How Ingenious Thimble Smart Pointer Mouse K Wave Product Video Analysis

How Ingenious Thimble Smart Pointer Mouse K Wave Product Video Analysis ORDER NOW FOR CUSTOMIZED AND ORIGINAL ESSAY PAPERS ON How Ingenious Thimble Smart Pointer Mouse K Wave Product Video Analysis you will find the requirements are in the attachment below. use simple English vocabulary. let me know if you want further explanation. How Ingenious Thimble Smart Pointer Mouse K Wave Product Video Analysis attachment_1 attachment_2 In PowerPoint you were introduced to Direct Manipulation. The idea being there is a metaphor for a computer interaction to what is done physically in the real world. The most common example is dragging a file to the trash can on your computer. Brainstorm hard tasks on the computer or phone and post a “solution” to it using direct manipulation. If you find a video showing it you can post it and explain or you can describe one that you come up with.. 130 words) Second part: Reply to 1 other users with suggestions on improving their interaction. (100 words) A task that can be solved with direct manipulation can be unlocking our phones in order to use our phones. let say am trying to put my password I will be using Multi-finger cursor techniques to put my password which then will let me into my phone. But with face ID I can easily pick my phone up to my face and get into my phone easily an example for that can be if I get a notification it could be a text, email, etc. and at that moment if am not able to use my finger to put in my password I can just look at my phone and it will atomically show me the notification I got. It is much faster processing the process of recognizing a face takes a second or less. Replay to this ^ In PowerPoint you were introduced to Direct Manipulation. The idea being there is a metaphor for a computer interaction to what is done physically in the real world. The most common example is dragging a file to the trash can on your computer. Brainstorm hard tasks on the computer or phone and post a “solution” to it using direct manipulation. If you find a video showing it you can post it and explain or you can describe one that you come up with.. 130 words) Second part: Reply to 1 other users with suggestions on improving their interaction. (100 words) A task that can be solved with direct manipulation can be unlocking our phones in order to use our phones. let say am trying to put my password I will be using Multi-finger cursor techniques to put my password which then will let me into my phone. But with face ID I can easily pick my phone up to my face and get into my phone easily an example for that can be if I get a notification it could be a text, email, etc. and at that moment if am not able to use my finger to put in my password I can just look at my phone and it will atomically show me the notification I got. It is much faster processing the process of recognizing a face takes a second or less. Replay to this ^ CHAPTER 3: Guidelines, Principles, and Theories Designing the User Interface: Strategies for Effective Human-Computer Interaction Sixth Edition Ben Shneiderman, Catherine Plaisant, Maxine S. Cohen, Steven M. Jacobs, and Niklas Elmqvist in collaboration with Nicholas Diakopoulos Addison Wesley is an imprint of © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. Introduction to Guidelines, Principles, and Theories • Guidelines: Low-level focused advice about good practices and cautions against dangers. • Principles: Mid-level strategies or rules to analyze and compare design alternatives. • Theories: High-level widely applicable frameworks to draw on during design and evaluation, as well as to support communication and teaching. – Theories can also be predictive, such as those for pointing times by individuals or posting rates for community discussions. © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 1-2 3-2 Guidelines • Shared language to promote consistency among multiple designers in terminology usage, appearance, and action sequences • Based on best practices • Critics – Too specific, incomplete, hard to apply, and sometimes wrong • Proponents – Encapsulate experience © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 1-3 3-3 Guidelines (continued) • The early Apple and Microsoft guidelines, which were influential for desktop-interface designers, have been followed by dozens of guidelines documents for the Web and mobile devices Example of Apple guidelines for designing menus for the iWatch: 1-4 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-4 Navigating the interface • Sample of the National Cancer Institute’s guidelines (see www.usability.gov): – Standardize task sequences – Ensure that embedded links are descriptive – Use unique and descriptive headings – Use check boxes for binary choices – Develop pages that will print properly – Use thumbnail images to preview larger images 1-5 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-5 Accessibility guidelines • Sample Guidelines: – Provide a text equivalent for every non-text element – For any time-based multimedia presentation, synchronize equivalent alternatives – Information conveyed with color should also be conveyed without it – Title each frame to facilitate identification and navigation • References: – U.S. Access Board • http://www.access-board.gov/508.htm – World Wide Web Consortium (W3C) • http://www.w3.org/TR/WCAG20/ © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 1-6 3-6 Organizing the display • Smith and Mosier (1986) offer five highlevel goals – Consistency of data display – Efficient information assimilation by the user – Minimal memory load on the user –How Ingenious Thimble Smart Pointer Mouse