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UNIT 23 ASSIGNMENT 2 ALAMEEN YUSUFF TASK 2 EXPLAIN THE FUNDAMENTAL PRINCIPLES OF HCI DESIGN USING THE LEAP MOTION. PERCEPTION Perception is the means by which both the client and designer of a system both see and experience the product. Recognitions can fluctuate significantly starting with one individual then onto the next yet there are still things that you should remember. COLOUR: Colour is very vital in (GUI) graphical user interfaces so when planning a GUI user should know the colours that they would use this indicates how people see the colours differently and have diverse opinions on what colour should be used. TRICHROMATIC SYSTEM: Trichromatic system is a condition of treating three different channels for grasping in colour information. Creatures with trichromatic are called trichromats and human is trichromats because our retina has three different types of colour receptors in our eyes. Our eyes notice colour by using these 3

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UNIT 23 ASSIGNMENT 2 ALAMEEN YUSUFF

TASK 2

EXPLAIN THE FUNDAMENTAL PRINCIPLES OF HCI DESIGN USING THE LEAP MOTION.

PERCEPTION

Perception is the means by which both the client and designer of a system both see and experience the product. Recognitions can fluctuate significantly starting with one individual then onto the next yet there are still things that you should remember.

COLOUR: Colour is very vital in (GUI) graphical user interfaces so when planning a GUI user should know the colours that they would use this indicates how people see the colours differently and have diverse opinions on what colour should be used.

TRICHROMATIC SYSTEM: Trichromatic system is a condition of treating three different channels for grasping in colour information. Creatures with trichromatic are called trichromats and human is trichromats because our retina has three different types of colour receptors in our eyes. Our eyes notice colour by using these 3 trichromatic systems, but it can be hard when more than one colour is being used.

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LUMINANCE: luminance is the measure of the brightness of a point on a surface. Luminance is a sign of how bright the surface will emerge. Luminance is a photometric measure of the shining intensity per unit area of light travelling in a given direction. This defines the amount of light that permits through from an area and drop within a given angle.

POP OUT EFFECT: pop out effect is applied when there are a lot of objects, colours and images on screen and user need an object to stand out. This can be done through the use of different design techniques such as changing the colour of the object or brightening it up as this would make it more notable. The human eyes would rapidly pick up the changes in the object, which is the pop-out effect.

PATTERN:

The pattern is effective in relation to human-computer interaction as it links to the template used when making an interface this allows how easy user should navigate the interface with minor problems. The pattern is made up of six sections which are:

PROXIMITY: Proximity is how far away objects are from another. In HCI proximity will demonstrate how close or how to further an aspect of the design is compared to another. Objects that are equal distances from one another can be viewed more easily than objects that are placed at different distances.

CONTINUITY: This is a prototype that has been continued which indicates it states that smooth constant lines are explained easier than inflexible and fast-changing lines.

SYMMETRY: This is the imitation of an image that has been copied in a reflected way. Symmetry is applied to make the object look reliable and easy for people to and it makes the image more stable. Symmetry makes HCI more user-friendly when designing an HCI using a symmetry.

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SIMILARITY: similarity is the group of objects that could have the same size or other features but Objects that aren’t similar to an individual. The comparable object is used to make a pattern and a gist of harmony in the design.

COMMON GROUPINGS: This is a way of separating different types of objects.

CONNECTEDNESS: connectedness is objected that are linked using lines and any other shapes. Then a human mind can tell easily if the two objects are connected or if they are unconnected.

OBJECTS:

Objects are basically parts that create up the boundary. Being a designer, the operator will need to consider the sizes and shapes of the objects, so that it fits in will the background and/or is suitable for the end-user.

GEONS: Geon’s are simple 2D and 3D shapes that contain rectangle, cylinders, circles and others. Geon’s can be a 2D image that is simple to make and very simply knew and to be seen by the human eye.

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GROSS 3D SHAPES: This is nothing more than a 2d shape that gives out an illusion of being 3D shapes are completed by consigning the objects faintly lower or higher to the original to make it have a 3D effect. Some 3D objects can’t be some people has difficulties too.

