Interaction Design Projects

98
 Principles of Interaction Design Portfolio Palak Sanghani 201314001

description

Interactive Design Expolorations

Transcript of Interaction Design Projects

  • 5/24/2018 Interaction Design Projects

    1/98

    Principles ofInteraction DesignPortfolio

    Palak Sanghani

    201314001

  • 5/24/2018 Interaction Design Projects

    2/98

    Principles of Interaction Design Palak Sanghani201314001

    1

    Contents

    Sending Email from Android Device VS Windows Laptop ............... 3Ergonomics .................................................................... 7Thermal Comfort ............................................................. 9Jacquard Looms .............................................................. 11The components of Telephone Instrument .............................. 13Steps to Tie Shoelaces ...................................................... 15Noise Vs. Harmony ........................................................... 17Sketches ....................................................................... 20Industrial Revolution ........................................................ 23Affordance .................................................................... 25Re-adjustable Chairs ........................................................ 27Barbara Tversky: Narratives of Space, Time and Life .................. 28Barbara Tversky: Tools for Thought ...................................... 29Gmail is not only about Emails.......................................... 30Microsoft Word: Less Used Yet Useful Features ......................... 32Gmelius........................................................................ 33Anthropometry ............................................................... 36Bone Structure of grip ...................................................... 39Visual Comfort ............................................................... 41Mass Customization .......................................................... 45Rolling Pin Design ............................................................ 48Portfolio Bag Design Proposal .............................................. 50

  • 5/24/2018 Interaction Design Projects

    3/98

    Principles of Interaction Design Palak Sanghani201314001

    2

    Magic Icons ................................................................... 53Mug Handles .................................................................. 57System Design ................................................................ 64Activity Centric Design ...................................................... 69Perception, A visual system ................................................ 72Man made and Natural Fabric.............................................. 74Ten things that can be counted as common sense... .................. 78App Layout .................................................................... 79Studying textures through pictures ....................................... 81Round to Scratchy Objects ................................................. 8416 Squares .................................................................... 86Golden Proportion ........................................................... 88Perspective ................................................................... 90Limitations of Hick-Hyman Law ........................................... 92Xerox Parc .................................................................... 93Variations of Appearance - Visual Clues .................................. 96

  • 5/24/2018 Interaction Design Projects

    4/98

    Principles of Interaction Design Palak Sanghani201314001

    3

    Assignment 1

    Sending Email from Android Device VS Windows Laptop

  • 5/24/2018 Interaction Design Projects

    5/98

    Principles of Interaction Design Palak Sanghani201314001

    4

  • 5/24/2018 Interaction Design Projects

    6/98

    Principles of Interaction Design Palak Sanghani201314001

    5

  • 5/24/2018 Interaction Design Projects

    7/98

    Principles of Interaction Design Palak Sanghani201314001

    6

  • 5/24/2018 Interaction Design Projects

    8/98

    Principles of Interaction Design Palak Sanghani201314001

    7

    Assignment 2

    Ergonomics

    The word Ergonomics is coined by the words ergon (work) and nomoi (natural laws)

    .It shows the relationship of a person with work. Ergonomics is concerned with

    understanding human interactions and applying all the theoretical principles to

    design. Ergonomics is used in designing and planning. It can be applied to all

    human activities. It is the science of work, how to work and how to do it

    efficiently. Ergonomics is used to add to our comfort. Ergonomics is used to design

    services and products in such a way that they are useful and efficient.

    Ergonomics is used in health, product design, transportation, nuclear weapons and

    many other fields. Ergonomics is reducing discomfort of any person in the

    environment. Staring at the computer screen for long hours can cause discomfort

    so it is advisable to sit at a considerable distance and take frequent breaks.

    Physical Ergonomics

    It deals with all the physical activities. The motion, postures and moments.

    Cognitive Ergonomics

    It deals with the mental processes like memory and reasoning which affect the

    human interactions and decision making.

    Organizational Ergonomics

    It deals with the optimization of systems, structure and policies.

    Environmental Ergonomics

    It deals with the interaction of human beings with environment and how

    they react to temperature fluctuations, pressure, vibrations etc.

    Ideal Measurements for Dining Table:

    The table height of ideal table should be enough that there is clearance space for

    knees of all the people to sit comfortably. Most of the dinner tables are around 30''

    high. The width of the table should be such that one doesn't have to lean over it, it

    should be have enough leg space. The shape should be based on how many people

    are going to be gathered, rectangular tables are for large gatherings while oval and

    round tables are for less number of people. There should be around 12' distance

  • 5/24/2018 Interaction Design Projects

    9/98

    Principles of Interaction Design Palak Sanghani201314001

    8

    between table surface and height of chair.

    DEPTH:

    Most dining tables average 36" wide and vary from 30" to 48". More than 48" and it

    starts to get difficult to reach across the table. Rounds tables should be 30" to

    decrease the slice of pie towards the centre of the table.

    HEIGHT:

    Most dining tables today are 30" high. Chair height is generally 18" (from the seat

    to the floor). This allows for comfortable leg room.

    LIGHTING:

    Proper light makes our tasks easier and makes us feel comfortable and safe.

    Lights must be fixed on the focal point of the room and light fixture reflects our

    personality. A pendant can be used for the general lighting which should be places

    30" above the table. . Ceiling light fixtures look great in small dining rooms

    because they make the area seem larger than it is. Proper layering of light can

    enhance color and ambiance. Lighting should address purpose of the room.

    SURFACE:

    Wood is durable and take all kind of wear and tear. Sealed and laminated timbers

    can keep the moisture away, look charming and yet be inexpensive. It can add to

    the warmth and withstand many years.

    PLACEMENT:

    According to Feng Sui, table must be placed in the centre of the room and away

    from main door with equal space on all four sides. The Vaastu Shashtra directs that

    dining table should in the northwest or southwest corner of room and it shouldn't

    touch the wall.

    References:

    http://www.iea.cc/01_what/What%20is%20Ergonomics.html

    http://en.wikipedia.org/wiki/Human_factors_and_ergonomics

    http://ergonomics.about.com/od/ergonomicbasics/a/ergo101.htm

    http://www.iea.cc/01_what/What%20is%20Ergonomics.htmlhttp://en.wikipedia.org/wiki/Human_factors_and_ergonomicshttp://ergonomics.about.com/od/ergonomicbasics/a/ergo101.htmhttp://ergonomics.about.com/od/ergonomicbasics/a/ergo101.htmhttp://en.wikipedia.org/wiki/Human_factors_and_ergonomicshttp://www.iea.cc/01_what/What%20is%20Ergonomics.html
  • 5/24/2018 Interaction Design Projects

    10/98

    Principles of Interaction Design Palak Sanghani201314001

    9

    Assignment 3

    Thermal Comfort

    Thermal Comfort is that condition of mind which expresses our satisfaction with

    the thermal environment. Thermal comfort. It depends on the environment and an

    individual what makes him comfortable.

    Environmental Factors:

    Air temperature

    -Temperature of air surrounding the body

    Radiant temperature

    -The heat radiated by any warm object like sun. Furnaces, ovens etc.

    Velocity of Air

    -It is the speed of the air. Stagnant air can cause odour. Moving air causes heat

    loss.

    Humidity

    -It is the amount of water in the atmosphere. High humidity prevents the

    evaporation.

    Personal Factors:

    Clothing

    -Clothes interfere with our ability to lose heat to the environment. Clothes

    contribute to the protection level.

    Metabolic Heat

    -The more physical work we do, more heat we produce. It depends on a person's

    physical characteristics.

    Thermal comfort is important to allow us to concentrate on given task. Thermal

    comfort can be checked by asking the following questions

    1. Does air feel warm or hot?

    2. Does temperature keep fluctuating?

  • 5/24/2018 Interaction Design Projects

    11/98

    Principles of Interaction Design Palak Sanghani201314001

    10

    3. Is there a heat source?

    4. Is the air humid or dry?

    5. Is the environment cool/cold or hot?

    Thermal comforts could be managed by

    1. Administrative Controls.

    -Administrative controls include planning and rescheduling work times and

    practices and rest schedules.

    2. Engineering Controls

    - It is used to avoid hazards and risks.

    Other solutions are heating, air movement, air cooling, etc.

    References:

    http://www.hse.gov.uk/temperature/thermal/explained.htm

    http://en.wikipedia.org/wiki/Thermal_comfort

    http://www.hse.gov.uk/temperature/thermal/factors.htm

    http://www.hse.gov.uk/temperature/thermal/explained.htmhttp://en.wikipedia.org/wiki/Thermal_comforthttp://www.hse.gov.uk/temperature/thermal/factors.htmhttp://www.hse.gov.uk/temperature/thermal/factors.htmhttp://en.wikipedia.org/wiki/Thermal_comforthttp://www.hse.gov.uk/temperature/thermal/explained.htm
  • 5/24/2018 Interaction Design Projects

    12/98

    Principles of Interaction Design Palak Sanghani201314001

    11

    Assignment 4

    Jacquard Looms

    Joseph Marie Jacquard invented the Jacquard loom in the 1804 which could weave

    complex designs. Joseph was employed in a factory and used his spare time to

    construct his loom which would not take long periods to produce fine woven

    fabrics. Jacquard's loom mechanism is controlled by recording patterns of holes in

    string of cards and weaving intricate patterns. It enables an ordinary workman to

    produce beautiful patterns.