K Wave Product Video Analysis Compatibility of data display with data entry – Flexibility for user control of data display 1-7 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-7 Mobile HCI Design Constraints/Guidelines Design constraints • • • • Smaller screen size Touch data entry can cause errors Battery-power limitations Data download speed or access Design Guidelines • • • • • • Spatial consistency Show high-level information Minimize number of steps (taps) Minimize data entry Focus on goals and optimize tasks Emerging standards from manufacturers 1-8 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-8 Getting the user’s attention • • • • • • • • Intensity Marking Size Choice of fonts Inverse video Blinking Color Audio 1-9 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-9 Facilitate data entry • Similar sequences of actions speed learning • Fewer input actions mean greater operator productivity, and usually less error • Users should not be required to remember lengthy lists of codes • The format of data-entry information should be linked closely to the format of displayed information, such as dashes in telephone numbers • Experienced users prefer to enter information in a sequence that they can control, such as selecting the color first or size first, when clothes shopping 1-10 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-10 Facilitate data entry (concluded) • The guidelines website for Cerner designers and developers • This particular guideline describes the three sizes of icons or glyph that should be used in all electronic health record products (each consisting of hundreds of screens) (https://design.cerner.com/) 1-11 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-11 Principles • More fundamental, widely applicable, and enduring than guidelines • Need more clarification • Fundamental principles – Determine user’s skill levels – Identify the tasks • • • • 5 primary interaction styles 8 golden rules of interface design Prevent errors Automation and human control 1-12 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-12 Determine user’s skill levels • • • “Know thy user” Age, gender, physical and cognitive abilities, education, cultural or ethnic background, training, motivation, goals and personality Design goals based on skill level – – – • Novice or first-time users Knowledgeable intermittent users Expert frequent users Multi-layer designs 1-13 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-13 Identify the tasks • • • Task Analysis usually involve long hours observing and interviewing users Decomposition of high level tasks Relative task frequencies 1-14 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-14 Choose an interaction style • • • • • Direct manipulation Menu selection Form fill-in Command language Natural language 1-15 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-15 Spectrum of directness 1-16 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-16 The 8 Golden Rules of Interface Design 1. 2. 3. 4. 5. 6. 7. 8. Strive for consistency Cater to universal usability Offer informative feedback Design dialogs to yield closure Prevent errors Permit easy reversal of actions Keep users in control Reduce short-term memory load 1-17 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-17 Prevent errors • Make error messages specific, positive in tone, and constructive • Mistakes and slips (Norman, 1983) • Correct actions – Gray out inappropriate actions – Selection rather than freestyle typing – Automatic completion • Complete sequences – Single abstract commands – Macros and subroutines 1-18 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-18 Automation and human control 1-19 © 2017 Pearson Education, Inc., Hoboken, NJ. How Ingenious Thimble Smart Pointer Mouse K Wave Product Video Analysis All rights reserved. 3-19 Automation and human control (continued) • Successful integration: – Users can avoid: • Routine, tedious, and error prone tasks – Users can concentrate on: • Making critical decisions, coping with unexpected situations, and planning future actions 1-20 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-20 Automation and human control (continued) • Supervisory control needed to deal with real world open systems – e.g. air-traffic controllers with low frequency, but high consequences of failure – FAA: design should place the user in control and automate only to improve system performance, without reducing human involvement 1-21 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-21 Automation and human control (continued) • Goals for autonomous agents – – – – Knows user’s likes and dislikes Makes proper inferences Responds to novel situations Performs competently with little guidance • Tool-like interfaces versus autonomous agents 1-22 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-22 Automation and human control (continued) • User modeling for adaptive interfaces – keeps track of user performance – adapts behavior to suit user’s needs – allows for automatically adapting system • response time, length of messages, density of feedback, content of menus, order of menu items, type of feedback, content of help screens – can be problematic • • • system may make surprising changes user must pause to see what has happened user may not be able to: – predict next change – interpret what has happened – restore system to previous state 1-23 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-23 Automation and human control (continued) • Alternative to agents – user control, responsibility, accomplishment – expand use of control panels • style sheets for word processors • specification boxes of query facilities • information visualization tools 1-24 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-24 Automation and human control (concluded) • Users employ control panels to set physical parameters, such as the cursor blinking speed or speaker volume, and to establish personal preferences such as time/date formats, color schemes, or the content of start menus. 