Thursday, 15 October 2015

CHAPTER 4: DESIGN AND LEARNING



CHUNKING

*A technique of combining many units of information into a limited number of units or chunks, so that the information is easier to process and remember.

Purpose
  • increase recall performance
  • increase problem solving performance
  • retain information
Chunking In Design.
  • applies as a general technique to simplify designs
  • use chunking when people are required to recall and retain information or for problem solving
  • do not use Chunking when information is to be searched or scanned.



The figure shows the information about each level is in the Kuching International Airport (KIA). This information enables passangers around the airport to get information on every floor.

Classical Conditioning
  • a technique to associate a stimulus with an unconscious physical or emotional response.
  • used in animal training, behavior modification in people, marketing and advertisement.
Classical Conditioning In Design
  • use to influence the appeal of a design with a trigger stimulus will condition an association over time.
1. Positive Trigger Stimuli
-cause pleasure or evokes a positive emotional response




2. Negative Trigger Stimuli
-cause pain or evokes a negative emotional response



Serial Position Effect
*A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.

Primacy Effect, occur because the initial items in a list are stores in long-term memory more efficiently than items in the list.


Recency Effect, occur because the last few items in a list are still in working memory, and readily available.



Picture Superiority Effect
*generally more easily to recognize and recalled than words.
*combination is superior to memory.


Image shows a hand-dryer that has written and illustrated instructions. However, people are tend to follow the pictures compare the reading instruction.

*commonly used in instructional design, advertising, technical writing and other design contexts requiring easy and accurate recall of information.

Von Restorff Effect

*a phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
*the increased likelihood of remembering unique or distinctive events or objects versus those that are common.
*primarily the result of the increased attention given to the distinctive items in a set: 
-may be a list of words
-a number of objects
-a sequence of events,
-the names and faces of people.






Forgiveness

*Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
*Common strategies for incorporating forgiveness in designs include:

Good Affordances - physical characteristics of the design that influence its correct use.





Reversibility of Actions - one or more actions can be reversed if an error occurs or the intent of the person changes.




Safety Nets - device or process that minimizes the negative consequences of a catastrophic error or failure.




Confirmation - verification of intent that is required before critical actions are allowed





Warnings - signs, prompts, or alarms used to warn of imminent danger.


Help - information that assists in basic operations, troubleshooting, and error recovery.




CHAPTER 3: THE SEVEN STAGES OF ACTION

The Nature Of Human Thought And Explanation. 
*people making decisions at the time, the sequence of events is quite natural.

The Seven Stages Of Action And The Levels Processing.
*Basic Idea:
  • GOAL - knowing what we want to achieve
  • EXECUTION -the action that can be achieve the goal
  • EVALUATION - the goal that have made


*Forming a goal
example: I want more light so I can see better.

*Forming the intention
example: I will turn on some lights.

*Specifying an action
example: I will walk to the walk and move the light switch up.

*Executing the action
example: Attempting to do the action.

*Perceiving the state of the world
example: I look around.

*Interpreting the state of the world
example: Can I see better?

*Evaluating the outcome
example: If I can see better, I have succeeded!


The Gulf of Execution
  • the intention is not following by the action.
  • the user does not know how to use it when looking the design.
The Gulf of Evaluation
  • reflects the amount of effort that the person must exert to interpret the physical state of the system.
  • to determine how well the expectations and intentions have been met.

Seven Fundamental Design Principles.


1. Visibility or Discover-ability
  • the device and the alternatives for action
2. Feedback
  • the users receives full and continuous feedback about the results of actions.
3. Conceptual Model
  • good model or not complex design
4. Affordance
  • the design suitable or not with their function
5. Signifiers
  • usable
6. Constraints
  •  the lack in the design
7. Mapping
  • relations between actions and result

CHAPTER 2: HIERARCHY OF NEEDS

Hierarchy Of Needs
Low Level Needs To Higher Level Needs.


In order for a design to be successful, it must meet people’s basic needs before it can attempt to satisfy higher-level needs.
The five key levels of needs in the hierarchy are described below:


Functionality needs have to do with meeting the most basic design requirements.
Reliability needs have to do with establishing stable and consistent performance.
Usability needs have to do with how easy and forgiving a design is to use.
Proficiency needs have to do with empowering people to do things better than they could previously.
Creativity is the level in the hierarchy where all needs have been satisfied, and people begin interacting with the design in innovative ways.

Maslow's Hierarchy Of Needs

A good design follow the hierarchy of need. From low level needs to higher level needs according to Maslow's hierarchy of needs. Maslow's hierarchy of needs is a theory in psychology by Abraham Maslow in his 1943, paper. "A Theory Of Human Motivation". Maslow  subsequently extended the idea to include his observations of humans' innate curiosity. His theories parallel many others theories of human development psychology. Some of which focus on describing the stages of growth in humans. Maslow used terms "Physiological", "Safety", "Belongingness and Love", "Esteem" and "Self-Actualization" to describe the patterns that human motivations generally move through.




PHYSIOLOGICAL NEEDS
-breathing, food, water, sex, sleep, homeostasis and excretion
SAFETY NEEDS
-body, employment, resources, morality, the family, health and property.
BELONGINGNESS & LOVE
-friendship, family, sexual intimacy
ESTEEM
-self-esteem, confidence, achievement, respect of others and respect by others.
SELF-ACTUALIZATION
-morality, creativity, spontaneity, problem solving, lack of prejudice and acceptance of facts.




CHAPTER 1: WHAT IS COGNITION AND DESIGN


COGNITION

Cognition is the set of all mental abilities and process related to:

  • knowledge
  • attention
  • memory and working memory
  • judgement and evaluation
  • reasoning and computation, problem solving and decision making
  • comprehension and production of language
Human cognition is conscious and unconscious, concrete  or abstract as well as intuitive and conceptual. Cognitive processes use existing knowledge and generate new knowledge.


DESIGN

Design is a plan scheme in mind and intended for subsequent execution. it must be a practical and creative idea. design that was created must develop a product that help its users achieve their goals.

How Can A Design Achieve A Goal?


®Must begin with gaining some understanding of what is required of it. For example,

¯where do these requirements come from?
¯whom do we ask about the requirements?

® Involving users
¯But who are the users?
¯Do/will they know what they want or need?

4 Basic Activities Of Design

1. Identifying Needs and Establishing Requirements
* Who are the users?
* What can the product provide to its users?

2. Developing Alternative Designs
*Conceptual design
*Physical design

3.Building or Development
*Paper-based prototype
*Sketch
*Blueprint

4.Evaluating
*Determine the usability and acceptability of the product or design
*determine number of errors users make using it



Life-cycle Design Model.

Simple Life-cycle Design Model




*Show how activities are related each other.
*Life-cycle models are:
-management tools
-simplified versions of reality
*Many life-cycle models exist, for example:
-Software engineering:
  • waterfall


  • spiral

  • Rapid Applications Development(RAD)

-Human Computer Interaction:
  • Star















     Usability Engineering