    Joseph presented his invention in 1804, Paris and was awarded a medal. This

    invention has helped in advancement of technology and in textile industry by

    cutting down human labour and reusing the patterns stored on the card. The thick

    cards had rectangular holes punched in them. The hooks and needles used in

    weaving were guided by the holes in the cardboard. The hooks were held

    stationary until they came in contact with punched holes. Hooks passed through

    the holes with needle inserting a thread and forming the desired pattern. The

    raised and lowered threads created the pattern. Cards were arranged over each

    other to weave beautiful patterns. A number of threads were used to repeat the

    patterns. The innovative idea of punch cards storing the information sparked the

    computer revolution.

    http://2.bp.blogspot.com/-2rTHPHT1qv4/UgMml_17KqI/AAAAAAAAAn8/XCinSTcTLtE/s1600/download.jpg
  • 5/24/2018 Interaction Design Projects

    13/98

    Principles of Interaction Design Palak Sanghani201314001

    12

    References:

    http://www.ideafinder.com/history/inventions/jacquard.htm

    http://inventors.about.com/library/inventors/bl_jacquard.htm

    http://www.princeton.edu/~achaney/tmve/wiki100k/docs/Jacquard_loom.html

    http://www.ideafinder.com/history/inventions/jacquard.htmhttp://inventors.about.com/library/inventors/bl_jacquard.htmhttp://www.princeton.edu/~achaney/tmve/wiki100k/docs/Jacquard_loom.htmlhttp://www.princeton.edu/~achaney/tmve/wiki100k/docs/Jacquard_loom.htmlhttp://inventors.about.com/library/inventors/bl_jacquard.htmhttp://www.ideafinder.com/history/inventions/jacquard.htm
  • 5/24/2018 Interaction Design Projects

    14/98

    Principles of Interaction Design Palak Sanghani201314001

    13

    Assignment 5

    The components of Telephone Instrument

    From the boxes in the 1960s finally we saw design oriented telephone instruments.

    Telephones transmit and receive the human voice. The word telephone actually

    means sending your voice at a certain distance. The basic components have

    remained same over the last few years except for the addition of few facilities and

    smart features like contact list, redialling, video calling, caller ID, and much more.

    The basic components of telephone instrument are as follows

    1. Transmitter

    It is a microphone situated at the mouthpiece. It converts the voice into current.

    The speech vibrations cause fluctuations in electric field which produces variation

    in voltage which are amplified for transmission.

    2. Receiver

    It is located at the earpiece and it converts electric current into sound waves and

    reproduce sound waves.

    3. Ringer

    Ringer alerts the user about the incoming calls. It is connected to the local loop.

    Capacitor provides current to the handset.

    4. Dialler

    It is used to dial the number and establish connection with the person we are

    calling. The dial tones are of low frequency pulses and they travel through the

    telephone system. The capacitor and resistor prevent dialling signals from passing

    into ringer circuit.

    5. Power Source

    A two wired circuit provides voltage of 48 volts. The phone is charged up when not

    in use in cordless phones. The transformer charges up the base unit

  • 5/24/2018 Interaction Design Projects

    15/98

    Principles of Interaction Design Palak Sanghani201314001

    14

    6. Hook

    The hook connects the telephone with current supply. Cradle is now used to hang

    the phone. Loop is broken when the phone is hanged.

    7. Circuit

    It performs a number of functions. It reduces the side tone. It ensures efficient

    flow of current through the system.

    References:

    http://www.telephonymuseum.com/telephones.htm

    http://wiki.answers.com/Q/What_are_the_parts_of_a_telephone

    http://www.telephonymuseum.com/telephones.htmhttp://wiki.answers.com/Q/What_are_the_parts_of_a_telephonehttp://wiki.answers.com/Q/What_are_the_parts_of_a_telephonehttp://wiki.answers.com/Q/What_are_the_parts_of_a_telephonehttp://www.telephonymuseum.com/telephones.htm
  • 5/24/2018 Interaction Design Projects

    16/98

    Principles of Interaction Design Palak Sanghani201314001

    15

    Assignment 6

    Steps to Tie Shoelaces

    A flow chart displaying the steps to tie our shoelaces.

    http://1.bp.blogspot.com/-34XDMCLeEYE/Ufv2XNOUleI/AAAAAAAAAng/IGvX_0Gr9_k/s1600/ShoelaceFlowchart.jpg
  • 5/24/2018 Interaction Design Projects

    17/98

    Principles of Interaction Design Palak Sanghani201314001

    16

  • 5/24/2018 Interaction Design Projects

    18/98

    Principles of Interaction Design Palak Sanghani201314001

    17

    Assignment 7

    Noise Vs. Harmony

    Contrasting Images

    NOISE

  • 5/24/2018 Interaction Design Projects

    19/98

    Principles of Interaction Design Palak Sanghani201314001

    18

    HARMONY

  • 5/24/2018 Interaction Design Projects

    20/98

    Principles of Interaction Design Palak Sanghani201314001

    19

  • 5/24/2018 Interaction Design Projects

    21/98

    Principles of Interaction Design Palak Sanghani201314001

    20

    Assignment 8

    Sketches

    If we dont want to eat aloo parantha with your hands ... We can use few of the

    below shown creative instruments

    1. "The magnetic Pen"

    A magnetic kind of force emerges out of the pen and pulls the morsels of food

    towards the tip. The pen is programmed in such a way that a certain dimension of

    food is cut and sticks to the pen tip. The tip can be turned in to a spoon or fork

    also.

    2."Roller Coaster"

    The rolling fork can be rolled out to cut the parantha and the spoon can be used to

    eat it. The structure is such that the fork doesnt hurt while one is using the

    spoon.

    http://1.bp.blogspot.com/-SukiyxVZ1A4/UfnY3ZSH0oI/AAAAAAAAAjg/lLn7LsS6e6c/s1600/IMG_20130731_221130.jpg
  • 5/24/2018 Interaction Design Projects

    22/98

    Principles of Interaction Design Palak Sanghani201314001

    21

    3."Tripple Treacle"The three in one collection of fork, knife and spoon can be used to eat the

    parantha whether we want to cut it, dip it or savour it.

    4. "Twizzlers"

    The twizzler of a spoon and a fork forms a clipper to hold the food and eat

    effectively after dipping it on to the sauce.

    http://1.bp.blogspot.com/-v9W44_8KZC0/UfnY57ESaEI/AAAAAAAAAl4/qmNy1L0Q5h0/s1600/IMG_20130731_221215.jpghttp://4.bp.blogspot.com/-uuWsxzX6SBc/UfnY5wbfdDI/AAAAAAAAAmA/MYktM5ZXIzk/s1600/IMG_20130731_221158.jpg
  • 5/24/2018 Interaction Design Projects

    23/98

    Principles of Interaction Design Palak Sanghani201314001

    22

    http://4.bp.blogspot.com/-3qAQYkHj-yo/UfnX7_CFM-I/AAAAAAAAAjU/PSrfsAUV_zg/s1600/IMG_20130731_221043.jpg
  • 5/24/2018 Interaction Design Projects

    24/98

    Principles of Interaction Design Palak Sanghani201314001

    23

    Assignment 9

    Industrial Revolution

    With the use of machines and new discoveries, industrial revolution lead to mass

    production. The prezi shows how things were manufactured earlier and at what

    rate they are produced now. It shows the automation and the improvement in

    quality and speed. Click on the following link to view the prezi :

    Industrial Revolution

    http://prezi.com/hwrwqtjdncgq/?utm_campaign=share&utm_medium=copy&rc=ex0sharehttp://1.bp.blogspot.com/-ZJmfvXdp84Y/UfoesxbhKqI/AAAAAAAAAmM/STjrVk33tOc/s1600/download.jpghttp://4.bp.blogspot.com/-OKD51CBBuO4/UfoeWQVu7TI/AAAAAAAAAmE/h6Zp5nAIyTo/s1600/images+(30).jpghttp://prezi.com/hwrwqtjdncgq/?utm_campaign=share&utm_medium=copy&rc=ex0share
  • 5/24/2018 Interaction Design Projects

    25/98

    Principles of Interaction Design Palak Sanghani201314001

    24

    Presentation:

    http://prezi.com/hwrwqtjdncgq/?utm_campaign=share&utm_medium=copy&rc=ex

    0share

    http://prezi.com/hwrwqtjdncgq/?utm_campaign=share&utm_medium=copy&rc=ex0sharehttp://prezi.com/hwrwqtjdncgq/?utm_campaign=share&utm_medium=copy&rc=ex0sharehttp://3.bp.blogspot.com/-x5fc8IimrXo/Ufoes7cpcEI/AAAAAAAAAmQ/uDyvYbpkfAA/s1600/images.jpghttp://prezi.com/hwrwqtjdncgq/?utm_campaign=share&utm_medium=copy&rc=ex0sharehttp://prezi.com/hwrwqtjdncgq/?utm_campaign=share&utm_medium=copy&rc=ex0share
  • 5/24/2018 Interaction Design Projects

    26/98

    Principles of Interaction Design Palak Sanghani201314001

    25

    Assignment 10

    Affordance

    An affordance is the design aspect of an object which suggest how the object

    should be used; a visual clue to its function and use. Affordance is something of

    the actual and the perceived properties of the object. Gibson says that affordance

    is relation between the individual and the object he is interacting with. Thus

    affordance is quality of an object which allows it to have an action relationship

    with an actor. The actor has to discover the affordance between himself and the

    entities. Design should be such that the user feels that some interaction is

    possible. The user should find some logical action which should be performed with

    the object.

