IST 110 Exam 2

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PvP

player versus player

Distributed cognition

-A theory developed in the 1980s by Edwin Hutchins -Emphasizes the social aspects of cognition -Distributed cognition can occur in real time (through social interaction) or over time (through collective memory).

Vernor Vinge (singularity)

-AI Scenario - we create superhuman artificial intelligence (AI) in computers -IA Scenario - we enhance human intelligence through human-to-computer interfaces - we achieve intelligence amplification -Biomedical Scenario - We directly increase our intelligence by improving the neurological operation of our brains -Internet Scenario - humanity, its networks, computers and databases become sufficiently effective to be considered a superhuman being -Digital Gaia Scenario - the network of embedded microprocessors becomes sufficiently effective to be considered a superhuman being

Aspects of cognitive performance

-Attention* -Perception and recognition* -Memory* -Reading, speaking and listening -Problem-solving, planning, reasoning and decision-making, learning. * most relevant to interaction design

Experience design

-Bill Buxton - the father of experience design - argues that the solution is to "stop focusing on the individual objects as islands." -**Each new device should reduce the complexity of the system and increase the value of everything else in the ecosystem.

Nolan Bushnell "Father of Video Games"

-Created Pong ** the avg. person could play this game. While required technical knowledge. **Pong was not only personal, but interactive.

Alternate reality games

-Creates a networked narrative - a story that evolves with input from a wide range of people -The story may be altered by players ideas or actions -The story is actively controlled and influenced by the game's designers NOT by artificial intelligence -The Internet is the binding medium

Processing in memory

-Encoding is first stage of memory -determines which information is attended to in the environment and how it is interpreted -The more attention paid to something, And the more it is processed in terms of thinking about it and comparing it with other knowledge, The more likely it is to be remembered.

Singularity (key themes)

-Exponential change dominates the technology landscape in a variety of fields -Because of this, at some point "machine cognition" will become hard to differentiate from human cognition

The '7+/-2' approach to human short term memory capacity

-George Miller's theory of how much information people can remember. -People's immediate memory capacity is very limited -Memory involves 2 processes: recall-directed and recognition-based scanning

COGNITIVE PERFORMANCE: Perception and recognition

-How information is acquired from the world and transformed into experiences. -Obvious implication is to design representations that are readily perceivable, e.g. -Text should be legible - Icons should be easy to distinguish and read

Icon design

-Icons are assumed to be easier to learn and remember than commands -Can be designed to be compact and variably positioned on a screen -Now populate every application and operating system represent desktop objects, tools (e.g., paintbrush), applications (e.g., web browser), and operations (e.g., cut, paste, next, accept, change.

Game behavior (how video games can build skills)

-Improved eye-hand coordination & ability to ignore distractions -Improved sensitivity to information in the -peripheral vision -Enhanced ability to count briefly presented objectives -Enhanced ability to navigate highly complex systems with many variables: -Strong analytical ability -Flexibility -Adaptability

COGNITIVE PERFORMANCE: Memory

-Involves first encoding and then retrieving knowledge -We don't remember everything - involves filtering and processing what is attended to -Context is important in affecting our memory (i.e., where, when) -Well known fact that we recognize things much better than being able to recall things -Better at remembering images than words -Why interfaces are largely visual

Design implications for attention

-Make information prominent when it needs attending to -Use techniques that make things stand out like colour, ordering, spacing, underlining, sequencing and animation -Avoid cluttering the interface - follow the google.com example of crisp, simple design

How do we appreciate computer graphics?

-Models Geometry Surface properties Objects -Lighting Position - source of light Properties - hue and brightness Helps instill "emotion" -Viewpoint -Projection (3d images in 2d form)

Levels of human and computer interaction

-Perception and Motor Skills (1st layer or inner-most circle): Vision -Physical Interface (2nd layer or next circle): Typing speed & layout -Individual Interactions (3rd layer or next circle out): Web surfing habits -Group Interactions (4th layer or " "): FB, TWTR -Societal Interactions (5th layer or " "): Gov't Policy, Social Movements

Design implications

-Representations of information need to be designed to be perceptible and recognizable -Icons and other graphical representations should enable users to readily distinguish their meaning -Bordering and spacing are effective visual ways of grouping information -Sounds should be audible and distinguishable -Speech output should enable users to distinguish between the set of spoken words -Text should be legible and distinguishable from the background

COGNITIVE PERFORMANCE: Attention

-Selecting things to concentrate on at a point in time from the mass of stimuli around us -Allows us to focus on information that is relevant to what we are doing -Involves audio and/or visual senses -Focussed and divided attention enables us to be selective in terms of the mass of competing stimuli but limits our ability to keep track of all events. **The interface should be structured to capture users' attention, e.g. use perceptual boundaries (windows, tables), color, sound and flashing lights

Human information processing as a task

-Sensing stimuli (input) and encoding -Comparing to our expectations -Selecting appropriate responses -Executing the response to achieve an "output" Input/stimuli->Encoding->Comparison->Response selection->Response execution->Output

physical interface

-Should leverage the user's model of the world (called a mental model) to anticipate positioning of key commands (reading left to right, top to bottom). -Engages multiple sensory inputs for important commands/interactions -Sound & visual -Multiple visual cues, including motion

THREE models of the system

-System Model: The actual way that a system works from the programmer's perspective -Users' Mental Model: the way that the user perceives that the system works -Design Model: the way the designer represents the program to the user, including presentation, interaction and object relationships

Icon forms

-The mapping between the representation and underlying referent can be: similar (e.g., a picture of a file to represent the object file), analogical (e.g., a picture of a pair of scissors to represent 'cut'), arbitrary (e.g., the use of an X to represent 'delete'). -most effective icons are similar ones

tactile interface

-The mouse -The keyboard -The joystick -The touchscreen

hacker culture

-The term referred to a person who demonstrated technical virtuosity and playfulness. -Three aspects of the hacker culture: -Collaborative creation -Free and open source software -Belief that computers should be personal and interactive

From graphics to games

-Visual (screen size, resolution) -Tactical (mouse, keyboard, joystick, touch screen) -Audio (language, music, sounds) -Emotion...

