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    HCI & Computer Graphics
    COMP3145
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    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Psychology and design of interacting systems
    HCI & Computer GraphicsTopic 5 of 73

    Psychology and design of interacting systems

    4 minread
    623words
    Beginnerlevel

    Psychology and the Design of Interacting Systems

    Definition: In HCI, psychology and design of interacting systems refers to the application of psychological principles—such as perception, memory, attention, learning, emotion, and human behavior—to the design of interfaces and technologies that people use.

    It focuses on understanding how humans think, behave, and interact, and applying this knowledge to create systems that are usable, efficient, intuitive, and enjoyable.

    In short:

    Good system design depends on understanding how people work.


    1. Why Psychology Matters in HCI

    Humans are not machines. They have limited memory, selective attention, emotions, biases, and variations in abilities. Psychology helps designers create systems that fit these human characteristics.

    Without psychological principles, systems may be

    • confusing,
    • frustrating,
    • difficult to learn, or
    • error-prone.

    2. Key Psychological Areas Used in Designing Interactive Systems

    a. Perception

    Understanding how users see, hear, and interpret information.

    Design implications:

    • Use clear visual hierarchy
    • Ensure text readability
    • Use recognizable icons
    • Avoid overwhelming the screen

    b. Attention

    Users can only focus on limited things at once.

    Design implications:

    • Highlight important elements
    • Use notifications sparingly
    • Avoid clutter that divides attention
    • Use cues (color, motion, sound) to guide focus

    c. Memory

    Users have limited short-term memory (7 ± 2 items).

    Design implications:

    • Do not force users to recall information
    • Use recognition (menus, icons) over recall
    • Keep navigation simple
    • Provide clear instructions visible on screen

    d. Learning

    People learn systems through repetition, patterns, and feedback.

    Design implications:

    • Consistent layouts and behaviors
    • Provide helpful error messages
    • Support exploration without risk
    • Use progressive disclosure (show complexity only when needed)

    e. Mental Models

    Definition: A mental model is the user’s internal understanding of how a system works.

    If the system matches the user’s mental model:

    • actions feel natural
    • fewer errors occur

    Design implication:

    • Interfaces should behave in expected ways
    • Use familiar metaphors (e.g., folders, trash bin)

    f. Emotion and Motivation

    User emotions influence satisfaction, performance, and engagement.

    Design implications:

    • Provide positive feedback
    • Build aesthetically pleasing interfaces
    • Use friendly language
    • Reduce frustration with clear guidance

    g. Individual Differences

    People vary by:

    • age
    • cognitive ability
    • physical ability
    • culture
    • experience

    Design implications:

    • Provide customization (font size, themes)
    • Support accessibility
    • Avoid culturally biased symbols

    3. Psychological Principles in System Design

    a. Affordances

    Definition: Clues that indicate how something should be used. Example: a button that looks “pressable.”

    b. Feedback

    Definition: The system’s response to user actions. Example: clicking sound, animation, message.

    Good feedback reduces confusion.


    c. Constraints

    Definition: Design limits that prevent incorrect actions. Example: grayed-out menu options.


    d. Visibility

    Definition: Important functions should be easy to find. “Out of sight = out of mind.”


    e. Consistency

    Consistent controls and layouts help learning and reduce cognitive load.


    f. Mapping

    Definition: The relationship between controls and their effects. Example: volume slider → up increases, down decreases.


    4. Psychology-Driven Design Goals

    1. Usability

    • Efficient
    • Easy to learn
    • Few errors
    • Satisfying to use

    2. Accessibility

    • Usable by people with disabilities
    • Inclusive of diverse users

    3. User Experience (UX)

    • Emotionally pleasing
    • Meaningful
    • Engaging

    4. Safety

    • Prevent mistakes
    • Help users recover from errors

    5. Examples of Psychology in Interaction Design

    • Using red for danger and green for success (perceptual associations)
    • Auto-complete to reduce memory load
    • Undo/redo to support error recovery
    • Tooltips and hints for learning
    • Animation to guide attention
    • Consistent layout across all pages

    Summary Table

    Concept Definition Role in Design
    Perception How users interpret sensory information Create clear visuals and sound cues
    Attention Limited focus capacity Reduce clutter; highlight important elements
    Memory Storing and recalling info Minimize cognitive load; use recognition
    Learning Process of acquiring skills Consistency, feedback, tutorials
    Mental Models User’s understanding of system Match design to user expectations
    Emotion Feelings affecting behavior Make interfaces pleasant and motivating
    Individual Differences Variation in users Design accessible and adaptable systems
    Previous topic 4
    Emotions and Individual differences
    Next topic 6
    The Computer: Text entry devices

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      Est. reading time4 min
      Word count623
      Code examples0
      DifficultyBeginner