    An object can have an affordance which is hidden. Symbolic communication is used

    to encourage users to understand the affordance. Affordance is not dependent on

    the culture, prior knowledge or expectation. Our brain works in such a manner

    that we always try to find the simplicity and put in the missing puzzles in any

    jigsaw puzzle. Affordance is our guiding path in how to interact with the object

    even if we are seeing the object for the first time. It gives us clues how we should

    operate the object even if we are seeing it for the first time.

    We have to deal with the constraints and conventions while using affordances.

    Physical Constraint: It is about relation of affordance with physical reality

    and the limitations

    Logical Constraint: It is about the alternate options available.

    Cultural Constraint: It is about what people will think and how they will

    behave.

    We can create a good affordance by observing people. Data of

    peoplesbehaviour should be collected to deal with all the conventions and

    building a design with good affordance. If we create a new affordance, people may

    take time to accept and understand it because of the social conventions.

  • 5/24/2018 Interaction Design Projects

    27/98

    Principles of Interaction Design Palak Sanghani201314001

    26

    We can put across a good design by keeping in mind the following criteria

    We should never build a design which is violating the conventions

    We can use words to explain the action or some convincing graphic or should

    highlight the object

    We should keep it simple and clear. It is advisable to build the design upon

    some model.

    References:

    http://cseweb.ucsd.edu/~goguen/courses/271sp03/jnd.html

    http://www.interaction-design.org/encyclopedia/affordances.html

    http://www.jnd.org/dn.mss/affordances_and.html

    http://cseweb.ucsd.edu/~goguen/courses/271sp03/jnd.htmlhttp://www.interaction-design.org/encyclopedia/affordances.htmlhttp://www.jnd.org/dn.mss/affordances_and.htmlhttp://www.jnd.org/dn.mss/affordances_and.htmlhttp://www.interaction-design.org/encyclopedia/affordances.htmlhttp://cseweb.ucsd.edu/~goguen/courses/271sp03/jnd.html
  • 5/24/2018 Interaction Design Projects

    28/98

    Principles of Interaction Design Palak Sanghani201314001

    27

    Assignment 11

    Re-adjustable Chairs

    Chairs nowadays are re-adjustable to add to the comfort of the users. There is a

    gas cylinder that has an internal piston that compresses a gas to a higher pressure

    when weight is put on it. A friction clamp is present to hold the piston's rod in a

    set position. This clamp acts like the height selector. A soft spring gives a bit of

    cushion when a person sits on the chair. If the chair is too low, a lever releases the

    friction clamp, letting the piston come up, raising the chair against the chair's

    weight. If a person is sitting in the chair at that time, the gas pressure against the

    piston is not enough, and the chair goes down.

    http://3.bp.blogspot.com/-Vhq1ApGxUV8/Ugo5DlnTsWI/AAAAAAAAAq0/72EuvO1HmvA/s1600/download.jpg
  • 5/24/2018 Interaction Design Projects

    29/98

    Principles of Interaction Design Palak Sanghani201314001

    28

    Assignment 12

    Barbara Tversky: Narratives of Space, Time and Life

    Narratives of Space, Time and Life

    Main Idea:

    Mind Constructs stories from chaos.

    Our mind creates objects in space and actions in time. We conjure up scenarios in

    our mind. Some people want the narratives to include character, emotion or have

    the narrative voice.

    Space and Perspective.

    Space surrounds us. Narratives are linear and one thing comes up after another.

    We need consistency of perspective to construct a mental framework to place the

    object. Speakers describe environment from stationary viewpoint. Landmarks are

    located with some reference. Environment is experienced from a height using the

    survey perspective. Gaze perspective is obtained a single viewpoint, it can be used

    when entire scene can be viewed from one position. Route perspective is a

    representation of two events linked in a time.

    Organization of Spatial Mental Models

    Descriptions take survey and route perspectives and switched between

    perspectives. A consistent perspective is not required to establish mental spatial

    framework.

  • 5/24/2018 Interaction Design Projects

    30/98

    Principles of Interaction Design Palak Sanghani201314001

    29

    Assignment 13

    Barbara Tversky: Tools for Thought

    Language and Bilingual Cognition

    Some people find it unacceptable that our language affects our thinking while

    other think that this is indeed worth a thought !

    Effect of language has shown for time, space, color, shape and object.

    More than words there are relations and features of things. People usually describe

    accomplished goals and focus on features which are easy to describe. Things are

    categorized through language. Language uses labels and names to categorize

    things. Language lets us establish relationship between different categories. We

    are affected by the language we speak and the language we hear.

    Language has longer term off line effects which encourage people to give attention

    to some things and ignoring the other associations and aspects. We would

    implement whatever we heard as toddlers.

    Language has many delicately interwoven communicative strands.

    Language affects our gestures. Language can help or hinder our thoughts.

    Language emphasizes on some meanings and relations and doesn't transform the

    others. It often organizes the useful things but sometimes it may ignore the

    essential things.

  • 5/24/2018 Interaction Design Projects

    31/98

    Principles of Interaction Design Palak Sanghani201314001

    30

    Assignment 14

    Gmail is not only about Emails

    With Gmail you can do so much more than sending and receiving emails. Its a

    versatile tool, which can be adapted to your needs. If there is an insane or

    creative use you can think of, there will be ways to make it happen.

    Undo Send

    We can cancel a mail a short while after we have sent it. We have to activate the

    undo send for this to work.

    Using Gmail Offline

    If we install google gears then we can use Gmail in online, offline and flaky

    connection mode.

    Gmail Driving Directions

    Gmail detects addresses automatically and creates link to map it. Gmail even

    keeps a track of our activity. The last access time and other details are displayed

    at the right corner.

    Gmail Labs

    It has a task list, game, mail goggles and many other features which are in

    experimental mode.

    Gmail Themes

    We can change the themes and play with the backgrounds and the colours. We can

    even change the sound that plays when a new mail is received.

    Free POP and IMAP mail

    We can integrate outlook and other email clients for free. We can even import our

    emails and messages and contacts to Gmail.

    Google Apps

    We can convert our domain into Gmail account. We can forward mails from any

    account to our Gmail address

    Creating Aliases

    You can manage multiple email accounts and apply advanced filters. Finding and

    archiving mails is very easy.

  • 5/24/2018 Interaction Design Projects

    32/98

    Principles of Interaction Design Palak Sanghani201314001

    31

    Auto Forwarding and Auto Answering

    We can save few responses apply them to particular labels and auto forward the

    canned response. We can even set up email templates.

  • 5/24/2018 Interaction Design Projects

    33/98

    Principles of Interaction Design Palak Sanghani201314001

    32

    Assignment 15

    Microsoft Word: Less Used Yet Useful Features

    Document Comparison

    Open two files side by side and compare documents. We can even collapse and

    expand another document.

    Custom Paste

    You can format the pasted content by custom paste options.

    Removing Hidden Data

    We can inspect a document and prepare it for sharing. The comments and tracking

    personal details should be erased.

    Auto text Feature

    Apart from auto correct, word ensures we have to type less through the auto text

    entries and increase our productivity. Even frequently used images can be kept as

    templates.

    Apps

    We have an entire app library at our command in word now. The sticky notes app

    is fairly useful.

    Online

    We can not only save our documents online, we can present and share online. We

    can now start editing from where we left. We can integrate images and videos

    present online.

    PDFs

    We can edit PDFs and save the word documents as PDF documents.