Computer graphics

-Wire frame representations - Light, shading and the viewpoint Enabling technologies: Increasingly sophisticated hardware, software code, storage, processing power

Digital displays

-X,Y Pixel locations Pixel: the smallest single component of a digital image. -Two important concepts: Resolution - how many pixels the digital display has; higher resolution means more pixels needed Refresh rate - the number of times the hardware updates its buffer in a second

real intelligence

-ability to make predictions -Storing patterns and making predictions Based on expectations

Watson

-an artificially intelligent computer system that uses natural languages -Watson uses natural language processing, automated reasoning & machine learning.

Design issues in human-computer interaction

-best names/labels/phrases to use? -Placement in list is critical -- Quit and save need to be far apart. -There are standards for many of the aspects about how people work with computers.

Menus

-flat lists, drop-down, pop-up, contextual, and expanding ones,( e.g., scrolling and cascading) -Flat menus: (eg. ipod classic home screen) good at displaying a small number of options at the same time and where the size of the display is small, e.g., iPods but have to nest the lists of options within each other, requiring several steps to get to the list with the desired option.

Human Augmentation

-technologies that enhance human productivity or capability. -Watson is being used to learn with humans, interacting with humans on complex problems using natural language & unstructured text

wearable

-the future of the human computer interface is changing as we speak.... -The device, software, and sensors combine to create extremely personal experiences. ** Design thinking is all about UX.

HCI [machine side]

techniques in computer graphics, operating systems, programming languages, and development environments are relevant.

Apple Mac

1st computer to be personal. 1st computer designed with the user in mind.

MOOC

A massive open online course (MOOC) is an online course that has open access and interactive participation by means of the Web.

Massively multiplayer (MMP) online role player game (MMORPG)

A story that pulls you in.... With 12+ million players world-wide.

The user interface

Interaction between users and computers occurs at the user interface (or simply interface), which includes both software and hardware.

Artificial intelligence

Emphasizes the creation of intelligent machines that work and react like humans. Machine learning is key (think video games).

Serious games

Existed long before electronic media and the Internet. -Serious Game: "a mental contest, played with a computer in accordance with specific rules that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives

emergent gameplay

Game developers set up the environment and then the players creates the scenarios (i.e gameplay the emerges). A PvP approach.

Human-Computer Symbiosis

Human-Computer Symbiosis is the idea that technology should be designed in a way that amplifies human intelligence instead of attempting to replace it.

World of Warcraft

In WoW, game designers rely on artificial intelligence (AI) to help evolve game elements and scenarios - a PvE+PvP approach

Satisfaction

Most important aspect of usability criteria (in 2015). -Devices should be delightful, fun, engaging, etc

MSFT vs. GM

Some aspects of usability are very context specific. -b/c expectatons differ -cannot apply usability expectations to everything.

Network Effects

The effect that one user of a good or service has on the value of that product to other people. When a network effect is present, the value of a product or service is dependent on the number of others using it.

Animation

The process of creating motion and shape change[Note 1] illusion by means of the rapid display of a sequence of static images that minimally differ from each other.

Convergence

Think Ray Kurzweil singularity.. -Human -Machine -Trans-Human

PvE

player versus environment

Avatar

a graphical representation of the user, often the user's alter ego

Standards

an established norm or requirement in regard to technical systems. It is usually a formal document that establishes uniform engineering or technical criteria, methods, processes and practices. **(ISO 9241 is a multi-part standard from the International Organization for Standardization (ISO) covering ergonomics of human-computer interaction)

HCI [human side]

communication theory, graphic and industrial design disciplines, linguistics, social sciences, cognitive psychology, and human factors are relevant. Engineering and design methods are also relevant.

Ray Kurzweil (singularity)

fundamental reason why evolutionary processes accelerate - they work through interaction - they create a capability and then use that capability to bring on the next stage

Social Games

game where the players are the ones making the game (think EVE online).

Refresh Rate

is the number of times in a second that a display hardware updates its buffer (e.g. For example, most movie projectors advance from one frame to the next one 24 times each second).

HCI cont'd.

it draws from supporting knowledge on both the machine and the human side.

Resolution

the degree of sharpness of a computer-generated image as measured by the number of dots per linear inch in a hard-copy printout or the number of pixels across and down on a display screen.

Identification

the degree to which the player feels attachment to his/her avatar

Immersion

the extent to which a player has the impression of being in the game world

Human-computer interaction (HCI)

the study of interaction between people (users) and computers. (eg. Computer, smart phone, e-commerce (ex. Amazon, Google, Expedia), consumer electronics but also your car and alarm clock to airplane cockpits and large command & control centers) HCI is at the intersection of : -computer science, -behavioral sciences, design and -several other fields of study, including psychology

Gamification

the use of game thinking and game mechanics[1] in non-game contexts to engage users in solving problems[2] and increase users' self contributions.


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