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Study PortalCOMP3145Psychology Design Inte…
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    COMP3145

    HCI & Computer Graphics

    Progress0 / 73 done
    Topics73
    1Input-output channels2Human memory3Thinking, Reasoning, Problem solving4Emotions and Individual differences5Psychology and design of interacting systems
    6Text entry devices7Positioning, Pointing, and drawing devices8Display devices9Devices for virtual reality and 3D interaction10Physical controls, Sensors and special devices11Paper printing and scanning12Memory, Processing and networks
    13Models of interaction14Frameworks and HCI15Ergonomics16Interaction styles17Elements of the WIMP interfaces18Interactivity and Context of interaction
    19Introduction20Paradigms for interaction
    21What is design22Process of design and User focus23Navigation design24Screen design and layout25Iteration and prototyping
    26Software life cycle27Usability engineering28Iterative design and prototyping29Design rationale30Design rules and Guidelines31Golden rules and heuristics32HCI patterns33Evaluation techniques and methods34Task analysis35Universal design36User support systems37Computer Supported Cooperative Work38Groupware systems39Implementation of synchronous groupware40Ubiquitous computing41History of Computer Graphics42Graphics architectures and software
    43Pinhole camera, Human vision, Synthetic camera44Modeling vs. rendering45OpenGL Architecture46Displaying simple two-dimensional geometric objects47Positioning systems and windowed environment48Color perception and models49RGB, CMY, HLS color models50Color transformations
    51RGB and indexed color
    52Network environment and client-server computing
    53event, sample and request input54Using callbacks and picking
    55translation, rotation, scaling, shear56Homogeneous coordinates and concatenation57Current transformation and matrix stacks
    58Classical viewing59Specifying views in 3D60Affine transformation in 3D61Projective transformations62Ray tracing
    63Illumination and surface modeling64Phong shading model65Polygon shading
    66Line drawing via Bresenham's algorithm67Clipping and polygonal fill68BitBlt operations69Hidden surface removal (z buffer)
    70Buffers71Reading and writing bitmaps and pixel maps72Texture mapping73Compositing
    4 min read
    Topic 5 of 73
    Topic Study Note Illustration
    05

    Psychology and 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...

    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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