    References:

    http://office.microsoft.com/en-in/word-help/top-tips-for-word-HA001096381.aspx

    http://www.techradar.com/news/software/applications/10-cool-microsoft-word-tips-and-

    tricks-905849

    http://office.microsoft.com/en-in/word-help/top-tips-for-word-HA001096381.aspxhttp://www.techradar.com/news/software/applications/10-cool-microsoft-word-tips-and-tricks-905849http://www.techradar.com/news/software/applications/10-cool-microsoft-word-tips-and-tricks-905849http://www.techradar.com/news/software/applications/10-cool-microsoft-word-tips-and-tricks-905849http://www.techradar.com/news/software/applications/10-cool-microsoft-word-tips-and-tricks-905849http://office.microsoft.com/en-in/word-help/top-tips-for-word-HA001096381.aspx
  • 5/24/2018 Interaction Design Projects

    34/98

    Principles of Interaction Design Palak Sanghani201314001

    33

    Assignment 16

    Gmelius

    Experience Gmail without ads

    Focus only on your emails and wipe out the noise added to your inbox by Gmail

    ads. Gmelius gives you the possibility (i.e. option) to remove all the ads present in

    Gmail (top, right and bottom). Gmelius does not deactivate the automatic Gmail

    filtering and scanning system which allows Google to parse for keywords in your

    emails and then match and serve targeted ads when you browse the Web.

    Make Gmail header auto-expandable

    Make the Gmail header, that is the logo and search block, auto-expandable on

    demand and prioritize so the content of your inbox. If you enable this feature,

    Gmelius will add a "Search and Share" button in the top navigation bar that will

    display/hide the header and auto-focus the search input. This feature includes a

    keyboard shortcut for Chrome users (experimental).

    Remove the "People Widget"

    You don't use the so-called "People widget" or contact box appearing at the right of

    your emails? Remove it from Gmail and enjoy a larger space to read and browse

    your messages. You will need to disable the ads first for this feature to work

    properly. Fully compatible with the Preview Pane Gmail lab.

    Customize Gmail navigation icons

    The native Gmail navigation icons can look a bit confusing. While you have the

    possibility to choose either buttons with icons or buttons with text, Gmelius gives

    you the option to have buttons with icons and text. Moreover, you can also

    colourize the navigation icons to make them even more intuitive.

    Add a subtle row highlight

    Make the navigation through your Gmail inbox more eye-pleasing by adding a

    subtle row highlight when the mouse goes over a message. Gmelius features a row

  • 5/24/2018 Interaction Design Projects

    35/98

    Principles of Interaction Design Palak Sanghani201314001

    34

    highlight whose colour is customizable in order to suit best your theme. This

    feature is also compatible with the Preview Pane Gmail lab.

    Homogenize the appearance of your incoming emails

    Not a big fan of those emails sent with an exotic font (e.g. Comic) and catchy

    colours? Enable this feature and Gmelius will homogenize the look and feel of your

    incoming emails based on the default settings of your Gmail theme.

    Add attachment Icons

    In your Gmail inbox, attachments are indicated by a paperclip. What if different

    icons were shown depending on the type of file attached to your emails? Gmelius

    exactly does this by offering type dependent attachment icons, either in colour or

    in black and white (Chrome only). More than 40 types of files are currently

    supported from the standard .doc|.pdf|.xls to the less frequent .php|.svg|.ogg.

    Disable "Consider including"

    SomeGmail users were not happy with the activation by default of the "consider

    including" feature when composing their emails. You too? Just disable it with

    Gmelius.

    Make the Google logo clickable

    Remember the days when one simple click on the Gmail logo in the header was

    magically refreshing and sending you back to your inbox. Gmelius revives this nice

    feature.

    Auto-Scroll to the top of your inbox la Google+

    Hand cramps scrolling continuously up and down in your Gmail inbox? Relax and

    enjoy a smooth auto-scroll to top functionality by simply clicking on the top-dark

    grey bar, like in Google+. Your fingers will say thank you :)

    Move emails labels from the left to the right of your inbox

    In Gmail, labels are placed at the very left of emails subjects. This has for main

    consequence to decrease the visibility of the content of your emails. Gmelius gives

    http://productforums.google.com/forum/#!category-topic/gmail/composing-and-sending-messages/JXMXhPdDAnchttp://productforums.google.com/forum/#!category-topic/gmail/composing-and-sending-messages/JXMXhPdDAnc
  • 5/24/2018 Interaction Design Projects

    36/98

    Principles of Interaction Design Palak Sanghani201314001

    35

    you the possibility to move labels from the left to the right of your inbox, making

    then easier to read the subject of your emails at first glance.

    Move attachment icons from the right to the left of your inbox

    In Gmail, attachment icons are placed at the very right of emails subjects. With

    Gmelius, you can move those icons from the right to the left of your inbox, making

    then easier to see the type of attachment an email has. Note that such a feature

    was available in the Gmail Lab but has beenretired in early May 2012.

    Gmelius revives it ...

    Automatic De-obfuscation of email addresses

    Gmelius de-obfuscates automatically any email addresses you copy and paste from

    a website, making so your life a bit easier. Currently available for Gmelius Chrome

    and Gmelius Firefox.

    Regain some space in your inbox

    The new Gmail is great but can sometimes look a bit cluttered. Gmelius gives you

    the possibility to regain some space and to clean your inbox by removing diverse

    elements such as chat statuses, chat and footer.

    References:

    http://gmelius.com/

    http://gmailblog.blogspot.com/2012/05/say-hello-or-ola-or-halo-or-salam-to.htmlhttp://gmelius.com/http://gmelius.com/http://www.blogger.com/share-post.g?blogID=7404432154993107704&postID=6302096761372148846&target=emailhttp://gmailblog.blogspot.com/2012/05/say-hello-or-ola-or-halo-or-salam-to.html
  • 5/24/2018 Interaction Design Projects

    37/98

    Principles of Interaction Design Palak Sanghani201314001

    36

    Assignment 17

    Anthropometry

    Anthropometry is the measuring of man, any individuals morphology is measured

    through certain tasks performed by him. All the physical aspects of the body are

    measured. Anthropometry even includes measuring the length from elbow to tip

    of finger. Anthropometry even measures the range of motion, thickness of girth.

    The comfort, health, safety and productivity of any device can be improved

    through Anthropometry.

    All this data is used to gather a statistical data of large population, then

    extrapolating the data and using the knowledge to design new products with

    proper ergonomics. The more the accuracy of the data, the better the design is.

    When any new product is being designed one should know how the design should

    be so that maximum people are more comfortable in using it. For example a chair,

    its height width... And other details.

    Anthropometric data is just not used for designing products but even measuring

    the health, checking if a child is growing properly. It can be used to design newsystems. Anthropometry can be used in cloth design, industrial design, etc.

    http://1.bp.blogspot.com/-_0_Ed6dOenE/UhjsKXLHkvI/AAAAAAAACf4/8a98hugRGxs/s1600/Visual-Guild-to-Ergo.jpg
  • 5/24/2018 Interaction Design Projects

    38/98

    Principles of Interaction Design Palak Sanghani201314001

    37

    These days the computerized 3D human shapes are used for anthropometric

    analysis. Equipment design has just got better and easier since then. We should

    consider several things like if we are designing car wheels, they are bound to use

    in the heat, rain and cold. The grips should be sturdy and long lasting. A remote

    control should have labels readable by all age groups. I designed a phone for the

    elderly people and I had to consider several factors like the keys should be large

    enough, the ring should be loud enough and the battery should last longer.

    When we are designing a new equipment we have to take care the object is easily

    reachable, there shouldn't be any unwanted contact, the posture should remain

    comfortable and safe, operating the equipment should be easy and for this we

    have consider the length and width of arms, hands, fingers, elbows, shoulders and

    even check the grip and its strength. All this has to be considered while designing

    objects as simple as bottle tops, handles, switches to complicated gadgets and

    automobiles. Anthropometry is used in day to day life and has several applications.

    http://3.bp.blogspot.com/-lvww2TVsJQY/Uhjpt3Z2ijI/AAAAAAAACfg/AjazXFDTvtE/s1600/download+(1).jpg
  • 5/24/2018 Interaction Design Projects

    39/98

    Principles of Interaction Design Palak Sanghani201314001

    38

    References:

    http://www.cdc.gov/niosh/topics/anthropometry/

    http://ergonomics.about.com/od/ergonomicbasics/f/What-Is-Anthropometry.htm

    http://www.ergonomics4schools.com/lzone/anthropometry.htm

    http://www.cdc.gov/niosh/topics/anthropometry/http://ergonomics.about.com/od/ergonomicbasics/f/What-Is-Anthropometry.htmhttp://www.ergonomics4schools.com/lzone/anthropometry.htmhttp://1.bp.blogspot.com/-_s5w-KfxufA/UhjpuE3WgnI/AAAAAAAACfs/kxtwu1eJN9s/s1600/images.jpghttp://2.bp.blogspot.com/-6ZglTPAaE_w/UhjpuKf8obI/AAAAAAAACfc/puo3qYThoAA/s1600/download.jpghttp://www.ergonomics4schools.com/lzone/anthropometry.htmhttp://ergonomics.about.com/od/ergonomicbasics/f/What-Is-Anthropometry.htmhttp://www.cdc.gov/niosh/topics/anthropometry/
  • 5/24/2018 Interaction Design Projects

