0% found this document useful (0 votes)
15 views

Lors Report 1

Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
15 views

Lors Report 1

Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 12

Sensation,Perception and

Cognition
User as an information processing system - so Imagine you're a super advanced computer—
here’s how you work:

Input: You gather information through your senses. Seeing, hearing, touching—these are
your ways to collect data.

Processing: Your brain works like a computer's processor. It interprets and makes sense of
the information it gets.

Memory: You store information. Some in short-term memory (like remembering a phone
number just long enough to dial it), and some in long-term memory (like knowing your best
friend's name).

Output: You respond. This could be speaking, moving, or any action you decide to take.

Feedback Loop: You learn from the responses you get and adjust your actions accordingly.
Human sensation, Perception, and Cognition definitions and how they each relate to HCI -

Sensation
Definition: Detecting stimuli through senses (sight, sound, touch, etc.). HCI Relation: It’s
about how users physically receive information from a device, like feeling a touchscreen or
hearing a beep.

Perception
Definition: Interpreting sensory information. HCI Relation: It’s about how users make sense
of what they see or hear on the interface, like recognizing icons or understanding a layout.

Cognition
Definition: Mental processes like thinking and decision-making. HCI Relation: It’s about
how users process information and make decisions while interacting with the system, like
navigating a website or understanding instructions.

All three combined shape a seamless and effective user experience in HCI.
Psychophysics - Psychophysics studies the relationship between physical stimuli and how
we perceive them. It explores how sensory systems respond to things like light, sound, and
touch, and how these responses correlate to our experiences.

Problem solving and reasoning

Problem Solving
Definition: The process of finding solutions to difficult or complex issues. Example: Figuring
out how to fix a computer that isn’t turning on.

Reasoning
Definition: The ability to think, understand, and form judgments logically. Example: Using
clues to figure out who committed a crime in a mystery novel.
Attention and change Blindness

Attention
Definition: The ability to focus on specific information while ignoring other stimuli.
Example: Concentrating on a friend's conversation in a noisy room.

Change Blindness
Definition: Failure to notice significant changes in a visual scene. Example: Not seeing a
person change clothes in a movie scene because you were focusing on their face.
DESIGN RULES
Design and Usability
Why Physical Design is easier than HCI design : human error and mistakes

Physical Design focuses on creating tangible products and structures. It's often
considered easier because:

Predictable Variables: Materials, dimensions, and physical laws are consistent.


Fewer Human Factors: Less reliance on understanding complex human behaviors and
interactions.

HCI Design, on the other hand, deals with creating interfaces for human use. It's harder
because:

Human Error: Users can make mistakes due to misunderstandings, distractions, or


misclicks.
Complex Interactions: Must account for diverse user behaviors, preferences, and
contexts.
Know your user: what they want and how they think

Know Your User:

What They Want: Understand their needs and desires. This can be achieved through user
research, surveys, and feedback. Knowing their goals helps in designing solutions that are
relevant and useful.

How They Think: Recognize their mental models and behavior patterns. This involves
understanding how users interact with interfaces and process information. This insight
helps in creating intuitive and user-friendly designs.
Designer Bias/Egocentrism:

Definition: When designers project their own preferences, experiences, and assumptions onto
users, thinking everyone will think or feel the same way they do.

Impact: This can lead to designs that don’t meet users' actual needs because the designer
isn’t considering different perspectives.

Techniques to gather use needs : interviews, focus groups, observations, participatory


design -

Techniques to Gather User Needs


Interviews: One-on-one chats with users to get deep insights into their experiences and
needs.

Focus Groups: Group discussions to understand collective opinions and dynamics among
users.

Observations: Watching users interact with your product to spot real-world usage patterns
and issues.
Use of personae,snenarios, and storyboards during the design process -

Personae
Fictional characters representing different user types. They help designers understand the
diverse needs, behaviors, and goals of their target audience.

Scenarios
Descriptions of how users interact with a product in specific contexts. They visualize user
workflows and identify potential issues or opportunities for improvement.

Storyboards
Visual sequences illustrating user interactions over time. They effectively communicate the
user experience, making it easier to refine and improve designs.
Three types of prototyping design: throw away, incremental and evolutionary

Throwaway Prototyping
A quick, rough version of the design that’s meant to be discarded after initial feedback. Used
to explore ideas and gather early user input without worrying about polish or details.

Incremental Prototyping
The product is built and tested in small sections (increments). Each part is developed
separately and integrated into the final product. Allows for continuous improvements and
adjustments.

Evolutionary Prototyping
The prototype evolves into the final product. It starts simple and gradually adds features and
refinements based on user feedback. Ensures the design adapts to real user needs over time.
THANK YOU

You might also like