This document discusses human factors and human information processing. It provides definitions of human factors as a field that applies human characteristics like perception and memory to product and system design. It then discusses models of human information processing, comparing the human to a computer system with input, processing, and output subsystems. The document outlines several stages of human information processing - perceptual, cognitive, and action stages. It also discusses perspectives on user interface design, focusing on functional, aesthetic, and structural perspectives.
The document describes the Empathic Companion, an animated interface agent that recognizes a user's affective states in real-time through physiological sensors and addresses the user's emotions through empathetic feedback. An exploratory study found that the Empathic Companion had a positive effect on reducing a user's stress levels when answering interview questions, though an overall positive impact was not clearly shown. The paper discusses related work on using physiological data to track interface impact, reflect user affect, adapt interfaces based on affect, address user affect with agents, learn predictive user models, and disambiguate dialogue acts.
Chapter 3 - HCI Human Factors Cognition Perception.pptxNjeruDaniel1
Human factors and cognition must be considered in HCI design. Cognition involves how we process and understand information. Key cognitive theories for HCI include information processing models, which view interaction as involving sensory memory, working memory, and long-term memory. Mental models and conceptual models help explain how users understand a system. Gulf of execution and evaluation describe differences between user goals/mental models and the actual system. Distributed and external cognition frameworks emphasize how knowledge is situated across internal and external representations. Embodied interaction also notes how the body influences cognition. Perception involves visual, auditory, and haptic senses. Constructivist and ecological theories describe how perception involves constructing meaning or directly detecting information. Gestalt laws and affordances respectively influence how
Cognitive Psychology, Learning and Memory for IGNOU studentsPsychoTech Services
The triarchic theory of intelligence proposes that human intelligence involves three aspects: meta-components which control problem-solving and decision making, performance components which carry out actions, and knowledge-acquisition components which obtain new information. Robert Sternberg defined intelligence as adapting to and shaping one's environment. His theory analyzed the mind in terms of these executive, processing, and learning components to provide a more cognitive and less psychometric view of intelligence than prior approaches.
Study on Different Human Emotions Using Back Propagation Methodijiert bestjournal
With fast evolving technology,Cognitive Science plays a vital role in our day-to-day life. Cognitive science is summed up as the study of mind based on scientific methods. It is al l about the sum of all interdisciplinary like philosophy,psychology,linguistics,artificial intelligence,robot ics,and neuroscience. In this paper,I focused on the facial expressions or emotions of human being as it has an impor tant role in interpersonal relations. Without verb communication,one can imagine the mood of a person by expressions. In this method,we use back propagation neural network for implementation. It is an information proce ssing system that has been developed as a generalization of the mathematical model of human recognition.
CONSIDERATION OF HUMAN COMPUTER INTERACTION IN ROBOTIC FIELD ijcsit
This document discusses considerations for improving human-robot interaction through applying principles of human-computer interaction. It summarizes several existing models of human-computer interaction and adapts the action theory model to the context of human-robot interaction. The adapted model incorporates the simulation of robot emotions and awareness of human emotions into the interaction process. The summary then provides examples of how this adapted model could be applied to scenarios of social interaction between humans and robots.
This document summarizes key points from a presentation on human factors and ergonomics. It discusses the goals of understanding human sensation and perception, perceptual organization, and informational processing. It then covers various topics within each of these areas, including the different sensory modalities and receptors, Gestalt principles of organization, models of attention and information processing, and concepts like the speed-accuracy tradeoff. The overall focus is on applying insights from human factors research to understand interactions between humans and systems.
A SOFTWARE AGENT FRAMEWORK TO OVERCOME MALICIOUS HOST THREATS AND UNCONTROLLE...ijait
An agent is anything that can be viewed as perceiving its environment through sensors and acting upon that environment through effectors. Enormous number of researches is going on by comparing the functional similarities of the Human Immune System for making the agents more adaptable in regard with
security. In this research work, the functional similarities of Human Nervous system are given to the agents by proposing an agent-based framework where the agents can adapt themselves from one of the threats, the malicious host attack. The agents become aware of the malicious hosts’ attack by learning and coordination is maintained by a Co-Agent to make this system work successfully. The concept of learning and coordination are taken from the Human Nervous system functionality. This system has shown a better functioning in maintaining the system performance by making the agents aware of malicious hosts and by producing limited number of clones.
Artificial Intelligence is a way of making a computer, a computer-controlled robot, or a software think intelligently, in the similar manner the intelligent humans think.
The document describes the Empathic Companion, an animated interface agent that recognizes a user's affective states in real-time through physiological sensors and addresses the user's emotions through empathetic feedback. An exploratory study found that the Empathic Companion had a positive effect on reducing a user's stress levels when answering interview questions, though an overall positive impact was not clearly shown. The paper discusses related work on using physiological data to track interface impact, reflect user affect, adapt interfaces based on affect, address user affect with agents, learn predictive user models, and disambiguate dialogue acts.
Chapter 3 - HCI Human Factors Cognition Perception.pptxNjeruDaniel1
Human factors and cognition must be considered in HCI design. Cognition involves how we process and understand information. Key cognitive theories for HCI include information processing models, which view interaction as involving sensory memory, working memory, and long-term memory. Mental models and conceptual models help explain how users understand a system. Gulf of execution and evaluation describe differences between user goals/mental models and the actual system. Distributed and external cognition frameworks emphasize how knowledge is situated across internal and external representations. Embodied interaction also notes how the body influences cognition. Perception involves visual, auditory, and haptic senses. Constructivist and ecological theories describe how perception involves constructing meaning or directly detecting information. Gestalt laws and affordances respectively influence how
Cognitive Psychology, Learning and Memory for IGNOU studentsPsychoTech Services
The triarchic theory of intelligence proposes that human intelligence involves three aspects: meta-components which control problem-solving and decision making, performance components which carry out actions, and knowledge-acquisition components which obtain new information. Robert Sternberg defined intelligence as adapting to and shaping one's environment. His theory analyzed the mind in terms of these executive, processing, and learning components to provide a more cognitive and less psychometric view of intelligence than prior approaches.
Study on Different Human Emotions Using Back Propagation Methodijiert bestjournal
With fast evolving technology,Cognitive Science plays a vital role in our day-to-day life. Cognitive science is summed up as the study of mind based on scientific methods. It is al l about the sum of all interdisciplinary like philosophy,psychology,linguistics,artificial intelligence,robot ics,and neuroscience. In this paper,I focused on the facial expressions or emotions of human being as it has an impor tant role in interpersonal relations. Without verb communication,one can imagine the mood of a person by expressions. In this method,we use back propagation neural network for implementation. It is an information proce ssing system that has been developed as a generalization of the mathematical model of human recognition.
CONSIDERATION OF HUMAN COMPUTER INTERACTION IN ROBOTIC FIELD ijcsit
This document discusses considerations for improving human-robot interaction through applying principles of human-computer interaction. It summarizes several existing models of human-computer interaction and adapts the action theory model to the context of human-robot interaction. The adapted model incorporates the simulation of robot emotions and awareness of human emotions into the interaction process. The summary then provides examples of how this adapted model could be applied to scenarios of social interaction between humans and robots.