    40/98

    Principles of Interaction Design Palak Sanghani201314001

    39

    Assignment 18

    Bone Structure of grip

    Trying to show how the bone structure adapts to particular grips

    http://1.bp.blogspot.com/-LZ8c2WyN0nE/UhmY1HizKSI/AAAAAAAAChY/6Nh3xZmv-Sc/s1600/images+(1).jpghttp://2.bp.blogspot.com/-svLb3p9vKYU/UhmY1CxVSdI/AAAAAAAAChc/V5j_K-Y4u20/s1600/images.jpg
  • 5/24/2018 Interaction Design Projects

    41/98

    Principles of Interaction Design Palak Sanghani201314001

    40

    http://3.bp.blogspot.com/-77OTnW-qdE4/UhmY1Os2zvI/AAAAAAAACho/jtxVNOq5Qbc/s1600/images+(2).jpg
  • 5/24/2018 Interaction Design Projects

    42/98

    Principles of Interaction Design Palak Sanghani201314001

    41

    Assignment 19

    Visual Comfort

    Visual Comfort is used to rate the lighting scenes. It is the percentage of light

    required so that people will feel comfortable with regards to visual glare. It tries

    to understand the human interactions and visual processes. The visual comfort and

    safety is very important.

    Human beings can easily adapt to the environment. Light is the key element is our

    capacity to see so we should appreciate the form, colour and perspective of the

    objects we see around us. Most of the information we obtain is through sight. The

    lighting even affects our mind and thought processes. The correct design of

    illumination system offers visual comfort. The distribution of the luminance, the

    efficiency of the illumination and the spectral composition affects the visual

    comfort.

    Visual comfort affects the productivity and physiological well-being of any worker

    that is why proper colours of walls and furniture are chosen with great efforts

    while designing any workplace. The combination of illumination, the contrast of

    http://2.bp.blogspot.com/-3yCs7u_83hM/UhjzOBsZIJI/AAAAAAAACgk/Xf7Flt4UEsw/s1600/download+(2).jpg
  • 5/24/2018 Interaction Design Projects

    43/98

    Principles of Interaction Design Palak Sanghani201314001

    42

    the luminance, the colour of light, reproduction of colour and selection of the

    colours are different elements which affect visual comfort.

    Factors affecting visual comfort

    The factors that affect visual comfort are uniform illumination, optimal luminance,

    lack of glare, adequate contrast conditions, correct colours and the absence of

    intermittent light. Light should not only be considered by quantitative criteria but

    also by qualitative criteria.

    Each activity requires a specific level of illumination in the area where the activity

    takes place. In general, the higher the difficulty for visual perception, the higher

    the average level of illumination should be as well. Level of Illumination is

    affected by the nature of the work, reflectance of the object and of the

    immediate surroundings differences with natural light and the need for daytime

    illumination and the workers age.

    The degree of safety with which a task is executed depends, in large part, on the

    quality of illumination and on visual capacities. The visibility of an object can be

    altered in many ways. One of the most important is the contrast of luminance due

    to reflection factors, to shadows, or to colours of the object itself, and to the

    reflection factors of colour. What the eye really perceives are the differences of

    luminance between an object and its surroundings, or between different parts of

    the same object. The luminance of an object, of its surroundings, and of the work

    area influence the ease with which an object is seen. It is therefore of key

    importance that the area where the visual task is performed, and its surroundings,

    be carefully analysed.

    Factors that affect Vision

    Key factors in the conditions that affect vision are the distribution of light and the

    contrast of luminances. In so far as the distribution of light is concerned, it is

    preferable to have good general illumination instead of localized illumination in

    order to avoid glare. For this reason, electrical accessories should be distributed as

    uniformly as possible in order to avoid differences in luminous intensity. Constant

  • 5/24/2018 Interaction Design Projects

    44/98

    Principles of Interaction Design Palak Sanghani201314001

    43

    shuttling through zones that are not uniformly illuminated causes eye fatigue, and

    with time this can lead to reduced visual output.

    Glare

    Glare is produced when a brilliant source of light is present in the visual field; the

    result is a diminution in the capacity to distinguish objects. Workers who suffer the

    effects of glare constantly and successively can suffer from eye strain as well as

    from functional disorders, even though in many cases they are not aware of it.

    Glare can be direct when its origin is bright sources of light directly in the line of

    vision, or by reflection when light is reflected on surfaces with high reflectance.

    Distribution of luminance among different objects and surfaces: The greater the

    differences in luminance are among the objects within the field of vision, the

    greater will be the glare created and the greater will be the deterioration in the

    capacity to see due to the effects on the adaptive processes of sight.

    http://4.bp.blogspot.com/-EKpszmxBLNc/Uhjy2RkowxI/AAAAAAAACgU/y6jKYB5TT9s/s1600/LIG021F1.jpg
  • 5/24/2018 Interaction Design Projects

    45/98

    Principles of Interaction Design Palak Sanghani201314001

    44

    http://2.bp.blogspot.com/-RWcV_zJHsi0/Uhjy2Ikv-uI/AAAAAAAACgI/xEPLISw43sM/s1600/LIG021F3.jpghttp://3.bp.blogspot.com/-5mEoIUgOrVA/Uhjy2ZLT4RI/AAAAAAAACgM/b48daPvxTXA/s1600/LIG021F2.jpg
  • 5/24/2018 Interaction Design Projects

    46/98

    Principles of Interaction Design Palak Sanghani201314001

    45

    Assignment 20

    Mass Customization

    Mass customization allows firms to produce only things their customers want. This

    approach, make-to-order, brings many benefits to firms in terms of cost and profit

    because of lower inventory levels, maximum sales, elimination of material waste,

    flexible production and, most of all, customer satisfaction. However, masscustomization may not be the panacea for all organizations. While some companies

    are very successful with mass customization, others are not.

    The process of delivering wide-market goods and services that are modified to

    satisfy a specific customer need. Mass customization is a marketing and

    manufacturing technique that combines the flexibility and personalization of

    "custom-made" with the low unit costs associated with mass production. Many

    applications of mass customization include software-based product configurations

    that allow end-users to add and/or change certain functionalities of a core

    product. Sometimes called "made to order" or "built to order.

    Mass Customization calls for flexibility and quick responsiveness. In an ever-

    changing environment, people, processes, units, and technology reconfigure to

    give customers exactly what they want. Managers coordinate independent capable

    http://2.bp.blogspot.com/-NvJDpz1NkjM/Uhj4it0KhkI/AAAAAAAACgw/qAX3zBf0-Fg/s1600/images+(1).jpg
  • 5/24/2018 Interaction Design Projects

    47/98

    Principles of Interaction Design Palak Sanghani201314001

    46

    individuals, and an efficient linkage system is crucial. Result: low cost, high

    quality, customized goods and services.

    Mass customization requires the operating network have to be flexible or dynamic

    because the original purpose of mass customization is to adapt one-to-one; its goal

    is to allow customers to design needed products themselves. With that goal, the

    demands of customers become predictable. To be flexible, operations should be a

    system of units or modules; each of them is typically a task or process.

    Quick responsiveness is a broad concept that is evaluated by some criteria such as

    capability of offering exactly the features that customers need, delivering on time

    as promised, supplying the quantity as contracted, etc. Very importantly, mass

    customization demands that besides satisfying at most customers demands,

    operation cost (thus price) and the quality of products must be improved. It is

    unacceptable if mass customization results in a big additional cost that is out of

    acceptable price.

    Advantages of Mass Customization

    Maximized market share by maximizing customers satisfaction and number of

    customers.

    Cut cost of inventory and material waste: materials and inputs are pushed into

    production just in time. Also, very low inventory of finished products because of

    production to orders, not produce to stock.

    Increase cash flow: Lower inventories, prepayment (thus lower receivables)...

    increase cash flow.

    Shorten time of responsiveness (accumulative time from receiving orders to

    delivering): organization structure and flexible manufacturing in mass

    customization allows the company to adapt to different demands rapidly.

  • 5/24/2018 Interaction Design Projects

    48/98

    Principles of Interaction Design Palak Sanghani201314001

    47

    Ability to supply a full line of products or service with lower costs: the purpose of

    mass customization is to differentiate products to particular demands, resulting in

    broader product lines of the company and a much lower risk of obsolete

    inventory.

    http://4.bp.blogspot.com/-IJg1UkEWAPU/Uhj4rJknkOI/AAAAAAAAChE/WBmFHzxpowg/s1600/download+(5).jpghttp://2.bp.blogspot.com/-KSSDdllJP28/Uhj4q5T4RsI/AAAAAAAAChA/n2AzWYnJKyk/s1600/download+(4).jpghttp://2.bp.blogspot.com/-Qr6j4xosK38/Uhj4odZjTBI/AAAAAAAACg4/HxlJgvah9o8/s1600/download+(3).jpg
  • 5/24/2018 Interaction Design Projects

    49/98

    Principles of Interaction Design Palak Sanghani201314001

    48

    Assignment 21

    Rolling Pin Design

    I feel that the wooden rolling pins that we currently use work best for rolling

    chapatis. They arenttoo heavy and we dontneed to exert too much of pressure.

