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ZAMBOANGA DEL SUR PROVINCIAL GOVERNMENT

COLLEGE

FINAL REQUIREMENTS
IS 105

(HUMAN COMPUTER INTERACTION)

Jomar J. Endig
Chapter I
The Human Memory
2 MAIN THEORIES OF FORGETTING

Trace Decay Theory

The trace decay theory of forgetting states that all memories fade automatically as a
function of time. Under this theory, you need to follow a certain pathway, or trace, to
recall a memory. If this pathway goes unused for some amount of time, the memory
decays, which leads to difficulty recalling, or the inability to recall, the memory.
Rehearsal, or mentally going over a memory, can slow this process. But disuse of a
trace will lead to memory decay, which will ultimately cause retrieval failure. This
process begins almost immediately if the information is not used: for example,
sometimes we forget a person’s name even though we have just met them.

Memory over time: Over time, a memory becomes harder to remember. A memory is
most easily recalled when it is brand new, and without rehearsal, begins to be forgotten.
Interference Theory

It is easier to remember recent events than those further in the past. ” Transience ”
refers to the general deterioration of a specific memory over time. Under interference
theory, transience occurs because all memories interfere with the ability to recall other
memories. Proactive and retroactive interference can impact how well we are able to
recall a memory, and sometimes cause us to forget things permanently.

Memory interference: Both old and new memories can impact how well we are able to
recall a memory. This is known as proactive and retroactive interference.

Proactive Interference

Proactive interference occurs when old memories hinder the ability to make new
memories. In this type of interference, old information inhibits the ability to remember
new information, such as when outdated scientific facts interfere with the ability to
remember updated facts. This often occurs when memories are learned in similar
contexts, or regarding similar things. It’s when we have preconceived notions about
situations and events, and apply them to current situations and events. An example
would be growing up being taught that Pluto is a planet in our solar system, then being
told as an adult that Pluto is no longer considered a planet. Having such a strong
memory would negatively impact the recall of the new information, and when asked how
many planets there are, someone who grew up thinking of Pluto as a planet might say
nine instead of eight.

Retroactive Interference

Retroactive interference occurs when old memories are changed by new ones,
sometimes so much that the original memory is forgotten. This is when newly learned
information interferes with and impedes the recall of previously learned information. The
ability to recall previously learned information is greatly reduced if that information is not
utilized, and there is substantial new information being presented. This often occurs
when hearing recent news figures, then trying to remember earlier facts and figures. An
example of this would be learning a new way to make a paper airplane, and then being
unable to remember the way you used to make them.
Chapter II
The Computer
Types of Keyboard
Qwerty
The standard layout of letters, numbers, and punctuation is known
as QWERTY because the first six typing keys on the top row of letters
spell QWERTY. The QWERTY keyboard was designed in the 1800s for mechanical
typewriters and was actually designed to slow typists down to avoid jamming the keys
on mechanical units.

Dvorak
Another well-known design is the Dvorak, which has letters positioned for speed typing.
Unlike the traditional QWERTY, the Dvorak is designed so that the middle row of keys
includes the most commonly used letters in the alphabet.

Chord Keyboard
A keyset or chorded keyboard(also called a chorded keyset, chord
keyboard or chording keyboard) is a computer input device that allows the user to enter
characters or commands formed by pressing several keys together, like playing a
"chord" on a piano. The large number of combinations available from a small number of
keys allows text or commands to be entered with one hand, leaving the other hand free.
A secondary advantage is that it can be built into a device (such as a pocket-sized
computer or a bicycle handlebar) that is too small to contain a normal-sized keyboard. A
chorded keyboard minus the board, typically designed to be used while held in the
hand, is called a keyer. Douglas Engelbart introduced the chorded keyset as a
computer interface in 1968 at what is often called "The Mother of All Demos".

Speech recognition
Speech recognition is an interdisciplinary subfield of computer science and
computational linguistics that develops methodologies and technologies that enable the
recognition and translation of spoken language into text by computers.
Chapter III
The Interaction
Interaction Styles
Common interaction styles
Command Line Interface
CLI is an older method for interacting with applications and operating systems and is
used to perform specific tasks required by users. CLI is a text-based interface, unlike
the GUI, which uses graphical options that enable the user to interact with the operating
system and applications.
CLI allows a user to perform tasks by entering commands. Its working mechanism is
very easy, but it is not user friendly. Users enter the specific command, press “Enter”,
and then wait for a response. After receiving the command, the CLI processes it
accordingly and shows the output/result on the same screen; command line interpreter
is used for this purpose.

