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Notes

reference notes

The Computer

Elements of Computer

Computer Technologies

The Human

Understanding Users

Human Information Processing (HIP)

Sensory Memories

Short-Term Memory (STM)

Short-term memory is like a mental scratch-pad that our brains use for temporary storage of information. Here’s some context for the key points mentioned:

  1. Rapid Access (~ 70ms): This means that short-term memory is a fast system for quickly retrieving information. When you need to remember something for a very short period, like a phone number you just heard or an address, your short-term memory helps you access it almost instantly, within about 70 milliseconds.

  2. Rapid Decay (~ 200ms): Short-term memory is also characterized by rapid decay. This means that the information stored in short-term memory fades relatively quickly, within approximately 200 milliseconds. After this time, the information is more likely to be forgotten unless it’s transferred to long-term memory.

  3. Limited Capacity - 7± 2 chunks: Short-term memory has a limited capacity. The text mentions “7± 2 chunks,” which is a concept introduced by cognitive psychologist George A. Miller. It means that on average, people can hold about 5 to 9 pieces of information (chunks) in their short-term memory at a time. For example, you can remember a phone number or a list of items, but the capacity is limited, and you might start forgetting the earliest items as new ones are added.

Long-Term Memories (LTM)

The Human Factors

Here are organized notes on the provided information using Markdown:

Physiology

Reaction Time

Movement

Disabilities

Cognition

Managing Attention

Perception

Emotions

Errors & Mental Model

Types of Error

Mental Model vs Conceptual Model

Interaction

Interaction in this context refers to the process of information transfer between the user and a computer.

Interaction Model

In HCI (Human-Computer Interaction), interaction models serve as translations between the user and the system. Various interaction models exist in HCI, such as Donald Norman’s Interaction Model and Abowd & Beale’s model. A generalized Interaction Model (from Dix et al) consists of four components:

  1. System
  2. User
  3. Input
  4. Output

Additionally, there are different interaction styles (nature of the dialogue) and interaction contexts (social, organizational, educational, commercial, etc).

Donald Norman’s Interaction Model

Donald Norman’s Interaction Model divides interaction into two phases:

  1. Execution: User activities aimed at making the system do something.
  2. Evaluation: Evaluating whether the system did what the user wanted.

Understanding Interaction:

The goal of good design is to reduce these gulfs.

Donald Norman’s model consists of seven stages:

  1. User establishes the goal.
  2. Formulates intention.
  3. Specifies actions at the interface.
  4. Executes actions.
  5. Perceives the system state.
  6. Interprets the system state.
  7. Evaluates the system state with respect to the goal.

This model concentrates on the user’s view of the interface and forms an execution/evaluation loop.

Interaction Styles

  1. Command Line Interface:
    • Directly expresses instructions to the computer, often using single characters, abbreviations, or whole words.
    • Suitable for repetitive tasks and expert users.
  2. Menus:
    • A set of options displayed on the screen, offering visual choices.
    • Options can be selected using numbers, letters, arrow keys, or a mouse.
    • Options are often hierarchically grouped.
  3. Query Interfaces:
    • Question/answer interfaces guide users through interactions via a series of questions.
    • Commonly used in information systems.
    • Query languages, such as SQL, are used to retrieve information from databases.
  4. Form-Fills:
    • Used for data entry or retrieval.
    • Resemble paper forms and require sequential data entry.
  5. Spreadsheets:
    • Grid-based interfaces for data entry and calculation.
    • Allows formulas to involve values from other cells.
  6. Three-Dimensional Interfaces:
    • Includes virtual reality and 3D workspaces.
    • Utilizes depth cues and distance effects for interaction.
  7. WIMP Interface (Windows, Icons, Menus, Pointers):
    • The default style for many interactive computer systems.
    • Utilizes windows as independent areas, icons for representation, menus for options, and pointers for interaction.
  8. Windows:
    • Independent areas on the screen, can be moved or resized.
    • Contains scrollbars and title bars.
  9. Icons:
    • Small images that represent objects in the interface.
    • Can be stylized or realistic.
  10. Pointers:
    • Used for pointing and selecting objects in the WIMP style.

Kinds of Menus

Buttons

Typical WIMP Interface

A typical WIMP (Windows, Icons, Menus, Pointers) interface includes windows, icons, menus, scrollbars, title bars, buttons, and other elements. Additionally, it may have a taskbar and a notification area.

Dialogue Boxes