    They turn the dough into smooth flat paranthas. They are tried and tested and are

    working extremely well!!

    http://3.bp.blogspot.com/-3s7AwenkEk8/UiV3dxpaK0I/AAAAAAAADIs/PLPFwB3I2Kc/s1600/images+(46).jpghttp://3.bp.blogspot.com/-V9aNSELI4Hw/UiV4biipioI/AAAAAAAADI4/lDwh6_RxCcw/s1600/CoolClips_vc025877.jpg
  • 5/24/2018 Interaction Design Projects

    50/98

    Principles of Interaction Design Palak Sanghani201314001

    49

    http://3.bp.blogspot.com/-YLW7nmJK9Iw/UiV4bcwACQI/AAAAAAAADI0/ApsSyhItt88/s1600/images.jpghttp://4.bp.blogspot.com/-Xg9jG5v5DwE/UiV3d_pW2rI/AAAAAAAADIg/7ZfQ-lX3fOc/s1600/images+(48).jpghttp://3.bp.blogspot.com/-T0R1L5eDQy4/UiV3d-QpPSI/AAAAAAAADIk/KIoZDHhrWT4/s1600/images+(47).jpg
  • 5/24/2018 Interaction Design Projects

    51/98

    Principles of Interaction Design Palak Sanghani201314001

    50

    Assignment 22

    Portfolio Bag Design Proposal

    The Portfolio files available in market right now are not very easy to carry and

    comfortable to use.

    Our task is to design a new portfolio back such that

    1. It is easy to carry.

    2. Paper can be easily preserved from curling and tearing up.

    3. The bag should be light weight and durable.

    I have sketched a few back packs to represent my solution:

    The backpack has several compartments...

    The biggest at the end is for the large sheets, it is made of thick material to

    support the sheets properly and preserve them properly.

    There is a compartment which opens like a folder file where in sheets of A4 size

    and smaller papers can be kept....

    http://4.bp.blogspot.com/-uMDUje7GHpA/UiCRv0hu0II/AAAAAAAADBE/w6_E5o6eitM/s1600/images+(6).jpg
  • 5/24/2018 Interaction Design Projects

    52/98

    Principles of Interaction Design Palak Sanghani201314001

    51

    The bag has an external net to hold a big chart paper container, long enough to

    hold the imperial size sheets if folded horizontally.

    http://2.bp.blogspot.com/-h5urJqr--GY/UiCRv_Hf_zI/AAAAAAAADBI/ujyWw4kCVFg/s1600/download.jpghttp://3.bp.blogspot.com/-VP-nG4VcexA/UiCUApaKw6I/AAAAAAAADBU/Vo8sMgC5Q6I/s1600/IMG_20130830_180929.jpg
  • 5/24/2018 Interaction Design Projects

    53/98

    Principles of Interaction Design Palak Sanghani201314001

    52

    There is a compartment, with inbuilt chart paper holders for the large sheets of

    paper. It is easy and comfortable to place the chart papers. This being a cloth bag

    is light weight and durable.

    The bag should be made of water proof and crease proof material. The material

    should be thick and durable but the weight should be minimum. The size of the

    bag should be such that it is comfortable in carrying.

    http://4.bp.blogspot.com/-dKs5B_5ghWE/UiCUIbQh61I/AAAAAAAADBc/J0Cm8A8E7C4/s1600/IMG_20130830_180852.jpg
  • 5/24/2018 Interaction Design Projects

    54/98

    Principles of Interaction Design Palak Sanghani201314001

    53

    Assignment 23

    Magic Icons

  • 5/24/2018 Interaction Design Projects

    55/98

    Principles of Interaction Design Palak Sanghani201314001

    54

    http://1.bp.blogspot.com/-2zXQcbBTr78/UiSJeHEzvyI/AAAAAAAADH0/vDX-LgkEx0M/s1600/images+(15).jpghttp://3.bp.blogspot.com/-KNAQHIkf_ig/UiSJrwoio1I/AAAAAAAADII/5y1xI-TiGWE/s1600/images+(10).jpg
  • 5/24/2018 Interaction Design Projects

    56/98

    Principles of Interaction Design Palak Sanghani201314001

    55

    http://1.bp.blogspot.com/-mIVmmfpf4yI/UiSJdUuWvsI/AAAAAAAADHk/Ugh6g0RoFkc/s1600/Magic1.jpghttp://2.bp.blogspot.com/-xnBJR9dE4IQ/UiSJePS7HfI/AAAAAAAADH4/esAaiVu9OX8/s1600/images+(16).jpg
  • 5/24/2018 Interaction Design Projects

    57/98

    Principles of Interaction Design Palak Sanghani201314001

    56

    http://2.bp.blogspot.com/-joY9w3BjSjc/UiSJdKtPm8I/AAAAAAAADHg/fI-3EoAayow/s1600/Magic3.jpghttp://4.bp.blogspot.com/-w9Nvy5dsP1U/UiSJdsCBlzI/AAAAAAAADHw/gmYXW_l7-Go/s1600/Magic2.jpg
  • 5/24/2018 Interaction Design Projects

    58/98

    Principles of Interaction Design Palak Sanghani201314001

    57

    Assignment 24

    Mug Handles

    http://2.bp.blogspot.com/-w8Dm-KXD6o4/UiWEpQWUevI/AAAAAAAADKs/SrRLw8jfIUw/s1600/548399_424947867535156_2075915307_n.jpg
  • 5/24/2018 Interaction Design Projects

    59/98

    Principles of Interaction Design Palak Sanghani201314001

    58

    User Centric Designs concentrate on the needs of users and translate the needs

    into goals. Designers need to find out what the users knows best. Through user

    participation and user data designers attach their personal experience and create

    designs. The following are different sizes and patterns of mug handles for people

    of different age groups based on the content of the mug and comfort levels.

    I talked with people of different age groups and found out that the babies or the

    kids mostly enjoy the mugs with either two handles or they prefer mugs having

    creative cartooned handles and they even handle such mugs with great care.

    http://2.bp.blogspot.com/-ZEEsfaywTNw/Uh8j4Bb60JI/AAAAAAAACiA/nVHS6uwKywg/s1600/640x360.jpghttp://3.bp.blogspot.com/-8wfh094uCtM/UiWEpb4a0pI/AAAAAAAADKo/-e7RVDSX2c0/s1600/581462_424947954201814_1876981155_n.jpg
  • 5/24/2018 Interaction Design Projects

    60/98

    Principles of Interaction Design Palak Sanghani201314001

    59

    http://3.bp.blogspot.com/-Ya2jsiWT0CQ/UiV6gFLFHJI/AAAAAAAADJI/nAr5-Z-LsT0/s1600/images+(1).jpghttp://2.bp.blogspot.com/-6EQMW6SRbPI/Uh8j4ZiGydI/AAAAAAAACiM/hJGE--SwWVU/s1600/090708_06.jpghttp://2.bp.blogspot.com/-DTiVgJIY9YM/Uh8j3w2sB0I/AAAAAAAACh8/IIG4Rivendw/s1600/blog2009babyDSC_5692milkbottles.jpg
  • 5/24/2018 Interaction Design Projects

    61/98

    Principles of Interaction Design Palak Sanghani201314001

    60

    As the age increases the children prefer mugs which can hold less milk but look

    deeper and the handles should be longer and they also like mugs with different

    attractive patterns

    The teens seemed to prefer mugs with different messages and wide handles which

    could be easily carried and coffee could be sipped slowly for ages.

    http://3.bp.blogspot.com/-_19cBg9RXfY/Uh8j5Ci7pKI/AAAAAAAACic/uMxIqZZTXSE/s1600/images+(10).jpghttp://2.bp.blogspot.com/-7CoySLYVECE/Uh8j6GudGUI/AAAAAAAACis/RlDjcAb-R1w/s1600/images+(13).jpg
  • 5/24/2018 Interaction Design Projects

    62/98

    Principles of Interaction Design Palak Sanghani201314001

    61

    http://1.bp.blogspot.com/-8-aUPFk4JO0/Uh8j5iawAkI/AAAAAAAACig/6aP_wpe-gJQ/s1600/images+(11).jpghttp://2.bp.blogspot.com/-nH2H_IqEZVA/Uh8j7OofzNI/AAAAAAAACjM/CYVBXXR8gHE/s1600/images+(9).jpg
  • 5/24/2018 Interaction Design Projects

    63/98

    Principles of Interaction Design Palak Sanghani201314001

    62

    The elderly people and the working class wanted to have their tea and coffee

    quickly and they preferred the cups with small narrow handles and they liked the

    small mugs and the durable ones.

    http://3.bp.blogspot.com/-gHU1bO773KM/Uh8j4-lf9PI/AAAAAAAACiQ/W6xOB4Ji1CA/s1600/coffee-300x300.jpghttp://4.bp.blogspot.com/-X18SPsCg99I/Uh8j5vxriMI/AAAAAAAACiw/BMbJaJjHz5s/s1600/images+(12).jpg
  • 5/24/2018 Interaction Design Projects

    64/98

    Principles of Interaction Design Palak Sanghani201314001

    63

    http://1.bp.blogspot.com/-Ql12eGU-fwA/Uh8j8dXLP8I/AAAAAAAACjg/2l6bWuys95U/s1600/images+(15).jpg
  • 5/24/2018 Interaction Design Projects

    65/98

    Principles of Interaction Design Palak Sanghani201314001

    64

    Assignment 25

    System Design

    System Design focuses on the components of a system. User set goals of the

    system. Designers ensure all the parts of the system are organised and interrelated

    to achieve the objectives.