This document summarizes key points from a presentation on human factors and ergonomics. It discusses the goals of understanding human sensation and perception, perceptual organization, and informational processing. It then covers various topics within each of these areas, including the different sensory modalities and receptors, Gestalt principles of organization, models of attention and information processing, and concepts like the speed-accuracy tradeoff. The overall focus is on applying insights from human factors research to understand interactions between humans and systems.
A SOFTWARE AGENT FRAMEWORK TO OVERCOME MALICIOUS HOST THREATS AND UNCONTROLLE...ijait
An agent is anything that can be viewed as perceiving its environment through sensors and acting upon that environment through effectors. Enormous number of researches is going on by comparing the functional similarities of the Human Immune System for making the agents more adaptable in regard with
security. In this research work, the functional similarities of Human Nervous system are given to the agents by proposing an agent-based framework where the agents can adapt themselves from one of the threats, the malicious host attack. The agents become aware of the malicious hosts’ attack by learning and coordination is maintained by a Co-Agent to make this system work successfully. The concept of learning and coordination are taken from the Human Nervous system functionality. This system has shown a better functioning in maintaining the system performance by making the agents aware of malicious hosts and by producing limited number of clones.
Artificial Intelligence is a way of making a computer, a computer-controlled robot, or a software think intelligently, in the similar manner the intelligent humans think.
This document discusses the topic of ergonomics. It begins by defining ergonomics as the study of human interaction with machines and factors that affect this interaction. The goal of ergonomics is to optimize human well-being and system performance by fitting job tasks to human capabilities. A brief history of ergonomics is provided, noting its origins in the industrial revolution. Key aspects of ergonomics include compatibility between humans and machines, cognitive factors, and ensuring job design meets human physical and psychological needs.
At the very heart of cognitive psychology is the idea of information processing. Cognitive psychology sees the individual as a processor of information, in much the same way that a computer takes in information and follows a program to produce an output.Cognitive psychology compares the human mind to a computer, suggesting that we too are information processors and that it is possible and desirable to study the internal mental / mediational processes that lie between the stimuli (in our environment) and the response we make.
The information processing paradigm of cognitive psychology views that minds in terms of a computer when processing information.
However, there are important difference between humans and computers. The mind does not process information like a computer as computers don’t have emotions or get tired like humans
The experiential utility: how behavioural economics can help hci to define qu...Stefano Bussolon
Economists define utility as the total satisfaction received from consuming a good or service. Neoclassical economics assume that humans act as perfectly rational agents whose ultimate goal is to maximize their subjective utility. Behavioral economists and psychologists, however, showed that people behave in ways that violate the neoclassical axioms, and follow a number of cognitive heuristics.
Nonetheless, the concept of utility is useful, psychologically intuitive, and there is some evidence that some regions of the primates' brain encode a form of "common currency" of the value of a good.
I will present an experiential utility model that is psychologically plausible, and the main dimensions of the model will be mapped on an experiential utility space. The practical applicability of the map will be shown in a case study where two types of insurance companies - traditional (broker mediated) and direct (online) companies will be mapped on the dimensions of the experience utility map.
Architecture for Intelligent Agents Logic-Based Architecture Logic-based arc...kathavera906
This document discusses different architectures for intelligent software agents, including logic-based, reactive, belief-desire-intention (BDI), and layered hybrid architectures. It provides details on the key components and characteristics of each architecture. For example, it explains that logic-based architectures use symbolic representations and logical deduction, while reactive architectures map situations directly to actions. BDI architectures are based on an agent's beliefs, desires, and intentions. Layered hybrid architectures combine aspects of reactive and logic-based approaches.
EMOTIONAL LEARNING IN A SIMULATED MODEL OF THE MENTAL APPARATUScsandit
How a human being learns is a wide field and not fully understood until now. This paper should give an alternative attempt to get closer to the answer how human beings learn something and what the relation to emotions is. Therefore, the cognitive architecture of the project “Simulation of Mental Apparatus and Applications (SiMA)” is used to fulfill two tasks. One is to give an answer to the question above and the other one is to enhance the functional model of the mental apparatus with learning. For that reason, the functions of the model are analyzed in detail for their ability to enhance them with a learning ability. The focus of the analysis lay on emotions and their impact on the ability to change memories in the model to determine a different behavior than without learning.
Emotional Learning in a Simulated Model of the Mental Apparatus cscpconf
How a human being learns is a wide field and not fully understood until now. This paper should
give an alternative attempt to get closer to the answer how human beings learn something and
what the relation to emotions is. Therefore, the cognitive architecture of the project “Simulation
of Mental Apparatus and Applications (SiMA)” is used to fulfill two tasks. One is to give an
answer to the question above and the other one is to enhance the functional model of the mental
apparatus with learning. For that reason, the functions of the model are analyzed in detail for
their ability to enhance them with a learning ability. The focus of the analysis lay on emotions
and their impact on the ability to change memories in the model to determine a different
behavior than without learning.
Impacto social del desarrollo de la Inteligencia artificial(Ingles)kamh18
The document discusses the social impacts of developing artificial intelligence. It begins by outlining the methodology used, which involved searching for information on artificial intelligence from digital libraries, books, and websites. It then provides an overview of key concepts in artificial intelligence, including definitions of AI, different approaches to AI, the role of agents, and how agents can act intelligently using knowledge and beliefs. The document also gives examples of applications of AI in fields like medicine, geology, and aeronautics.
This document discusses developing a psychological theory to model human behavior when interacting with information and communication technology systems. The goals are to design usable systems, evaluate existing systems, and make predictions about system use. A good psychological model that explains human behavior and thinking could allow researchers to predict how users will interact with a system without extensive user testing. The document provides background on relevant fields like psychology, psychoanalysis, behaviorism and neuropsychology to develop a cognitive science approach for understanding human performance and solving problems like designing interactive systems.
1. The document describes a study that analyzed how people seek health information on the Swedish website Vårdguiden 1177.se using the framework of Activity Theory.
2. Five participants with varying backgrounds performed the task of finding an appropriate clinic to go to based on a scenario. The study examined their interactions through think-aloud protocols and interviews.
3. Preliminary findings showed differences in how quickly participants completed the task, with those more familiar with the Swedish context performing faster. Activity Theory provided a lens to analyze users, their context, tools used, and interactions on the website.
The document describes the human processor model (MHP) which simplifies human processing into three subsystems - perceptual, motor, and cognitive. Each subsystem contains a processor and memory. The MHP also includes principles of operation that dictate behavior under certain conditions. The model involves input from senses like vision, hearing, and touch which are processed and output through effectors like fingers, voice, eyes, and body position. Memory is divided into sensory buffers, short-term memory, and long-term memory. Thinking involves reasoning through deduction, induction, and abduction as well as problem solving using various approaches. Emotion and individual differences also impact human processing.
