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QUESTION

This week we discussed the foundation of HCI/HCD research as it stems from human cognitive ability. The notion of how humans (users) think, perceive, and make decisions is critical to developing an un

This week we discussed the foundation of HCI/HCD research as it stems from human cognitive ability. The notion of how humans (users) think, perceive, and make decisions is critical to developing an understanding of how we can best design to fit their needs. In doing so, we must take into consideration a variety of individual differences, context-based choices on learning approaches, and how our understanding of memory and cognition suggest particular modes of design and insight for our development projects.

For your reflection this week, I want you to find 3 discrete examples of media/tech and break them down with regard to how they allow learning to occur, how they map interactions/tasks according to human cognition and learning models, how they use visual affordances to suggest more functional elements, and how (if at all) they encourage expertise development within their product/service. These examples can be anything from office software and video games to handheld devices and advanced machinery. Whatever you'd like. 

Requirements:

  • Minimum 5 uses of HCI terminology from lecture (evidence understanding of some cognitive concepts)
  • 3 Different Cases
  • Give at least 3 different examples per case in your writing, distinctly discussing how they fit into the lecture content

General Tips:

  • Directly engage source, theory, and practice
  • Discuss how new understandings of the human role and cognitive functions inform practice
  • Apply HCI understanding to observable design practice
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