    Library Management System

    Library is regarded as the brain of any institute; many institutes understand the

    importance of the library to the growth of the institute and their esteem users.

    LMS support the general requirement of the library like acquisition, cataloguing,

    circulation. Library project system should offer many flexible and convenient

    features, allowing librarians and library users to maximize time and efficiency.

    Library System gives the all detailed information about students, staff and books.

    http://3.bp.blogspot.com/-zDjGZjU6Iq0/UiWD1HcI9-I/AAAAAAAADJ0/b1dF_0ZLLmc/s1600/images+(2).jpg
  • 5/24/2018 Interaction Design Projects

    66/98

    Principles of Interaction Design Palak Sanghani201314001

    65

    Functional component and assumption:

    Register user: New user can register.

    Book issue: Here the books will issue to the user.

    Book return: Here the books are returned.

    Search/view book details: It is used to search and view the books.

    Update book details: Here the details of the books will be updated.

    Payment: Here payment should be done in manual.

    http://2.bp.blogspot.com/-UJ6wOrxU1DM/UiWD1ei9F3I/AAAAAAAADKA/XYNVSASgxLk/s1600/journals.gifhttp://3.bp.blogspot.com/-Xdd9dn0uWUU/UiWD0U3NAOI/AAAAAAAADJo/YQB9aXRrC6M/s1600/flows1+(1).png
  • 5/24/2018 Interaction Design Projects

    67/98

    Principles of Interaction Design Palak Sanghani201314001

    66

    Description of component:

    Function component 1:

    Registration: New user can register.Input: user details.

    Process definition: Processing information and stored in the database.

    Output: User details updated in the database.

    Function component 2:

    Book issue: Here the books will issue to the user.

    Input: Book ID.

    Process definition: Searching books.Output: Search and retrieving book information.

    Function component 3:

    Book return: Here the books will return.

    Input: Book ID.

    Process definition: Checking book details.

    Output: Book is returned.

    Function component 4:

    Search/view book details: It is used to search and view the details of the book.

    http://1.bp.blogspot.com/-zlv3sRyw2sg/UiWD1u_V0iI/AAAAAAAADKE/YP6dxhxSR9I/s1600/library-management-system-500x500.jpg
  • 5/24/2018 Interaction Design Projects

    68/98

    Principles of Interaction Design Palak Sanghani201314001

    67

    Input: Book ID.

    Process definition: Searching books.

    Output: Details of the book will be shown.

    Function component 5:

    Update book details: New book entry can be added.

    Input: Book ID.

    Process definition: Processing the information.

    Output: Update in database

    Function component 6:

    Payment: Here payment is done.

    Input: User ID.

    Process definition: Checking user account details.

    Output: Book will be issued.

    http://1.bp.blogspot.com/-d5dVVPqz-P8/UiWD2eogXfI/AAAAAAAADKU/vU-mp9eNfHc/s1600/most-modern-and-advanced-online-library-management-system-520x309.jpg
  • 5/24/2018 Interaction Design Projects

    69/98

    Principles of Interaction Design Palak Sanghani201314001

    68

    http://3.bp.blogspot.com/-OH6SRRRjFe4/UiWD2sgTuOI/AAAAAAAADKg/MSOwurzAGB4/s1600/system-design.pnghttp://4.bp.blogspot.com/-9iKTsA6AWfk/UiWD0MM-j2I/AAAAAAAADJc/3NAkVrRa_RA/s1600/Library-Management-System-Design.jpghttp://2.bp.blogspot.com/-Sdn2SqCpZQY/UiWD12omKdI/AAAAAAAADKQ/V5719RvQpYY/s1600/library-management-system-clms-250x250.jpg
  • 5/24/2018 Interaction Design Projects

    70/98

    Principles of Interaction Design Palak Sanghani201314001

    69

    Assignment 26

    Activity Centric Design

    Activity Centric Design focuses on tasks and activities that need to be performed.

    Users perform these tasks. Designers have to create tools for actions. Activity

    centric design relies on research about the behaviour rather than goals. The

    complex activity is broken up into simpler tasks. It allows the users to focus on

    tasks.

    As an exercise for the activity centric design we were asked to send something

    interesting. I am attaching a video of txtweb. Txtweb service lets us use internet

    from a simple mobile device free of cost

    I decided to send a video of txtweb, txtweb enables one to use internet with SMS

    from a black and white simple phone.

    1. I clicked on the browser icon.

    2. I clicked on the Gmail bookmark.

    3. I clicked on the compose button

    4.I wrote the to address : [email protected]

    5. I wrote the subject: Activity Centric Design Exercise

    6. I composed the mail:

    "Respected sir,

    As an exercise for the activity centric design we were asked to send something

    interesting. I am attaching a video of txtweb. Txtweb service lets us use internet

    from a simple mobile device free of cost"

    7. I clicked on the attaching file icon.

    8. I had to click thrice to navigate to the folder where I had kept the video.

    9. I pressed the send button.

    The entire activity took 9 simple steps

  • 5/24/2018 Interaction Design Projects

    71/98

    Principles of Interaction Design Palak Sanghani201314001

    70

  • 5/24/2018 Interaction Design Projects

    72/98

    Principles of Interaction Design Palak Sanghani201314001

    71

  • 5/24/2018 Interaction Design Projects

    73/98

    Principles of Interaction Design Palak Sanghani201314001

    72

    Assignment 27

    Perception, A visual system

    Psychologists typically make a distinction

    between sensation and perception. Sensations are uninterested sensory

    impressions created by the detection of environmental stimuli, whereas perception

    refers to the set of processes whereby we make sense of these sensations.

    Perception enables us to literally navigate through the world, avoiding danger,

    making decisions, and preparing for action. Visual perception has received the

    most attention from researchers, and then speech.

    Perception is the organization, identification, and interpretation of sensory

    information in order to represent and understand the environment. The perceptual

    process allows us to experience the world around us. Take a moment to think of all

    the things you perceive on a daily basis. At any given moment, you might see

    familiar objects in your environment, feel the touch of objects and people against

    your skin, smell the aroma of a home-cooked meal and hear the sound of music

    playing in your next door neighbours apartment. All of these things help make up

    our conscious experience and allow us to interact with the people and objects

    around us.

    Visual perception

    The problem of visual perception

    At the back of the eye is an area called the retina, consisting of light-sensitive

    neurons. However, the retina is not light sensitive at the point where the optic

    nerve leaves the eye and this results in a blind spot in our visual field. However,

    most of the time we are unaware of the existence of the blind spots associated

    with each eye, except where a special procedure helps draw it to our attention

    (see here, for example). It seems that our brains perform a "best guess" operation

    and try to use context to fill in the gap.

  • 5/24/2018 Interaction Design Projects

    74/98

    Principles of Interaction Design Palak Sanghani201314001

    73

    Light from an object is inverted as it falls on the retina. The same pattern of light

    could be caused by an infinite number of different objects, yet our brains usually

    manage to make the correct interpretation. This is known as the inverse projection

    problem. How do we make sense of visual sensations? How do we distinguish one

    object from another? How do we perceive depth from the array of light stimuli

    that strike our retinas? The transformative nature of perceptual processes is also

    suggested by the existence of perceptual illusions.

    Perception is our sensory experience of the world around us and involves both the

    recognition of environmental stimuli and actions in response to these stimuli.

    Through the perceptual process, we gain information about properties and

    elements of the environment that are critical to our survival. Perception not only

    creates our experience of the world around us; it allows us to act within our

    environment.

    Perception includes the five senses; touch, sight, taste smell and taste. It also

    includes what is known as proprioception, a set of senses involving the ability to

    detect changes in body positions and movements. It also involves the cognitive

    processes required to process information, such as recognizing the face of a friend

    or detecting a familiar scent.