شناسایی ائتلاف استراتژیک بهینه با در نظر گرفتن نقش نوآوری باز در طنجیره تامین...PouyaMahdiani1
The Disaster Resilience of Place (DROP) model examines how organizations and communities prepare for, respond to, and recover from disasters. Organizations and communities that exhibit low vulnerability and high resilience tend to recover quickly from disasters and use experiences to improve preparedness. Those with high vulnerability and low resilience often recover slowly or not at all. The concept of resilience originated in ecology and has two aspects - engineering resilience focuses on resistance and speed of return to the pre-disaster equilibrium, while ecological resilience emphasizes adaptation, transformation if needed, and the ability to thrive in a new context after a disturbance.
This document discusses general systems concepts and their application to healthcare systems. It covers:
- General systems theory views systems as hierarchical networks of interconnected subsystems. This perspective can be applied to hospital information systems and the overall healthcare system.
- Systems must have a purpose and function as interconnected parts working towards a common goal. Healthcare systems can be described as open systems that take in patient information as input, process patients through treatment, and output healthy individuals.
- Systems thinking focuses on relationships and interconnections rather than linear cause-and-effect. When analyzing healthcare systems, it is important to consider moderating variables in addition to key indicators.
- Metaphors and mental models can provide simplified perspectives of complex systems to aid
Natural User Interfaces as a powerful tool for courseware design in Physical ...Alejandra Delgado
This document discusses using natural user interfaces for e-learning in physical education. Physical education knowledge is defined as enactive knowledge acquired through action rather than symbols or images. Traditional graphical user interfaces have been a barrier for e-learning in physical education. However, new technologies like natural interfaces that incorporate physical movement could enable large-scale collaborative e-learning approaches in physical education by allowing enactive knowledge acquisition. The document outlines approaches to motor learning and control and how natural interfaces may provide an opportunity to design e-learning courseware for teaching motor skills in physical education.
The document discusses knowledge-based systems and artificial neural networks. It describes an early expert system developed in 1980 to approve credit applications. It also outlines the key components of expert systems, including the knowledge base and rules. Neural networks are discussed as being inspired by the human brain and capable of learning in a similar way. The multi-layer perception model is presented as a way to break tasks into smaller subtasks performed concurrently.
Human computer interaction with the complete syllabus201roopikha
The document discusses various aspects of human-computer interaction, including:
1. The foundations of HCI including human input/output channels, memory, reasoning and problem solving abilities as well as computer devices, memory, processing and networks.
2. Details on human senses including vision through the eye, hearing through the ear, touch through skin receptors, and movement.
3. Models of memory including sensory memory, short term memory, and long term memory.
4. Human thinking processes like reasoning, problem solving, and dealing with errors.
5. Interaction aspects such as styles, paradigms, frameworks, ergonomics and elements that influence the human-computer experience.
Recognition the needs and acceptance of individuals is the beginning stage of any businesses and this understanding would be helpful to find the way of future development, thus academicians are interested to realize the factors that drive users’ acceptance or rejection of technologies. A number of models and frameworks have been developed to explain user adoption of new technologies and these models introduce factors that can affect the user acceptance. This presentation provides an overview of theories and models regarding user acceptance of technology has provided.
The International Journal of Engineering and Science (The IJES)theijes
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
The papers for publication in The International Journal of Engineering& Science are selected through rigorous peer reviews to ensure originality, timeliness, relevance, and readability.
The International Journal of Engineering and Science (The IJES)theijes
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
The papers for publication in The International Journal of Engineering& Science are selected through rigorous peer reviews to ensure originality, timeliness, relevance, and readability.
This document describes research into developing more natural human-computer interaction techniques through the integration of eye tracking and manual input. It discusses two proposed techniques called MAGIC (Manual And Gaze Input Cascaded) pointing that aim to leverage eye gaze to reduce physical effort in manual pointing tasks. A liberal MAGIC technique warps the cursor to every new object looked at, while a conservative technique only warps the cursor after manual input actuation and biases it towards the gazed-at object. A pilot study found these techniques could offer advantages over traditional gaze-only or manual-only pointing in terms of accuracy, effort and speed. The document also discusses limitations of traditional gaze pointing and the motivation for developing a more integrated eye-manual interaction approach.
XSD (XML Schema Definition) is used to describe and validate the structure and content of XML data. It provides more powerful capabilities than DTD. XML Schemas support data types, restrictions on elements and attributes, and namespaces. With XML Schema, groups can agree on standards for exchanging data and documents can be verified. XML Schemas use XML syntax, so they can be edited, parsed, and manipulated like any other XML document. The purpose of an XML Schema is to define the legal building blocks of an XML document, such as elements, attributes, and their structure.
XML is a markup language that is used to define and store data in a structured format. It allows data to be separated from its presentation and is extensible to add new tags. An XML document must have a root element and follow syntax rules to be well-formed. It can also be validated against a DTD or schema to check that the elements and structure match the definitions.
This document discusses the topic of ergonomics. It begins by defining ergonomics as the study of human interaction with machines and factors that affect this interaction. The goal of ergonomics is to optimize human well-being and system performance by fitting job tasks to human capabilities. A brief history of ergonomics is provided, noting its origins in the industrial revolution. Key aspects of ergonomics include compatibility between humans and machines, cognitive factors, and ensuring job design meets human physical and psychological needs.
At the very heart of cognitive psychology is the idea of information processing. Cognitive psychology sees the individual as a processor of information, in much the same way that a computer takes in information and follows a program to produce an output.Cognitive psychology compares the human mind to a computer, suggesting that we too are information processors and that it is possible and desirable to study the internal mental / mediational processes that lie between the stimuli (in our environment) and the response we make.
The information processing paradigm of cognitive psychology views that minds in terms of a computer when processing information.
However, there are important difference between humans and computers. The mind does not process information like a computer as computers don’t have emotions or get tired like humans
The experiential utility: how behavioural economics can help hci to define qu...Stefano Bussolon
Economists define utility as the total satisfaction received from consuming a good or service. Neoclassical economics assume that humans act as perfectly rational agents whose ultimate goal is to maximize their subjective utility. Behavioral economists and psychologists, however, showed that people behave in ways that violate the neoclassical axioms, and follow a number of cognitive heuristics.
Nonetheless, the concept of utility is useful, psychologically intuitive, and there is some evidence that some regions of the primates' brain encode a form of "common currency" of the value of a good.
I will present an experiential utility model that is psychologically plausible, and the main dimensions of the model will be mapped on an experiential utility space. The practical applicability of the map will be shown in a case study where two types of insurance companies - traditional (broker mediated) and direct (online) companies will be mapped on the dimensions of the experience utility map.
Architecture for Intelligent Agents Logic-Based Architecture Logic-based arc...kathavera906
This document discusses different architectures for intelligent software agents, including logic-based, reactive, belief-desire-intention (BDI), and layered hybrid architectures. It provides details on the key components and characteristics of each architecture. For example, it explains that logic-based architectures use symbolic representations and logical deduction, while reactive architectures map situations directly to actions. BDI architectures are based on an agent's beliefs, desires, and intentions. Layered hybrid architectures combine aspects of reactive and logic-based approaches.
