Chapter6and18notes

toc =Chapter 6 and 18 Notes=

**Chapter 6:****Brief Version**
- in order to interact with a computer, we need to be able to communicate with it and it with us. This is done by **User Interface** - we communicate with user interface using **input devices** (ex. Keyboards, touch screens, light pens, joystick, mouse) - the computer communicates with us using **output devices** (ex. Data projectors, sound, speech, printers) - **Command Language:** is a set of words with an associated //syntax// - **Grep** stands for **G**lobal **R**egular **E**xpression **P**arser which immediately suggests a file searching utility to a C programmer - **WIMP** stands for windows, icons, menu, and pointer. - **Window:** a means of sharing a computer’s graphical display resources among multiple applications at the same time. - **Icons:** image or symbol used to represent a file - **Menu:** a list of commands or options from which one can choose - **Pointing Devices:** the use of the mouse to point and select files - Using WIMP is an interaction called **Direct Manipulation** b/c we directly manipulate the on-screen objects - **Form Fill:** are interfaces that are best used when structured info is required

User Interface
> > > > > >
 * It's the interface we interact and and communicate with the system.
 * **Command Language**: a set of words associated with syntax. e.g. UNIX language: addfinfo, grep (Global Regular Expression Parser): meaning file searching utility.
 * **Graphical User Interface**: found on personal computer
 * //WIMPs//: Windows, Icons, Menu, Pointer --> direct manipulation form of interaction
 * //Radio buttons//: to allow users making exclusive choice (1 choice at a time)
 * //Checkboxes//: to allow users making several choices.
 * //Toolbars//: logically identical to menus (sometimes configurable).
 * //Listboxes//: take a variety of forms and within these forms, different ways of viewing contents --> when having a complicated list.
 * //Slider//: to allow users to drag slider to different positions along the slide --> great for controlling volumes, levels or scrolling.
 * //Form fill//: best used when structured information is required. e.g. contact information, travel details, type and number of goods.
 * //Wizard//: refers to a style of interaction which leads the user by metaphorical hand (or pointer) through a series of questions, answers and other widgets. --> best used when the task is complicated as wizard allow breaking up tasks into different parts with thorough instructions.

Input Devices
>
 * Keyboards: mostly QWERTY now.
 * Touchsreens
 * Lightpen
 * Mouse
 * Joystick
 * Handwriting recognition
 * Trackball
 * Speech.voice recognition

Output Devices
> >
 * Display devices: monitor
 * Data Projectors
 * Sound
 * Speech
 * Printers and plotters
 * Haptics: sense of touch. Force-feedback device: intended to convey feedback from game environments back to the person engaged -->Benefits: sensations get associated with interactions + provide feedback + allow users to feel what it would be like to experience the environment in real-life.
 * //Virtual Reality//
 * //Immersive VR//:
 * Light-excluding helmets (Head-mounted display): provide natural interface for navigation in 3D space.
 * Stereoscopic viewing: enhance perception of depth and sense of space
 * Panorama: VR image is projected onto a curved screen before the audience. --> the VR seems to operate and stream past the user.
 * Benefits: the VR world is presented in full scale and relates properly to the human size + realistic interaction with objects + convincing illusion of immersion.
 * //Non-immersive VR// (Desktop VR): require graphic card.

**Chapter 18**
- **Contextual Design (CD)**: a comprehensively documented method, that was developed by consultants Karen Holtzblatt and Hugh Beyer - The first stage in CD is CI (**Contextual Inquiry**) – it is a combination of focused interview and observation - There are 4 guiding principles of contextual inquiry - **1-** **Context** (going to customer’s workplace and observe how work is done) - **2- Partnership** (analysts and customers are experts in their different fields) - **3- Interpretation** (analyst must interpret the workplace data so its understood) - **4- Focus** (concentrating on one part of the work helps to see detail but at the expense of other aspects) - **Flow Model:** in CD represents how work is broken up across people and how it is coordinated to get the whole job done - //Individuals:// who is involved - //Responsibilities:// what are the individuals responsible for - //Groups:// more than one person with the same responsibilities - //Flow:// how ppl communicate to get work done - //Artefacts:// the things that are processed or supported the work - //The communication topic or action// //- Places:// such as meeting rooms - //Breakdowns:// problems in communication and coordination