BEHAVIOUR MODELS:

There are various distinctive models that an interface planner can use to attempt and foresee the diverse ways that clients will communicate with the interface.

PREDICTIVE MODELS: A predictive model is a model where user try to forecast the outcome of something or looks at the different ways a user could make use of the finished system without having to lavish time, money and attempt in carrying out research.

REACTION TIME: reaction time is how quick it takes a computer system to answer to the human input for clicking the keyboard or mouse buttons. Reaction time is counted in

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seconds, minutes or hours so this means it takes a computer a few seconds from when keys are clicked to show on the screen.

KEYSTROKE- LEVEL(KLM): The Keystroke-level model is used to calculate the time it takes to complete a simple input task such as mouse click or keyboards shortcuts. This one of kind actions is then timed to see how lengthy the overall system will respond to the consumer and how they use the system.

THROUGHPUT(TP): The throughput is a term that alludes to the through and massive efficiency of a PC and how long it takes for the computer to reply to the user’s commands. Another way of measuring how responsive a pc is to make use of a specialised piece of a software program that approves you to a precise degree the computers common getting ready speeds and the wide variety of forms it can elevate out at a time.

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FITTS LAW

Fits law is a model of human movement that is applied in HCI. Fits law is basically it defines the amount of time it takes for a person to touch its input which inputs include mouse or keyboard. An example is it takes few seconds for the user to move the hand from the keyboard to the mouse.

DESCRIPTIVE MODELS: There are three vital descriptive models that interface planners may additionally utilize when fabricating another system. These are the Key-Action Model, Buxton's Three-State Model and Guiard's Model of Bimanual Skill. Every one of these illustrative models has their personal benefits and downsides so the interface originator would need to select one relying on their existing needs.

KEY ACTION MODEL (KAM): KAM is the input devices such as keyboards that has many different buttons which can be put into three groups. Such as modifier, executive, and symbols. Some symbol keys can provide graphics like letters, other symbols and number.

BUXTON THREE STATE MODELS: It relies on how a user is moving their input such as a

mouse, touchpad. Each input device is required to be very responsible and simple to use. The first state is the user contact with the mouse. The second state is moving the cursor. The third state is moving anything on the desktop.

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Guiard model (GM): Guiard model is a model that when making HCI models it is used to make it effective for a left-handed and a right-handed user to use it with no hassle. For instance, in a mouse or keyboards, the user has the chance to change the keys and change what that want each button to do. It is necessary that Guiard’s model is used when developing an interface because of you and operator of the interface favour something that is hassle-free and this model help with it. Also questioning about how positive group will use the interface like how humans that are left exceeded may use the interface.

INFORMATION PROCESSING

Information processing is how facts are organized then again out a PC system simply as how quick this handling is done. This is the region we get each the human approach for managing data and the way the PC does it, and we use this to assemble a most fulfilling PC connection. This allows us to fabricate an increasingly informed method for speaking with one another. Without this, it would be thought to blow hard to utilise new items because you would want to get acquainted with every other interface every time you purchase any other item

https://www.youtube.com/watch?v=piDEgCefgKI

HUMAN AS A COMPONENT: Human as a component is that the computer is established as human so that user can interrelate with the computer. This can be one of

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the hardest parts for a developer to achieve because human users can be random so many boundary inventors can crash to meet either the needs or expectation of them. Therefore, before developing an interface for a system, a Risk Assessment ought to be carried out to strive and assist forestall any shortcomings in the system.

HUMAN INFORMATION PROCESSING (HIP): HIP make sure that information is processed through our brain and then how we input it into an HCI machine. A lot of people believe that human and computers both consume similar way of saving data short term and long-term memory. But computers can work out solution faster than a human brain and keep working without any problem or slacking.