EMOTIONAL LEARNING IN A SIMULATED MODEL OF THE MENTAL APPARATUScsandit
How a human being learns is a wide field and not fully understood until now. This paper should give an alternative attempt to get closer to the answer how human beings learn something and what the relation to emotions is. Therefore, the cognitive architecture of the project “Simulation of Mental Apparatus and Applications (SiMA)” is used to fulfill two tasks. One is to give an answer to the question above and the other one is to enhance the functional model of the mental apparatus with learning. For that reason, the functions of the model are analyzed in detail for their ability to enhance them with a learning ability. The focus of the analysis lay on emotions and their impact on the ability to change memories in the model to determine a different behavior than without learning.
Emotional Learning in a Simulated Model of the Mental Apparatus cscpconf
How a human being learns is a wide field and not fully understood until now. This paper should
give an alternative attempt to get closer to the answer how human beings learn something and
what the relation to emotions is. Therefore, the cognitive architecture of the project “Simulation
of Mental Apparatus and Applications (SiMA)” is used to fulfill two tasks. One is to give an
answer to the question above and the other one is to enhance the functional model of the mental
apparatus with learning. For that reason, the functions of the model are analyzed in detail for
their ability to enhance them with a learning ability. The focus of the analysis lay on emotions
and their impact on the ability to change memories in the model to determine a different
behavior than without learning.
Impacto social del desarrollo de la Inteligencia artificial(Ingles)kamh18
The document discusses the social impacts of developing artificial intelligence. It begins by outlining the methodology used, which involved searching for information on artificial intelligence from digital libraries, books, and websites. It then provides an overview of key concepts in artificial intelligence, including definitions of AI, different approaches to AI, the role of agents, and how agents can act intelligently using knowledge and beliefs. The document also gives examples of applications of AI in fields like medicine, geology, and aeronautics.
This document discusses developing a psychological theory to model human behavior when interacting with information and communication technology systems. The goals are to design usable systems, evaluate existing systems, and make predictions about system use. A good psychological model that explains human behavior and thinking could allow researchers to predict how users will interact with a system without extensive user testing. The document provides background on relevant fields like psychology, psychoanalysis, behaviorism and neuropsychology to develop a cognitive science approach for understanding human performance and solving problems like designing interactive systems.
1. The document describes a study that analyzed how people seek health information on the Swedish website Vårdguiden 1177.se using the framework of Activity Theory.
2. Five participants with varying backgrounds performed the task of finding an appropriate clinic to go to based on a scenario. The study examined their interactions through think-aloud protocols and interviews.
3. Preliminary findings showed differences in how quickly participants completed the task, with those more familiar with the Swedish context performing faster. Activity Theory provided a lens to analyze users, their context, tools used, and interactions on the website.
The document describes the human processor model (MHP) which simplifies human processing into three subsystems - perceptual, motor, and cognitive. Each subsystem contains a processor and memory. The MHP also includes principles of operation that dictate behavior under certain conditions. The model involves input from senses like vision, hearing, and touch which are processed and output through effectors like fingers, voice, eyes, and body position. Memory is divided into sensory buffers, short-term memory, and long-term memory. Thinking involves reasoning through deduction, induction, and abduction as well as problem solving using various approaches. Emotion and individual differences also impact human processing.
شناسایی ائتلاف استراتژیک بهینه با در نظر گرفتن نقش نوآوری باز در طنجیره تامین...PouyaMahdiani1
The Disaster Resilience of Place (DROP) model examines how organizations and communities prepare for, respond to, and recover from disasters. Organizations and communities that exhibit low vulnerability and high resilience tend to recover quickly from disasters and use experiences to improve preparedness. Those with high vulnerability and low resilience often recover slowly or not at all. The concept of resilience originated in ecology and has two aspects - engineering resilience focuses on resistance and speed of return to the pre-disaster equilibrium, while ecological resilience emphasizes adaptation, transformation if needed, and the ability to thrive in a new context after a disturbance.
This document discusses general systems concepts and their application to healthcare systems. It covers:
- General systems theory views systems as hierarchical networks of interconnected subsystems. This perspective can be applied to hospital information systems and the overall healthcare system.
- Systems must have a purpose and function as interconnected parts working towards a common goal. Healthcare systems can be described as open systems that take in patient information as input, process patients through treatment, and output healthy individuals.
- Systems thinking focuses on relationships and interconnections rather than linear cause-and-effect. When analyzing healthcare systems, it is important to consider moderating variables in addition to key indicators.
- Metaphors and mental models can provide simplified perspectives of complex systems to aid
Natural User Interfaces as a powerful tool for courseware design in Physical ...Alejandra Delgado
This document discusses using natural user interfaces for e-learning in physical education. Physical education knowledge is defined as enactive knowledge acquired through action rather than symbols or images. Traditional graphical user interfaces have been a barrier for e-learning in physical education. However, new technologies like natural interfaces that incorporate physical movement could enable large-scale collaborative e-learning approaches in physical education by allowing enactive knowledge acquisition. The document outlines approaches to motor learning and control and how natural interfaces may provide an opportunity to design e-learning courseware for teaching motor skills in physical education.
The document discusses knowledge-based systems and artificial neural networks. It describes an early expert system developed in 1980 to approve credit applications. It also outlines the key components of expert systems, including the knowledge base and rules. Neural networks are discussed as being inspired by the human brain and capable of learning in a similar way. The multi-layer perception model is presented as a way to break tasks into smaller subtasks performed concurrently.
Human computer interaction with the complete syllabus201roopikha
The document discusses various aspects of human-computer interaction, including:
1. The foundations of HCI including human input/output channels, memory, reasoning and problem solving abilities as well as computer devices, memory, processing and networks.
2. Details on human senses including vision through the eye, hearing through the ear, touch through skin receptors, and movement.
3. Models of memory including sensory memory, short term memory, and long term memory.
4. Human thinking processes like reasoning, problem solving, and dealing with errors.
5. Interaction aspects such as styles, paradigms, frameworks, ergonomics and elements that influence the human-computer experience.
Recognition the needs and acceptance of individuals is the beginning stage of any businesses and this understanding would be helpful to find the way of future development, thus academicians are interested to realize the factors that drive users’ acceptance or rejection of technologies. A number of models and frameworks have been developed to explain user adoption of new technologies and these models introduce factors that can affect the user acceptance. This presentation provides an overview of theories and models regarding user acceptance of technology has provided.
The International Journal of Engineering and Science (The IJES)theijes
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
The papers for publication in The International Journal of Engineering& Science are selected through rigorous peer reviews to ensure originality, timeliness, relevance, and readability.
The International Journal of Engineering and Science (The IJES)theijes
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
The papers for publication in The International Journal of Engineering& Science are selected through rigorous peer reviews to ensure originality, timeliness, relevance, and readability.
This document describes research into developing more natural human-computer interaction techniques through the integration of eye tracking and manual input. It discusses two proposed techniques called MAGIC (Manual And Gaze Input Cascaded) pointing that aim to leverage eye gaze to reduce physical effort in manual pointing tasks. A liberal MAGIC technique warps the cursor to every new object looked at, while a conservative technique only warps the cursor after manual input actuation and biases it towards the gazed-at object. A pilot study found these techniques could offer advantages over traditional gaze-only or manual-only pointing in terms of accuracy, effort and speed. The document also discusses limitations of traditional gaze pointing and the motivation for developing a more integrated eye-manual interaction approach.
