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Provide an information Scent
Include 'clean-up' steps within the task, before the primary goal is achieved ( so we don't forget)

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Time taken to respond to stimulus = reaction + movement time
Fitt's Law is a function of distance and width

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free nerve endings

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Thumb/fingers have highest concentration of mechanoreceptors 

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Thumb/fingers have highest concentration of mechanoreceptors 

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Mechanoreceptors that respond to continuous pressure

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Mechanoreceptors that respond immediately but stop if continuous pressure is applied

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i.e pressure, touch, vibration, tickle
We have 4 main mechanoreceptors that have different functions and are present in different areas.

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1. Getting machines to feel emotions
2. Getting machines to recognise emotions

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Autonomy - the ability to choose what, how, when and who to work wtih
Mastery - desire to understand and get better at the task
Purpose - Desire to improve things for the better good

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Motivation 1.0 - survival
Motivation 2.0 - Extrinsic
Motivation 3.0 - intrinsic

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Users are more likely to choose something they need rather than want 

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Users are more likely to choose something they need rather than want 

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Highest conscious level. Take a step back from routine
example: the couch brand only uses sustainable materials and we are environmentally conscious people

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learned routine occurs.
Behavioral design equates to traditional values of usability
example: going for the couch that is the most sturdy / fits in the space we have

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Automatically react to events around us.
Visceral design refers to making products look and feel good
example: going for the nicer looking couch

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HCI is now not only about efficient/effective systems, but to make people respond in a certain way as well. This is called Affective computing

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involves externally manipulating items into different orders and structures
example: moving items to the side once we have counted them

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involves modifying existing representations through making marks
example: highlighting important sections of the textbook when we read them

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when a tool is used in conjunction with an external representation to carry out a computation
example: pen and paper, to do list

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We use external tools to help with cognition and to reduce memory load e.g to do lists

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information is processed across individuals as well as in the brain
Information can also be transformed through different media ( e.g computers, displays, paper etc.)

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Gulf of execution and gulf of evaluation

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Gulf of execution and gulf of evaluation

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Gulf of execution - the user is unsure how to achieve their goal with the interface in front of them
Gulf of evaluation - distances the system from the user i.e the user is unsure whether their goal has been satisfied

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Users develop an understanding of a system through using it, which might be different to what the designer intended.
There should be clear instructions, tutorials etc. to ensure the intention comes through

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Different times for input, output and processing
We can use this for model-based evaluations

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Model structures and interactions in the environment

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Monitors mental activities

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Explain/predict behavior at the interface

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Provide external aids
Promote recognition rather than recall

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Recognition - gives you cues to remember, easier, we should try for this in design
Recall - harder

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Gets here from working memory through rehearsal
4 elements:
- semantic ( hold info related to meaning)
-procedural ( stores knowledge on how to do things)
- Autobiographical ( birthdays, personal info etc.)
- Permastore ( memories that last a life time)

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Gets here by paying attention
Limited capacity/space ( 7+- 2 chunks)
rapid access, rapid decay Needs rehearsal

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When stimuli is received through the senses and continuously overwritten

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Heavy Multitaskers are more prone to getting distracted and find it harder to filter irrelevant information

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Our ability to carry out a task depends on how much capacity is applied to a task which effects how much attention we pay to it ( humans have a limited amount of processing power)

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Divide mental resources between tasks

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ALL stimulus is stored in sensory memory, but only when it is of interest it is moved to ST memory

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awareness of sensory information
We choose what we 'listen' to

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Sounds should be clear and audible
Speech should be intelligible

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People do not notice missing parts of speech
Main factors influencing understanding are:
- Accent
- Speed of speech

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can't convey large amounts of information
presenting absolute data is hard
can be annoying to others

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reduces demand on visual attention
reduces the amount of information needed on the screen
attention grabbing

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Alert user to something unusual/undesirable

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The visual field is separated into figure (foreground) and ground ( back ground).

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The human visual system tries to resolve complex scenes into combinations of simple, symmetrical shapes

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our visual system automatically tries to close open figures so that they are perceived as whole objects

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we are biased to perceive continuous forms rather than disconnected segments

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Objects that move together are perceived to be together

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Objects that look similar are grouped together

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Objects close to each other are perceived as forming a group

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Put contents where users are looking!

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The outer part of our vision is blurred ( Rod cells) and is used to discover stimuli

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Only a small part of our field of view is in focus - approx 5-18 degrees

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Problem solving, planning, reasoning and decision making 

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Problem solving, planning, reasoning and decision making 

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The process of acquiring knowledge and understanding through thought, experience and the senses

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How information is acquired from the environment via different sense organs