval techniques including decision support systems, online analytical processing (OLAP), data warehousing, and data mining. It describes how OLAP allows for interactive analysis of multidimensional data through operations like pivoting, slicing, dicing, rollups, and drill downs. It also covers SQL extensions for extended aggregation, ranking queries, and representing cross-tabulations and data cubes relationally.
The document discusses human-computer interaction in the software engineering process. It describes the typical stages of the software life cycle and how usability engineering fits in. Key aspects covered include iterative design and prototyping techniques, making usability measurable requirements, and capturing design rationale to communicate decisions and allow reuse across products.
This document discusses different approaches to user support in software applications. It covers types of user support like quick references, tutorials, and documentation. It also discusses requirements for user support systems to be available, accurate, consistent, robust, flexible, and unobtrusive. The document then describes approaches like command assistance, command prompts, context-sensitive help, tutorials, and documentation. It also covers adaptive help systems, knowledge representation, and issues in designing effective user support.
This document provides an overview of memory management techniques in operating systems. It discusses contiguous memory allocation, segmentation, paging, and swapping. Contiguous allocation allocates processes to contiguous sections of memory which can lead to fragmentation issues. Segmentation divides memory into logical segments defined by segment tables. Paging divides memory into fixed-size pages and uses page tables to map virtual to physical addresses, avoiding external fragmentation. Swapping moves processes between main memory and disk to allow more processes to reside in memory than will physically fit. The document describes the hardware and data structures used to implement these techniques.
This document discusses indexing mechanisms used to speed up data access in databases. It begins by introducing ordered indices, which store keys in sorted order, and hash indices, which distribute keys uniformly across buckets. B+-tree indices are then presented as an alternative to indexed-sequential files that can efficiently handle insertions and deletions without full reorganizations. The structure and operations of B+-trees, including insertion, deletion, and queries, are explained in detail over multiple pages.
This document discusses CPU scheduling in operating systems. It begins by introducing CPU scheduling and describing scheduling criteria such as CPU utilization, throughput, turnaround time, waiting time and response time. It then explains common scheduling algorithms like first-come first-served (FCFS), shortest job first (SJF), priority scheduling, and round robin (RR). The document also covers more advanced topics such as multilevel queue scheduling, real-time scheduling, thread scheduling, multiprocessor scheduling and examples of scheduling in Linux, Windows and Solaris.
The document discusses database recovery techniques. It covers failure classification, log-based recovery using deferred and immediate database modification, shadow paging, and checkpoints. Log-based recovery works by writing log records before and after transaction operations to stable storage. These logs are used during recovery to undo uncommitted transactions and redo committed ones. Shadow paging maintains a shadow page table to allow recovery to the pre-transaction state. Checkpoints improve recovery performance by limiting the log scanning range.
The document provides an overview of key concepts in database systems, including:
1) The purpose of database systems is to provide consistent, secure and integrated access to data by multiple users and applications. This overcomes limitations of using file systems to store data.
2) Databases are defined using data models like entity-relationship and relational models, and languages like SQL for data manipulation and definition.
3) Database management involves roles like administrators who define schemas and monitor performance, and users who interact with the system through applications or direct queries.
This document discusses various aspects of human-computer interaction including interaction models, styles, and context. It describes Norman's 7-stage model of interaction that focuses on the user's perspective. It also discusses Abowd and Beale's interaction framework that identifies the major components involved in interaction including the user, input, system, and output. Finally, it examines elements of the WIMP interface such as windows, icons, menus, pointers, buttons, and toolbars.
This document discusses interaction models and styles. It defines interaction as communication between a user and system, but notes there is more to it than just language. Several models of interaction are presented, including Norman's 7-stage model and Abowd and Beale's 4-part framework. Different interaction styles like command lines, menus, natural language interfaces are also described. The document emphasizes that interaction design must consider both the look and feel of an interface by addressing both appearance and behavior. Context, experience, engagement and perceptions of value are important factors that influence interaction.
e3-chap-03.power point presentaion on interst rateseidmohammed44
Interaction involves the communication between a user and a system. There are various models and frameworks for understanding interaction, including Norman's seven stage model of goal establishment, intention formation, action specification, execution, perception, interpretation, and evaluation. Abowd and Beale's framework separates interaction into the user, input, system, and output languages. Interfaces use various interaction styles such as command lines, menus, forms, and graphical user interfaces (GUIs) involving windows, icons, menus, and pointers (WIMP). The experience and engagement of users is important to consider in interaction design.
Interaction involves the communication between a user and a system. There are various models and frameworks for understanding interaction, including Norman's seven stage model of goal establishment, intention formation, action specification, execution, perception, interpretation, and evaluation. Abowd and Beale's framework extends Norman's model by including the user, input, system, and output components, with interaction involving translation between each component's unique language. Proper interaction design considers the physical ergonomics as well as interaction styles such as menus, forms, and natural language interfaces. The context of use also impacts interaction, including social and organizational factors.
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.
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.
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.
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/
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.
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 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.
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 -Interaction design basicsGEETHAS668001
1. Interaction design focuses on meaningful communication between people and technology through collaborative processes. It includes interaction models, ergonomics, interaction styles, and context.
2. Models of interaction help understand what is occurring in the interaction, identify difficulties, and compare styles. Norman's model describes the execution-evaluation cycle, while Abowd and Beale's framework has four parts: user input, system, output, and context.
3. Common interaction styles include command-line, menu-based, natural language, form-fills, point-and-click, 3D, and question/answer interfaces. The widespread WIMP interface uses windows, icons, menus, and pointers.
This document discusses human-computer interaction and user interface design. It covers interaction design principles like understanding users and iteration. It also describes common interaction styles like command line interfaces, menus, forms, and the WIMP (windows, icons, menus, pointer) style. User-centered design techniques are outlined, including data collection, analysis, modeling, prototyping and evaluation to create effective, efficient and satisfying user experiences.
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.
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.
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تتميز هذهِ الملزمة بعِدة مُميزات :
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5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
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This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
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
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
S
– system
core
– output
O
output
U
I
input
each has its own unique language
interaction ⇒ translation between languages
problems in interaction = problems in translation
task
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!
type of data
rate of change
environment
office
textual
slow
industrial
numeric
fast
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
system
• industrial – indirect manipulation
– user interacts
with real world
through interface
interface
• issues ..
– feedback
– delays
immediat
e
feedbac
k
instruments
plant
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!
flat buttons …
click me!
• 3D workspaces
– use for extra virtual space
– light and occlusion give depth
– distance effects
… or sculptured
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
File
Edit
Options
Fo nt
Typewriter
Screen
Times
problem – take a lot of screen space
solution – pop-up: menu appears when needed
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
fill in web form
sender
receive email
To: wxv
From: ..
recipient
closed
cracker page
watches
progress
open
recipient clicks
cracker opens ...
very slowly
message
open
sender
cracker page
joke
links
mask
web toy
56. The crackers experience
real cracker
virtual cracker
design
cheap and cheerful
simple page/graphics
play
plastic toy and joke
web toy and joke
dressing up
paper hat
mask to cut out
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)
Surface elements
Experienced effects
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. Discounted future
• 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
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