XSD (XML Schema Definition) is used to describe and validate the structure and content of XML data. It provides more powerful capabilities than DTD. XML Schemas support data types, restrictions on elements and attributes, and namespaces. With XML Schema, groups can agree on standards for exchanging data and documents can be verified. XML Schemas use XML syntax, so they can be edited, parsed, and manipulated like any other XML document. The purpose of an XML Schema is to define the legal building blocks of an XML document, such as elements, attributes, and their structure.
XML is a markup language that is used to define and store data in a structured format. It allows data to be separated from its presentation and is extensible to add new tags. An XML document must have a root element and follow syntax rules to be well-formed. It can also be validated against a DTD or schema to check that the elements and structure match the definitions.
This document discusses HTML collections and event handling in JavaScript. It provides examples of how to access elements in HTML collections using methods like getElementsByTagName. It also covers different types of events like click, mouseover, form submit and how to attach event handlers using inline, traditional and modern approaches. It discusses timing events like setTimeout and setInterval. Finally it covers event propagation models of bubbling and capturing.
The document discusses the basics of JavaScript, including:
- JavaScript is used to add dynamic behavior to web pages by modifying HTML content, changing attributes, styles, and showing/hiding elements.
- It describes how to embed JavaScript code in HTML using <script> tags and how to output content using methods like innerHTML, document.write(), and alerts.
- The core JavaScript syntax is covered, including variables, operators, conditional statements, loops, and functions. Built-in functions and objects like Strings are also introduced.
The document discusses various HTML tags and properties related to images. It describes the <img> tag used to embed images, and attributes like src, alt, width, and height. It also covers image maps defined using <map> and <area> tags, floating images, setting background images, and positioning images using absolute vs relative positioning. The document provides examples of how to style links and text, add audio and video, work with frames, and includes tags like <head>, <script>, and <meta>.
HTML forms are used to collect user input on web pages. The <form> element defines an HTML form, which contains various form elements like text fields, checkboxes, radio buttons, and submit buttons to collect input from the user. Forms submit data using the GET or POST methods, with POST being more secure as it does not display submitted data in the URL. Common form elements include <input>, <select>, <textarea> to collect different types of user input like text, selections, and multi-line text. Forms are an essential part of creating interactive web pages that collect and process user data.
HTML forms are used to collect user input on web pages. The <form> element defines an HTML form, which contains various form elements like text fields, checkboxes, radio buttons, and submit buttons to collect input from the user. Forms submit data using the GET or POST methods, with POST being more secure as it does not display submitted data in the URL. Common form elements include <input>, <select>, <textarea> to collect different types of user input like text, selections, and multi-line text. Forms are an essential part of creating interactive web pages that collect and process user data.
The document discusses styling HTML with CSS. It describes CSS as a language that describes the style of HTML elements and is used to describe how elements should be displayed. It outlines the different ways CSS can be added, including inline, internally, and externally. It provides examples of CSS syntax, selectors, and properties for styling text, colors, borders, padding, and margins.
The document provides information on various HTML elements for styling and formatting text, including comments, style attributes, colors, fonts, borders, padding, and margins. It also covers CSS for defining styles through inline, internal, and external stylesheets. Additional topics include HTML tables, lists, links, and images. Key elements covered are tags for headings, paragraphs, bold, italics, superscript, formatting text size and color, and applying styles through CSS selectors like id and class.
HTML is a markup language used to define the structure and layout of web pages. HTML uses tags to label different parts of a web page like headings, paragraphs, links, and images. The basic structure of an HTML page includes <html>, <head>, and <body> tags. Common HTML tags are <h1> for main headings, <p> for paragraphs, <a> for links, <img> for images, and <div> and <span> for dividing content. HTML documents are displayed in web browsers which use the HTML tags to render the page elements properly.
This document provides an introduction and overview of ActionScript-1. It discusses that ActionScript adds interactivity to Flash movies by allowing scripts to trigger actions based on user events. It describes the Actions panel for creating and editing scripts using Normal Mode or Expert Mode. It also covers assigning actions to buttons, movie clips, and frames. Finally, it discusses writing scripts with ActionScript, including its syntax, comments, keywords, constants, and data types.
The document discusses multimedia documents and hypermedia. It describes how multimedia documents contain both continuous and discrete media and require models for content, structure, manipulation, and representation. Standards for describing multimedia documents include SGML, HTML, and MHEG. Hypertext and hypermedia are discussed as ways to link related multimedia content. The World Wide Web and technologies like HTML, URLs, and HTTP enable the delivery of hypermedia over the internet. Forms and CGI allow client-server interaction, while Java applets enable client-side scripting. Problems with the early web are also outlined.
This document outlines 17 lessons on programming in Visual Basic. The lessons cover topics such as working with controls, managing data, building applications, writing code, controlling program flow with conditional statements, and working with files, graphics, and multimedia. Early lessons introduce the Visual Basic environment and teach basic programming concepts. Later lessons demonstrate more advanced techniques like looping, functions, arrays, and mouse/file programming. The document provides code examples and step-by-step instructions to illustrate key Visual Basic programming concepts and skills.
Multimedia system(OPEN DOCUMENT ARCHITECTURE AND INTERCHANGING FORMAT)pavishkumarsingh
The document discusses multimedia documents and hypermedia. It describes how multimedia documents contain both continuous and discrete media and require models for content, structure, manipulation, and representation. Standards for describing multimedia documents include SGML, HTML, and MHEG. Hypertext links discrete chunks of text, while hypermedia generalizes this to include additional media types and synchronization. The World Wide Web uses HTTP, URLs, and HTML to access and display hypermedia documents over the internet. Forms and CGI scripts allow for user interaction, while Java applets enable interactive content to run in web browsers.
Multimedia authoring tools allow importing, creating, integrating, and delivering various media types. They are based on metaphors that influence how elements are organized, sequenced, and delivered. Common metaphors include the slide show, book/page, windowing, and icon metaphors. The slide show metaphor treats each screen as a slide, the book metaphor treats an application as a book with pages, and the windowing metaphor groups objects into windows in a hierarchy. The appropriate tool depends on the type of application being developed and its required interactivity.
This document provides an introduction and overview of ActionScript-1. It discusses that ActionScript adds interactivity to Flash movies by allowing scripts to trigger actions based on user events. It describes the Actions panel for creating and editing scripts using Normal Mode or Expert Mode. It also covers assigning actions to buttons, movie clips, and frames. Finally, it discusses writing scripts with ActionScript, including its syntax, comments, keywords, constants, and data types.
This document discusses cognitive aspects of multimedia presentations for learning. It covers several topics:
- Multimedia can enhance learning by conveying information through multiple modes like text, images, sound, video.
- Cognitive psychology and learning theories should inform multimedia design to best facilitate learning.
- Learning involves cognitive processes like memory, problem-solving, and different learning styles.