Menus
A menu is a set of options displayed on the screen where the selection and execution of
one (or more) of the options results in a state change of the interface (Paap and Roske-
Hofstrand, 1989, as cited in Preece et al. 1994). Using a system based on menu-
selection, the user selects a command from a predefined selection of commands
arranged in menus and observes the effect. If the labels on the menus/commands are
understandable (and grouped well) users can accomplish their tasks with negligible
learning or memorisation as finding a command/menu item is a recognition as opposed
to recall memory task (see recall versus recognition). To save screen space menu items
are often clustered in pull-down or pop-up menus. 
Chapter IV
Paradigms
(additional materials)

Batch Processing

Batch processing is the processing of transactions in a group or batch. No user


interaction is required once batch processing is underway. This differentiates batch
processing from transaction processing, which involves processing transactions one at
a time and requires user interaction.

While batch processing can be carried out at any time, it is particularly suited to end-of-
cycle processing, such as for processing a bank's reports at the end of a day or
generating monthly or biweekly payrolls.

Vannevar Bush, (born March 11, 1890, Everett, Mass., U.S.—died June 28, 1974,
Belmont, Mass.), American electrical engineer and administrator who developed the
Differential Analyzer and oversaw government mobilization of scientific research
during World War II.

In 1919 Bush joined the electrical engineering department at MIT. During the 1920s and
’30s, he and his research laboratory became the preeminent designers and builders
of analog computers. (Analog computers represent data with some physical quantity,
such as voltage, that is allowed to vary continuously. In contrast, digital computers only
allow a discrete set of values for data, typically by using two voltage levels, off and on,
to represent the binary numbers, 0 and 1.) Originally developed to solve complex
problems associated with long-distance power lines, Bush’s analog computers were
also applied to many other engineering problems. By 1931 his most successful
machine, known as the Differential Analyzer, was operational. Utilizing a complicated
arrangement of gears and cams driven by steel shafts, the Differential Analyzer could
obtain practical (albeit approximate) solutions to problems which up to that point had
been prohibitively difficult. The Differential Analyzer was a great success; it and various
copies located at other laboratories were soon employed in solving diverse engineering
and physics problems. An even more successful machine, the so-called Rockefeller
Differential Analyzer (funded in part by the Rockefeller Foundation), was built in 1935
and proved the most powerful computer available before the arrival of digital computers
about 1945. It was enlisted by the military in World War II to produce ballistics tables.

Bush, like other electrical engineers of his generation, was thus helping to move his
profession from a focus on the creation and delivery of electric power toward the
problem of designing electronic devices for an industrial and electricity-based society. In
1922 he was among the founders of what would become the Raytheon Company, a
manufacturer of electronic parts. Over the span of his life, Bush held 49 electronics
patents.
Joseph Carl Robnett Licklider (March 11, 1915 – June 26, 1990), known simply as J.
C. R. or "Lick", was an American psychologist and computer scientist who is
considered one of the most important figures in computer science and
general computing history.
He is particularly remembered for being one of the first to foresee modern-
style interactive computing and its application to all manner of activities; and also as
an Internet pioneer with an early vision of a worldwide computer network long before it
was built. He did much to initiate this by funding research which led to much of it,
including today's canonical graphical user interface, and the ARPANET, the direct
predecessor to the Internet.

Van Edward Sutherland (born May 16, 1938) is an American computer


scientist and Internet pioneer, widely regarded as the "father of computer graphics". His
early work in computer graphics as well as his teaching with David C. Evans in that
subject at the University of Utah in the 1970s was pioneering in the field. Sutherland,
Evans, and their students from that era invented several foundations of modern
computer graphics. He received the Turing Award from the Association for Computing
Machinery in 1988 for the invention of Sketchpad, an early predecessor to the sort
of graphical user interface that has become ubiquitous in personal computers. He is a
member of the National Academy of Engineering, as well as the National Academy of
Sciences among many other major awards. In 2012 he was awarded the Kyoto Prize in
Advanced Technology for "pioneering achievements in the development of computer
graphics and interactive interfaces".
Chapter V
Interaction Design Basics

Problems are best solved when approached in a comprehensive and systemic way. The
goal of this process is to guide you and organize your work to turn ideas into concrete
solutions. Designers do research and collect information about the problem they are
considering: who is person facing this problem? Why? How are other people trying to
solve it? From this research, they make a general hypothesis and identify the main
features should be part of the answer. Then with these key aspects in mind it’s time to
experiment different solutions and iterate. This last part is about learning from what
works, what doesn’t to adapt your solution to fit the user’s need best.   
Interaction design can be understood in simple (but not simplified) terms: it is the design
of the interaction between users and products. Most often when people talk about
interaction design, the products tend to be software products like apps or websites. The
goal of interaction design is to create products that enable the user to achieve their
objective(s) in the best way possible.

If this definition sounds broad, that’s because the field is rather broad: the interaction
between a user and a product often involves elements like aesthetics, motion, sound,
space, and many more. And of course, each of these elements can involve even more
specialised fields, like sound design for the crafting of sounds used in user interactions.

Cultural probes (or design probes) is a technique used to inspire ideas in a design


process. It serves as a means of gathering inspirational data about people's lives,
values and thoughts.

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