1-25 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-25 Theories • Beyond the specifics of guidelines • Principles are used to develop theories • Some theories are descriptive • Explanatory • Prescriptive • Predictive • Some theories are based on human capacity • Motor task • Perceptual • Cognitive © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 1-26 3-26 Explanatory and predictive theories • Explanatory theories: – Observing behavior – Describing activity – Conceiving of designs – Comparing high-level concepts of two designs – Training • Predictive theories: – Enable designers to compare proposed designs for execution time or error rates 1-27 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-27 Perceptual, cognitive, and motor tasks • Perceptual or cognitive subtasks theories – Predicting reading times for free text, lists, or formatted displays • Motor-task performance times theories: – Predicting keystroking or pointing times 1-28 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-28 Taxonomy (explanatory theory) – Order on a complex set of phenomena – Facilitate useful comparisons – Organize a topic for newcomers – Guide designers – Indicate opportunities for novel products 1-29 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-29 Conceptual, semantic, syntactic, and lexical model •How Ingenious Thimble Smart Pointer Mouse K Wave Product Video Analysis Foley and van Dam* four-level approach – Conceptual level: • User’s mental model of the interactive system – Semantic level: • Describes the meanings conveyed by the user’s command input and by the computer’s output display – Syntactic level: • Defines how the units (words) that convey semantics are assembled into a complete sentence that instructs the computer to perform a certain task – Lexical level: • Deals with device dependencies and with the precise mechanisms by which a user specifies the syntax • Approach is convenient for designers – Top-down nature is easy to explain – Matches the software architecture – Allows for useful modularity during design *Computer Graphics: Principles and Practice, Third Edition © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 1-30 3-30 Stages of action models • Norman’s seven stages of action 1. Forming the goal 2. Forming the intention 3. Specifying the action 4. Executing the action 5. Perceiving the system state 6. Interpreting the system state 7. Evaluating the outcome • Norman’s contributions – Context of cycles of action and evaluation. – Gulf of execution: Mismatch between the user’s intentions and the allowable actions – Gulf of evaluation: Mismatch between the system’s representation and the user’s expectations © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 1-31 3-31 Stages of action models (concluded) • Four principles of good design – State and the action alternatives should be visible – Should be a good conceptual model with a consistent system image – Interface should include good mappings that reveal the relationships between stages – User should receive continuous feedback • Four critical points where user failures can occur – Users can form an inadequate goal – Might not find the correct interface object because of an incomprehensible label or icon – May not know how to specify or execute a desired action – May receive inappropriate or misleading feedback 1-32 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-32 Consistency through grammars Consistent user interface goal – Definition is elusive – multiple levels sometimes in conflict – Sometimes advantageous to be inconsistent Consistent delete/insert character delete/insert word delete/insert line delete/insert paragraph Inconsistent A delete/insert character remove/bring word destroy/create line kill/birth paragraph Inconsistent B delete/insert character remove/insert word delete/insert line delete/insert paragraph Inconsistent action verbs – Take longer to learn, cause more errors, slow down users, and are harder for users to remember © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 1-33 3-33 Contextual theories • Micro-HCI Theories – Focus on measurable performance (such as speed and errors) on multiple standard tasks taking seconds or minutes in laboratory environments • Design-by-levels • Stages of action • Consistency • Macro-HCI Theories – Focus on case studies of user experience over weeks and months, in realistic usage contexts with rich social engagement • Contextual • Dynamic 1-34 © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 3-34 Contextual theories (concluded) • User actions are situated by time and place – You may not have time to deal with shortcuts or device dependent syntax (such as on mobile devices) when hurried – Physical space is important in ubiquitous, pervasive and embedded devices, e.g. a museum guide stating information about a nearby painting • A taxonomy for mobile device application development could include: – – – – – Monitor and provide alerts, e.g. patient monitoring systems Gather information Participate in group collaboration Locate and identify nearby object or site Capture information about the object and share that information © 2017 Pearson Education, Inc., Hoboken, NJ. All rights reserved. 1-35 3-35 … Get a 10 % discount on an order above $ 100 Use the following coupon code : NURSING10

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