- The cognitive domain of learning includes remembering, understanding, applying, analyzing, evaluating knowledge.
- Both cognitive and affective/emotional aspects are important for effective multimedia learning. Presentations should aim to engage and interest learners, not just convey dry facts.
The document discusses the importance of creating scripts, flowcharts, and storyboards for multimedia presentations. It provides details on each:
- Flowcharts are visual blueprints that show the flow of a program and relationships between content and user. Storyboards show what screens and media will be included, and their order. Scripts are used by production teams.
- Storyboards start as sketches and evolve with the project. They help ensure all team members understand the structure and user experience. Interactive storyboards can be made using tools like HyperCard or Director.
- Well-documented projects using these tools can speed development and reduce costs. Storyboarding identifies issues early and provides a shared reference for teams.
This document provides an overview of computer networks and their basic components. It discusses how networks connect devices like computers, printers and servers to allow sharing of resources. Local area networks (LANs) connect devices within a building, while wide area networks (WANs) span greater distances. The two main types of networks are peer-to-peer and client-server. Client-server networks have centralized data storage on servers for easier management. Network topologies like star, bus and ring determine how data flows. Key network components include network interface cards, hubs, switches, bridges, routers and gateways. The document also describes the CSMA/CD and token ring access methods for transmitting data over the network.
Introduction- e - waste – definition - sources of e-waste– hazardous substances in e-waste - effects of e-waste on environment and human health- need for e-waste management– e-waste handling rules - waste minimization techniques for managing e-waste – recycling of e-waste - disposal treatment methods of e- waste – mechanism of extraction of precious metal from leaching solution-global Scenario of E-waste – E-waste in India- case studies.
A review on techniques and modelling methodologies used for checking electrom...nooriasukmaningtyas
The proper function of the integrated circuit (IC) in an inhibiting electromagnetic environment has always been a serious concern throughout the decades of revolution in the world of electronics, from disjunct devices to today’s integrated circuit technology, where billions of transistors are combined on a single chip. The automotive industry and smart vehicles in particular, are confronting design issues such as being prone to electromagnetic interference (EMI). Electronic control devices calculate incorrect outputs because of EMI and sensors give misleading values which can prove fatal in case of automotives. In this paper, the authors have non exhaustively tried to review research work concerned with the investigation of EMI in ICs and prediction of this EMI using various modelling methodologies and measurement setups.
Advanced control scheme of doubly fed induction generator for wind turbine us...IJECEIAES
This paper describes a speed control device for generating electrical energy on an electricity network based on the doubly fed induction generator (DFIG) used for wind power conversion systems. At first, a double-fed induction generator model was constructed. A control law is formulated to govern the flow of energy between the stator of a DFIG and the energy network using three types of controllers: proportional integral (PI), sliding mode controller (SMC) and second order sliding mode controller (SOSMC). Their different results in terms of power reference tracking, reaction to unexpected speed fluctuations, sensitivity to perturbations, and resilience against machine parameter alterations are compared. MATLAB/Simulink was used to conduct the simulations for the preceding study. Multiple simulations have shown very satisfying results, and the investigations demonstrate the efficacy and power-enhancing capabilities of the suggested control system.
We have compiled the most important slides from each speaker's presentation. This year’s compilation, available for free, captures the key insights and contributions shared during the DfMAy 2024 conference.
A SYSTEMATIC RISK ASSESSMENT APPROACH FOR SECURING THE SMART IRRIGATION SYSTEMSIJNSA Journal
The smart irrigation system represents an innovative approach to optimize water usage in agricultural and landscaping practices. The integration of cutting-edge technologies, including sensors, actuators, and data analysis, empowers this system to provide accurate monitoring and control of irrigation processes by leveraging real-time environmental conditions. The main objective of a smart irrigation system is to optimize water efficiency, minimize expenses, and foster the adoption of sustainable water management methods. This paper conducts a systematic risk assessment by exploring the key components/assets and their functionalities in the smart irrigation system. The crucial role of sensors in gathering data on soil moisture, weather patterns, and plant well-being is emphasized in this system. These sensors enable intelligent decision-making in irrigation scheduling and water distribution, leading to enhanced water efficiency and sustainable water management practices. Actuators enable automated control of irrigation devices, ensuring precise and targeted water delivery to plants. Additionally, the paper addresses the potential threat and vulnerabilities associated with smart irrigation systems. It discusses limitations of the system, such as power constraints and computational capabilities, and calculates the potential security risks. The paper suggests possible risk treatment methods for effective secure system operation. In conclusion, the paper emphasizes the significant benefits of implementing smart irrigation systems, including improved water conservation, increased crop yield, and reduced environmental impact. Additionally, based on the security analysis conducted, the paper recommends the implementation of countermeasures and security approaches to address vulnerabilities and ensure the integrity and reliability of the system. By incorporating these measures, smart irrigation technology can revolutionize water management practices in agriculture, promoting sustainability, resource efficiency, and safeguarding against potential security threats.
6th International Conference on Machine Learning & Applications (CMLA 2024)ClaraZara1
6th International Conference on Machine Learning & Applications (CMLA 2024) will provide an excellent international forum for sharing knowledge and results in theory, methodology and applications of on Machine Learning & Applications.
ACEP Magazine edition 4th launched on 05.06.2024Rahul
This document provides information about the third edition of the magazine "Sthapatya" published by the Association of Civil Engineers (Practicing) Aurangabad. It includes messages from current and past presidents of ACEP, memories and photos from past ACEP events, information on life time achievement awards given by ACEP, and a technical article on concrete maintenance, repairs and strengthening. The document highlights activities of ACEP and provides a technical educational article for members.
KuberTENes Birthday Bash Guadalajara - K8sGPT first impressionsVictor Morales
K8sGPT is a tool that analyzes and diagnoses Kubernetes clusters. This presentation was used to share the requirements and dependencies to deploy K8sGPT in a local environment.
Low power architecture of logic gates using adiabatic techniquesnooriasukmaningtyas
The growing significance of portable systems to limit power consumption in ultra-large-scale-integration chips of very high density, has recently led to rapid and inventive progresses in low-power design. The most effective technique is adiabatic logic circuit design in energy-efficient hardware. This paper presents two adiabatic approaches for the design of low power circuits, modified positive feedback adiabatic logic (modified PFAL) and the other is direct current diode based positive feedback adiabatic logic (DC-DB PFAL). Logic gates are the preliminary components in any digital circuit design. By improving the performance of basic gates, one can improvise the whole system performance. In this paper proposed circuit design of the low power architecture of OR/NOR, AND/NAND, and XOR/XNOR gates are presented using the said approaches and their results are analyzed for powerdissipation, delay, power-delay-product and rise time and compared with the other adiabatic techniques along with the conventional complementary metal oxide semiconductor (CMOS) designs reported in the literature. It has been found that the designs with DC-DB PFAL technique outperform with the percentage improvement of 65% for NOR gate and 7% for NAND gate and 34% for XNOR gate over the modified PFAL techniques at 10 MHz respectively.