GOMS (GOALS, OPERATOR, METHOD SECTION RULES): GOMS is vital is in developing HCI

and this is what users should be spring for towards the end. Goals are set which are the system will do an operator should have short term goal and long-term goals that user would be aspiring for. The operator is how the user will use the system and the action that need to be taken for the right task to get done. The method is the strategy that is going to be used instability to get something done. For instance, if you wanted to move a shortcut on the recycling bin, you will originally want to think about transferring your mouse to get an easy route, you will at that factor want to cross into the recycling bin. The selection this is the strategy used will use to finish an undertaking. As a matter of first importance, you should recognize what the errand is you will do, at that point you should consider what the most proficient strategy is to finish the undertaking.

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https://www.youtube.com/watch?v=PlgQR5MfrTI

SPECIALIST: When planning an interface, you ought to be beyond any doubt any extraordinary prerequisites that your users may have that others don't. For case, you may incorporate a high-visibility form of your interface for anyone who is outwardly impeded. This implies simply using shinning colours that contrast so that they are less demanding for somebody with awful vision to see. This can be imperative on the off chance that you need your interface to be broadly used by a distinctive assortment of individuals and thus increments your common target group of onlookers.

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EXPLAIN HOW AN HCI COULD BE ADJUSTED FOR SPECIALIST NEEDS

With HCI continuously developing they are lots of reasons for making specialists interfaces for users with main disabilities. A Peron who has a disability a developer must reflect if the interface they going to be developing must be speech activated for visually impaired people. Also, the designer need to consider the convenience for individuals with lisps, will it see in an unexpected way, or might it not work by any means? These focuses must be thoroughly considered before structuring the interface or else individuals will encounter challenges.

VOICE RECOGNITION:Voice recognition is a type of new specialist HCI has developed to be very helpful for individuals with disabilities this is given them the opportunity to go hand free. The way a voice recognition works is moving words that an individual said into a text on whatever device the user might be on. For clients that are deaf or in need of a hearing aid can use speech recognition to catch a discussion or meeting and change it into content. It is likewise valuable for the individuals who have issues while using their hands, either in view of Arthritis, Stress or Depression. There is a high plausibility that individuals who use keyboards currently will experience the ill effects of Repetitive Strain Injury, along these lines the voice acknowledgement market will open.

TEXT TO VOICE:Text to voice is another type of specialist HCI. It permits users with disabilities as dyslexia an ability to have this device to help them out. The way it works is it allows individuals to write down difficult pronunciation and to be able to hear the device read it out for them. This way everyone would understand the word easily with no hassle. Text to voice is can be helpful to learn another language or the way words are pronounced in a different language. A good program that uses this interface is the google translator. It can be used to translate other languages and then turn them into speech or simply turn any text into speech.

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https://www.youtube.com/watch?v=AWWjN1QqoYY

VISUAL IMPAIRMENTS:Visual disabilities are some other kind of expert desires that be required to be catered for with admire to HCI and its advancement. One such case of weaknesses that need to be catered for are users who are completely or halfway visually blind. Individuals who have this dilemma will both battles or completely be unfit to see things, and with admire to figure, this is a noteworthy issue. Manners with the aid of which HCI has created to oblige for these persons are development in advances, for example, voice acknowledgement and Braille consoles. The improvement of Braille consoles implies that visually impaired PC purchasers can apprehend the keys they wish to use through inclination the Braille markings on every key.

https://www.youtube.com/watch?v=iCgR3Ssu6aY

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The last form of specialist that HCI needs to create so that less able people of a physical origin, for example, paraplegics and so on. Paraplegics could lack one or more limbs which are not allowing them to use input devices such as keyboards or a mobile phone. These limits can have a lower impact by joining either keyboards or mouse with technology such as voice recognition or a motion sensor applied in conjunction with the user’s head movement. For instance, a person ought to use a voice-to-text software program in order to enter similar instructions to that which a keyboard would, or alternatively, they could use head-oriented motion sensing for similar motives to that of a mouse.

