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HCI UX Essentials 1) Abstract Information Processing / Information Processing

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HCI UX Essentials

1) Abstract information processing / Information processing



Human-centered technology (…Nietzsche, Victor Papanek) / cognitive science, cognitive psychology


Artificial neural network 1943

Infographics = about the non-material

Symbolic = numerical computation

Information processing 1945


Behaviorism = dog + bell = science is about manipulating what is objectively observable

VS Chomsky


Cybernetics   or… communication between animals and humans

= Birth of the communication concept in journalism/mass communication

= Psychology, radio (broadcasters), anthropology, surgeons…

=> Start of the Macy Conferences

: a group scientifically studying human mind, behavior, and society in an engineering-style way (cognitive science, systems engineering…)


Cognitive science—a multidisciplinary approach to the human mind

= Recognizing the structure of the human natural cognitive system (knowing)

(A discipline = needs an object, methodology, and its own framework)

= Gave rise to AI


Research 1) Expert system

Interest in knowledge grows (Peter Drucker—knowledge economy)

Study of why private tutoring is more effective than smart teachers


Apple 76 -> 77

Enter the 'user.' A regular user (not an expert) has a completely different mental structure—a different way of grasping the world and understanding the system.


Research on non-experts: The Psychology of Human-Computer Interaction

The authors -> proposed creating HCI


Critiques of AI: why model a fragile human? The parts totally unlike humans that get commercial demand rise, but in the end they're overtaken by graphics.



Information processing -> UX

- Limits on human information processing (structural, processing-level constraints)

: universal algorithms are built in.

: so hard that even customers can't tell you -> the moment UI became the focus

- Experience, knowledge (cultivated)


A curriculum is built -> ACM SIGCHI curricula for HCI (currently Adaptive Interfaces)


Donald Norman = attention + a term used in industry before academia: first use of UX


The goal of HCI = what is a comfortable interface?

Surrogate 2009?

Easy? Beautiful?

-> The goal is improving cognition! (…design for survival)


Cognitive science

Studies how people experience the world

Varies by person

Experience includes (not just the body) internalization, sensation, perception, thought, externalization,

problem solving, expression, etc.


Effective cognitive systems 2005  ... in the end, it's research on humans


Herb Simon (computing, sociology, architect -> psychology professor)

: father of AI

(Economics - math - to quantify rationality -> bounded rationality (math + experiment) = behavioral economics 'Thinking, Fast and Slow'



What you need to know

1. How the mind operates

3D (an externalized object ends up with max and min values that depend on the user) is a cultural issue.

- Why branding matters

- Brainwaves differ

- Not only that, you need to know what attitude they hold.

- Every brain sees a different world.

- In design, light matters most -> color (influenced by brightness/light, the importance of the retina) -> contour (form) -> detail

;; why Waldo is hard to find -

- Kandinsky (can steer the eye/attention of the viewer)

- Peripheral vision (detector) can't really see; only central vision (identification) can.

- Anipang/peripheral vision is small, so you have to shift attention piece by piece

If it's visible, you just see it at once


Seeing electromagnetic spectrum

Red = long wavelength


Cognitive limitation



Because UX and UI have no self-perceived symptoms, they have to be deeply related.

- Yellowing phenomenon—short wavelengths (blue) become invisible

- The reason elderly/kids wear long wavelengths (red, yellow, green) is that's all they can see



You need designers who fit the age group.

Things differ depending on the user.


For humans…

Converging on the understanding humans hold = human-centered UX

Following the needs humans have = marketing



Readability

Readability, legibility

Typography, display characteristics (resolution, luminance (brightness), lightness)



Stevens' power law

Defines the relationship between physical properties and psychological properties

- Sound (amplitude, vibration, timbre, tone…)


Sound changes the meaning of the same scene.

- Changes the way people experience the world.

- Galaxy's "whoosh" sound

- Omni-directional (vision is 170)

- Sound interaction

- Consider not only you, but also the listener

- Audible range (20–20000): with age, high frequencies are heavily damaged -> there are sound ranges you can't hear; even hearing aids don't amplify high frequencies well.



Do-re-mi is music school—hertz is engineering—sight is art school

-> But customers feel things through multiple senses.


Designers should be able to blend these well.




"Supra-additivity effect"


You also read with your eyes. -> Memory becomes very strong.

Multimodal—building one thing through various sensory channels


Because there are no self-perceived symptoms,

how the mind operates matters.











Learning / experience

Ways of thinking, patterns, culture

- Monkey banana / panda monkey



Knowledge has no depth.Only metaphor and structure (relationship, distance, connection) exist.

Structure of experience

Big data—about grasping network structures

Prejudice - woman > hospital > nurse



> You have to create nodes!!!!

(Jeon Bong-jun / doctor)

> You have to sever nodes


Innovation requires shifting thought more than technology.

This English version was translated by Claude.

친절한 찰쓰씨
Written by
친절한 찰쓰씨

Pleasant Charles — UI/UX researcher at AIT. Keeping notes on design, planning, and slow days here since 2010.

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