2. What is human factors?
Human factors is a branch of science and technology. It includes what is known
and theorized about human behavioral and biological characteristics that can be validly
applied to the specification, design evaluation, operation and maintenance of products
and systems to enhance safe, effective and satisfying use by individual, groups and
organizations.
In the definition of human factors, the importance of the basic human capabilities such
as
• Perceptual abilities
• Attention span
• Memory span
• Physical limitations are embodied.
Figure below shows an abstract version of the human computer system. In this
abstraction the similarity between human and computer system is clear. Both can
be conceptualized in terms of subsystems that are responsible for input
processing and output, respectively.
Environment
Human Machine
Fig. Representation of the Human Machine System.
The Human and Machine are composed of subsystems operating within the large
environment.
In the figure the domains of the design engineer, the human performance researcher and
the human factors specialist is also indicated. The design engineer is interested primarily
in the subsystems of the machine and their interrelations. Similarly the human
performance expect studies the subsystem of the human and their interrelations. Finally
the human factor specialist is most concerned with the relations between the input and
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Cogni
tion
Percept
ion
Action
Displays
Machine
operation
Controls
3. output subsystems of the human and machine components or in other words with the
human machine interface. The final point to note is that the entire human machine
system is embedded within the larger context of work environment.
The psychology of human performance:-
Weber examined people’s ability to tell that two stimuli, such as two weights, differ in
magnitude. Weber’s law can be expressed quantitatively as
ΔI/I=K
Where I is the intensity of a stimulus, ΔI is the amount of change between it and another
stimulus needed to tell that two stimuli differ in magnitude and K is a constant. What
Weber’s law indicate is that the absolute amount of charge needed to perceive a
difference in magnitude increases with intensity, whereas the relative amount remains
constant.
Fehner formalized further and constructed the first scales intended to relate
psychological magnitude (for example loudness) to physical magnitude (for example
amplitude). Fehner assumed that the amount of change needed to perceive a difference
evokes a constant increment in the magnitude of the psychological sensation. He
obtained the psychophysical function,
S=K log (I)
Where S is the magnitude of sensation, I is physical intensity, K is constant. This
function , relating physical intensity to the psychological sensation is called Fehner’s
law. The term psychophysics has been used to describe such research that examines the
basic sensory sensitivities.
One of the Helmhotz’s most important contributions was establishing a method by
which the time for transmission of a nerve impulse could be estimated. His method
involved measuring the different points on the nerve. The measures indicated that the
speed of transmission was approximately 27meter/sec.
Donders reasoned that when performing a speed reaction task, observers must make a
series of judgments. A stimulus is first detected, then identified, subsequently the
stimulus can be discriminated from other stimuli. At this point the observer selects the
appropriate selects the appropriate response to the stimulus. Donders designed several
tasks for humans to perform that differed in terms of the combination of judgment
required for each task. By using a subtractive logic, in which the time to perform one
task was subtracted from the time to perform another task that required one additional
judgment. Donders estimated the time for the respective component judgments.
The importance of the subtractive logic is that it provided the foundation for the notion
that mental processes can be isolated. This notion is the central tenet of Human
Information Processing. This approach assumes that cognition occurs through a series of
operations performed on information originating from the senses. The conception of the
human as the information processing system is invaluable because it meets the
requirement of allowing human and machine performance to be analysed in terms of the
same basic functions.
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4. Fig. Information Processing in Human & Machines.
In a landmark study in the history of human performance psychology, Bryan and Harter
extended the topic of learning and memory to the investigation of skill acquisition. They
proposed that learning proceeds in a series of phases. Another topic for the study of
human performance is that of attention. It is the taking possession by the mind in clear
and vivid form, of one out of what seems several simultaneously possible objects or train
of thought Focalization, concentration, of consciousness are of its essence.
Human Information Processing:
The Human information processing approach characterises the human as a
communication system that receives input from the environment, acts on the information
and then output a response back to the environment. The information processing
approach is used to develop models that depict the flow of information in the human, in
much the same way that system engineers use models to depict information flow in
nonhuman system.
Townsend & Roos (1973) proposed a model to explain human performance in a variety
of tasks in which response are made to visually presented stimuli. The model consists of
a set of distinct subsystems that intervene between the presentation of an array of visual
symbols and the execution of a physical response to the array. The model includes
perceptual subsystem (The visual from system), cognitive subsystem (The long term
memory components, the limited capacity translator, and the acoustic from system), and
the action subsystems (the response-selection and response execution system). The
arrows indicate flow of information through the system.
• A three-stage model:
Fig. Below presents a general model of information processing that distinguishes three-
stages intervening between the presentation of stimulus and the execution of a
subsequent response. Early processes associated with perception and stimulus
identification can be classified as the perceptual stage. Following this stage are
intermediate process involved with decision-making and thought classified as the
cognitive stage. Information from this cognitive stage is used in the final action stage to
select, prepare and control the movements necessary to affect a response.
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Input Information
Reception
Information
Manipulation
Information
Production
Output
Information Storage
5. Stimulus
Fig.: Three-stages of Human Information Processing.
Perceptual-stage:
It includes processes that operate from the stimulation of the sensory organs through the
identification of that stimulation. These processes are involved in the defection,
discrimination and identification of displayed information.
Cognitive-stage:
After enough information has been extracted from a display to allow the identification or
classification of the stimuli, processes being to operate with the goal of determining the
appropriate action or response. These processes can include the retrieval of information
from memory, comparison among displayed items, comparison between these items and
the information in memory, arithmetic operations and decision-making. The cognitive-
stage imposes constraints on performance.
Action-stage:
Following the perceptual-stage and cognitive-stage of processing, an overt response (if
required) needs to be selected, programmed and executed. After a response is selected, it
must then be translated into a set of neuromuscular commands. These commands control
the specific limbs or effectors that are involved, including their direction, and relative
timing.
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Perception Cognition Action
6. An elaborated model of Human Information Processing
Perceptual-stage Cognitive-stage Action-stage
Respo
Feedback
Perspective of User Interface Design:
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S
E
N
S
O
R
Y
Pattern
Organisation
Recognition
Decision
Making
Thou
gh
Response
Selection
Res.
Preparat
ion
Res.
Activatio
n
Shot. Term
Memory
Long-term
Memory
Attenti
on
Res.output
7. Because of the craft like nature of user interface design, the teaching and passing on of
interface-design knowledge is through experience and example more often than books
and lectures
Design of user interface has to be considered from a number of different perspectives,
each of which interacts to affect the quality of the overall design. Three perspectives to
consider are as follows
The functional perspective
The aesthetic perspective
The structural perspective
Functional perspective is concerned with whether or not the design is serviceable for its
intended purpose. This perspective is largely concerned with issues of usability and the
thoroughness of the support for user tasks. Achieving good functional design is difficult
because in the first instance it needs the designs to define for what purposes the design is
intended to be used. In fact there is a tendency for to try to produce systems that users
can then tailor, adapt or extend, so that they can be they can be used to do more and
more things. It is clear that designing a new system a new system will have
unpredictable and unknown effects on the tasks that people can perform. There is a
cyclical relation between designing computer systems for known tasks, which systems,
in turn, allow people to do new tasks. The design of the system should then be
approached in such a way that it can be clearly and easily seen to support those tasks for
which it is intended, and at the same time allow for new uses and hence new tasks to be
performed following Carrol’s design-artifact cycle.