In conclusion, when an organisation is making software or hardware such as smartphones or devices to do with technology. The organisation designers need to consider when making HCI product. Not only is it not good to have product easier accessed for people with disabilities as it can also bring profits for the company as more people will want to buy it

EXPLAIN THE FUNDAMENTAL PRINCIPLES WHICH HAVE BEEN APPLIED TO THE DESIGNS

Perceptions are seen in many various ways relying on between the designer and the operator and the user may not also be fully aware of the Graphical User Interface (GUI) details for the colour, pattern and objects. The perception of my design is seen variously varying on how the operator sees it. When creating my interface, I had to arrange it properly so that if anyone comes across it is perfectly clear and they not having problems understanding what it is. I had to follow this in my designs because this is vital for my designs as if the interface is going to be complicated than it will become harder to promote the product because it will additionally require having a training how to use this product and the training additionally price money and time.

Use of colours in my design was important as I choose colours that would catch and pop out to the audience eyes. I made use of the GUI effect principle and the outside look because as colours are very important and have a great effect on a lot of people In a various way that way before choosing any colour I asked a lot of people what colour they would like to see on my design and most overall would be the colour I use. As my design get better in the business, I can start making different colours and people can choose what colour they want. Another use of colours in my plans is in the interface because as I clarified over each eye are extraordinary so my interface can be customisable from numerous points of view so individuals can use it without having trouble with explicit colours. That is the reason this standard is imperative while structuring your item since you should ponder your gathering of people.

The following rule that I've connected in my plans is the pop out impact I use this into my structure to make my item emerge from others. I used this for applications in my interface so the applications will emerge from the foundation and different applications. To do this, I played with brilliance colours, colours and designs so it more eye infectious. Somewhere

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else where I connected this is for my logo on the back of the items. I used hot shading for my design so it emerges on the grounds that the foundation of the design is dark which the principal thing that the individual will see is the logo of the item which they will recall and on the off chance that they recollect the design than they will promote the item which will expand the deal.

A patter in another principle that I’ve applied in my designs. I used a sample for my designs so the distance between every design is the identical this part of a pattern is called proximity. I use this because it makes the interface extra professional because it will have the same distance between each item. Another section of the pattern that I am using in this product is similarity which makes the interface searching extra especially because the product will be comparable to each other because they will have the identical shape, but they will have different designs, shades and text so they are different.

WEBSITES REFERENCING: HCI, P. (2019). P2 - Fundamental Principles of HCI. [online]

Unit23humancomputerinteractionhci.blogspot.com. Available at: http://unit23humancomputerinteractionhci.blogspot.com/2014/04/p2-fundamental-principles-of-hci.html [Accessed 28 Mar. 2019].

Matt Robinson - Unit 23 - Human Computer Interaction. (2019). Human Computer Interaction – P2. [online] Available at: https://mattrobinsonitbo16.wordpress.com/2017/02/05/human-computer-interaction-p2/ [Accessed 29 Mar. 2019].

HCI, M. (2019). M1 - Specialist needs for HCI. [online] Unit23humancomputerinteractionhci.blogspot.com. Available at: http://unit23humancomputerinteractionhci.blogspot.com/2014/04/m1-specialist-needs-for-hci.html [Accessed 30 Mar. 2019].

Wicker, C., Wicker, C. and profile, V. (2019). M1 - Explain how HCI could be adjusted for specialist needs. [online] Chrishci2.blogspot.com. Available at: http://chrishci2.blogspot.com/ [Accessed 31 Mar. 2019].

Human-Computer Interaction. (2019). Explain the fundamental principles which have been applied to the designs (M2). [online] Available at: https://hciblogspot.wordpress.com/2015/10/14/explain-the-fundamental-principles-which-have-been-applied-to-the-designs/ [Accessed 2 Apr. 2019].

Sites.google.com. (2019). (NEW) M2 - Fundamentals of HCI. - Unit 23 App Inventor - Chris Dyson. [online] Available at: https://sites.google.com/site/unit23appinventorchrisdyson/m2---fundamentals-of-hci [Accessed 3 Apr. 2019].