The aesthetic perspective is concerned with whether or not the design is pleasing in its
appearance and conforms to any accepted notions of artistic design. This aspect of the
design is directly concerned with the design of the visual of the appearance of the
interface. The designing of the graphical and textual figures and characters, as well as
their layout on the screen, are of concern. Marcus(1990) has shown how the design of
font styles, color and the general grid layout of the screen can ease confusion and be
more aesthetically pleasing. The aesthetic aspects of design do not stop at the screen.
The size and shape of the input devices and the position, shape, color of buttons and
keys all influence the aesthetic quality of design.
The structural perspective is concerned with whether or not. The design has been built in
a manner that will make it reliable and efficient to use and can be easily maintained and
extended. This is perhaps the area of design with which the software developer is most at
ease. There are many different approaches to providing a good structural perspective to
the overall quality of the design. The essence of the problem is that the design of the
interface should be structured in a way that produces efficient use of software, provides
easy construction, is executable in a reliable and efficient manner allows for the reuse of
software components and the construction of new components out of the existing
components. One solution to the problem has been found in the use of object-oriented
programming languages that support the construction of class hierarchies and have
inheritance mechanisms for sharing properties between members of a class. Through
these properties, object-oriented languages have enabled user-interface design to be
based around sets of primitive objects that each has their own behaviors and connections
to other objects. From these primitive objects(after known as user-interface objects) the
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8. designer can construct newer objects as composites of the primitives(these are often
known as composite-interface objects).
The basic iterative step of Interactive System Design
Fig. The basic iterative step of Interactive System Design & design activities
Problem definition involves the resolution of four basic issues
• Identifying the human activity that proposed interactive system will support
• Identifying the people or user who will perform the activity
• Selling the level of support that the system will provide otherwise known as the
system’s usability.
• Selecting the basic form of solution to the design problem.
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9. Usability: This is a collective term for all aspects of an activity’s performance that can
be affected by the use of technology. The individual aspects are known as usability
factors. Each one provide a measures of a particular aspect of the performance of
activities when supported by the system.
A list of main usability factors are
• The speed of performance of the activity which affect how many are needed to
perform it.
• The incidence of errors while performing the activity.
• User’s ability to recover from errors that occur.
• The magnitude of the user’s task in learning to use the system.
• User’s retention of learned skills.
• User’s ability to customize the system to suit their way of working or situation of
use.
• The ease with which people can reorganize activities supported by the system-
their own activities and other people’s.
• User’s satisfaction with the system.
To define the form of solution means to specify how this support is to be made available.
Provisions of interactive support involves numerous layers of technology and resources
including
• The user interface with which the user interacts directly.
• The application software that supports the user interface.
• The operating system that provides standard services to both the user interface
and its supporting software
• System resources accessed via the user interface and supporting software.
• The hardware that supports all these resources.
In the course of solving the design problem we will specify every layer of the design
in sufficient detail for implementation to be carried out.
Norman’s model of task perfoemance
The design of interactive system involves detailed analysis and prediction of the
performance of tasks, Don Norman (1986) has proposed a model of task perfomance that
identifies seven stages of execution and evaluation of user actions. The model provides a
framework for understanding how user’s actions relate to this goals and to the systems
they use.
The model depicts the stages of mental activity that may be involved in the user’s
achievement of a goal. These consists of
• Establishing the goal to be achieved.
• Forming the intention for action that will achieve the goal
• Specifying the action sequence corresponding to the intention
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10. • Executing the action
• Perceiving the system state
• Interpreting the state as perceived
• Evaluating the system state with respect to the goal & intentions.
Fig. Norman’s seven stage model of interaction.
The model identifies two categories of mental activity concerned respectively with
Execution &Evaluation.
The execution stages lead from the goal to the performance of action and the evaluation
stages lead back from perceiving the resulting state of the system to its evaluation with
respect to goals and intentions.
Norman makes the point that there is a cognitive gulf between the goal physical system
used in achieving the goal and we can design systems to reduce this gulf with positive
effects on the user’s interaction.
A theory of exploratory learning
A theory of exploratory learning explains the organization of a particular kind of activity
namely the way in which someone unfamiliar with a system learns how to use it through
exploration.
The theory can be expressed as a simple functional model with four parts (Polson &
Lewis 1990)
• Goal setting- Users start with a rough description of what they want to
accomplish -a task.
• Exploration- Users explore the system’s interface to discover actions useful in
accomplishing their current task.
• Selection – Users select actions that they think will accomplish their current task,
often based on match between what they are trying to do and the interface’s
descriptions of actions.
• Assessment- Users assess progress by trying to understand system responses,
thus deciding whether the action they have just performed was the correct one to
obtain clues for the next correct action.
Interaction styles represents alternative design strategies for the user interface. Each style
offers its own cohesive way of organizing the systems functionality of managing the
users inputs and of presenting information.
Three categories of style
The main property that sets one interaction style apart from another is the way the
system’s interactive resources are organized – The architecture of the user interface. In
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11. some styles the system’s resources are made available step by step, while in others they
are all made available to the user more or less from the outset and yet others they are
accessed by composing and issuing commands in an appropriate language. The three
categories of interaction styles are
• Key model
• Direct Manipulation
• Linguistic
Key model : The term “key-model” is shorthand way of saying that the user interface
is operated mainly with the aid of function keys or an alphanumeric keyboard and
that it has a number of different modes of behavior. Our common interaction styles
can be considered key-model:
• Menu based interaction
• Question and Answer
• Function key interaction
• Voice based Interaction
Each of these interaction styles depend on shifts of mode key model user interface
are used in almost all systems designed for walk up use, for example , automated
tellers, ticket machine & voice mail systems. One reason why key model interfaces
are so popular for walk up use systems is that they can provide the user user with
step by step instructions. The system always knows what state of the interaction has
been reached and hence what actions are now available to the user so it can
appropriate help.
Direct Manipulation Styles
The user interface can display a no. of objects on the screen and allow the user to
interact with each one independently. With the aid of a pointing device the user can
apply actions directly to the object of interest. This style of user interface is known
as direct manipulation. Two widely used styles of direct manipulations are
• Graphical direct manipulation
• Form fill in
Linguistic styles
Some styles of user interface require all of the user’s inputs to be made on an
alphanumeric keyboard, using a particular set of conventions or language and for this
reason we group them together as linguistic styles. The two principal linguistic styles are
• Command Line Interaction
• Text based natural language
Conceptual Design: The user’s mental model
Conceptual Design is concerned with helping people to accumulate knowledge about the
systems they use. As they gain experience of a particular systems , they acquire
knowledge about the system’s behavior and on this basis they are able to develop
theories about its inner workings. They gradually form a working model of the system
around which they organize their knowledge and theories. This is their mental model of
the system.
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12. Mental model can be formed through many kinds of user experience-through use of the
system, through observation of other users at work, through training, through reading
documentation.
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