    References:

    http://psychology.about.com/od/sensationandperception/ss/perceptproc.htm

    http://psychology.about.com/od/sensationandperception/ss/perceptproc.htmhttp://psychology.about.com/od/sensationandperception/ss/perceptproc.htm
  • 5/24/2018 Interaction Design Projects

    75/98

    Principles of Interaction Design Palak Sanghani201314001

    74

    Assignment 28

    Man made and Natural Fabric

    All clothing is made of fibres. There are many different kinds of fibres. Each kind

    of fibre has its own characteristics. Fibres are either NATURAL or MANMADE.

    Different Types of Fabric:

    Woven fabric Fabric formed by interlacing yarns at right angles

    (Warp- lengthwise yarns; Filling- crosswise yarns)

    Plain weave- evenly woven, like the strings of a tennis racket; strongest weave

    Twill weave- woven to form a diagonal pattern in the fabric

    Satin weave- woven with float yarns to make fabric with a shiny surface

    Knit fabric Fabric made by interlocking loops of yarn

    Can stretch and recover (return to original shape)

    Doesnt wrinkle easily

    Doesntfray

    May run if snagged

    Non-woven fabric Fabric made by matting or binding fibres together

    Edges do not fray or unravel when cut

    Fabrics from Natural Fibres:

    COTTON from cotton plants

    Advantages: soft, durable, comfortable, absorbent, strong, washable

    Disadvantages: wrinkles, shrinks

    LINEN

    Advantages: durable, comfortable, absorbent, washable

    Disadvantages: wrinkles, shrinks

    WOOL comes mainly from sheep

  • 5/24/2018 Interaction Design Projects

    76/98

    Principles of Interaction Design Palak Sanghani201314001

    75

    Advantages: warm; resists wrinkles

    Disadvantages: shrinks; can be damaged by moths; may have to dry clean

    SILK comes from a silkworms cocoon

    Advantages: lightweight; flexible; strong; luster

    Disadvantages: damaged by perspiration & sunlight; may have to be dry cleaned

    Fabrics from Man-made Fibres:

    ACETATE

    Advantages: soft; drapes well; looks like silk

    Disadvantages: wrinkles, fades, heat-sensitive, loses strength when wet; poor

    abrasion resistance; keep away from perfume & nail polish remover (dissolves in

    acetone); dry clean

    ACRYLIC

    Advantages: soft, lightweight, warm, resists wrinkles; blends well with other

    fabrics; non-allergenic; often resembles wool Disadvantages: may pill with

    abrasion; sensitive to heat

    NYLON

    Advantages: STRONG; holds shape well; washable; dries quickly Disadvantages:

    does not absorb moisture; sensitive to heat; can pick up dyes when washed with

    colored items; static electricity

    POLYESTER

    Advantages: resists wrinkles; blends well with other fibres; washable; dries

    quickly

    Disadvantages: holds oily stains

    RAYON

    Advantages: soft; comfortable; highly absorbent

  • 5/24/2018 Interaction Design Projects

    77/98

    Principles of Interaction Design Palak Sanghani201314001

    76

    Disadvantages: wrinkles easily; loses strength when wet; usually dry cleaned

    SPANDEX

    Advantages: high degree of stretch and recovery; combines well with other fibres

    Disadvantages: weakened by chlorine bleach

    Specialty Fabrics:

    BURLAP

    A loose weave material

    Blend of thick and thin yarns woven together to get a rough look

    CALICO

    Small print usually on cotton woven fabric

    CORDUROY

    A pile fabric of plain or twill weave

    May have wide or narrow cords or ribs

    DENIM

    Strong, coarse, washable twill weave fabric

    FLANNEL

    Plain or twill weave fabric with a soft brushed surface

    FLEECE

    Pile fabric

    Soft and warm

    Knit fabric

    GINGHAM

    Warp and filling threads dyed different colors to create a check design

  • 5/24/2018 Interaction Design Projects

    78/98

    Principles of Interaction Design Palak Sanghani201314001

    77

    LACE

    A fine open-work fabric with patterns of twisted, knotted or looped threads on a

    background of mesh or net

    TERRY CLOTH

    A woven or knit fabric with loop pile on one or both sides

    Absorbent (towel fabric)

    VELVET

    A pile fabric with short, closely-woven cut pile (Usually made of silk or rayon)

  • 5/24/2018 Interaction Design Projects

    79/98

    Principles of Interaction Design Palak Sanghani201314001

    78

    Assignment 29

    Ten things that can be counted as common sense...

    1. Common sense is to know not to touch fire.

    2. Common sense is not to jump from the terrace of a building

    3. Common sense is not to wear sweater in summer

    4. Common sense is eating food with hands and not feet.

    5. Common sense is not to walk in front of a truck coming at full speed.

    6. Common sense is not to laugh in a funeral.

    7. Common sense is not to put sugar in tea

    8. Common sense is to sit on the chair and not under it

    9. Common sense is not to drink gutter water

    10.Common sense is not slapping strangers on the road

  • 5/24/2018 Interaction Design Projects

    80/98

    Principles of Interaction Design Palak Sanghani201314001

    79

    Assignment 30

    App Layout

    App which ensures communication continues

    LAZY LAD!!

    Many husbands don't have the right thing to say when their wife ask them the same

    questions now and then ... if she is looking good, if she is fat, if he loves her. This

    app provides ready-made answers to make her smile. There are certain

    compliments set which can be sent at regular time intervals. Some cheesy lines

    Pre-recorded answers for kids to send to parents ... we can record phrases with

    our own voice. Now we can hang out with friends while the app answers for us!

    http://3.bp.blogspot.com/-85WZtkg3wGA/UjXHljGxD3I/AAAAAAAADVA/fh-h8w77ojE/s1600/unnamed.webphttp://2.bp.blogspot.com/-GgexX4I70RU/UjXHkFvBfFI/AAAAAAAADUo/jDtEw3ykYmw/s1600/unnamed+(1).webp
  • 5/24/2018 Interaction Design Projects

    81/98

    Principles of Interaction Design Palak Sanghani201314001

    80

    When husband or kids keep asking wives to do something for them, they'll be

    ready. Use pre-recorded answers like Yes, Dear and You can go out with your

    friends or record them with your own voice.

    http://2.bp.blogspot.com/-5fPKrgJ3_6Y/UjXZKGFap-I/AAAAAAAADVs/zIv-ZNHJ9vg/s1600/unnamed+(6).webphttp://2.bp.blogspot.com/-2DtdJ_Tpf2k/UjXZKADC2LI/AAAAAAAADVo/7ml0NITOo6Y/s1600/unnamed+(7).webphttp://4.bp.blogspot.com/-wNOLid0jBR0/UjXHkBzRi3I/AAAAAAAADUw/E1F8bjLqcnU/s1600/unnamed+(3).webphttp://2.bp.blogspot.com/-NslMXKNqMyI/UjXHlG5cOPI/AAAAAAAADVE/AqctU_QdvA4/s1600/unnamed+(4).webp
  • 5/24/2018 Interaction Design Projects

    82/98

    Principles of Interaction Design Palak Sanghani201314001

    81

    Assignment 31

    Studying textures through pictures

    Smooth

    Rough

    Sturdy

    http://1.bp.blogspot.com/-pdyFTyRyZMA/UjXbRBt0xKI/AAAAAAAADWI/2G8CzTd5tWI/s1600/download+(6).jpghttp://1.bp.blogspot.com/-GT0DNcaG9BU/UjXbQ8j-t5I/AAAAAAAADV8/emS3gG9akTc/s1600/download+(5).jpghttp://4.bp.blogspot.com/-urhSDXHtKgc/UjXbQrDdDXI/AAAAAAAADV4/_26dQJXu3Rw/s1600/download+(4).jpg
  • 5/24/2018 Interaction Design Projects

    83/98

    Principles of Interaction Design Palak Sanghani201314001

    82

    Fragile

    Hard

    Smooth

    http://3.bp.blogspot.com/-n5SKrMwEx74/UjXbSVNZEmI/AAAAAAAADWg/ixhkAix2TWo/s1600/images+(12).jpghttp://3.bp.blogspot.com/-PAL8FoyBOrY/UjXbRtlFmnI/AAAAAAAADWM/tBgDzzQIAFU/s1600/images+(10).jpghttp://2.bp.blogspot.com/-i424r0tpz_o/UjXbTItj_tI/AAAAAAAADWs/5NNkJmoehSY/s1600/images+(9).jpg
  • 5/24/2018 Interaction Design Projects

    84/98

    Principles of Interaction Design Palak Sanghani201314001

    83

    Soft

    http://4.bp.blogspot.com/-BP06efP-Xlk/UjXbTH6OC-I/AAAAAAAADWo/BwP70kLY0f0/s1600/images+(13).jpg
  • 5/24/2018 Interaction Design Projects

    85/98

    Principles of Interaction Design Palak Sanghani201314001

    84

    Assignment 32

    Round to Scratchy Objects

    These objects convey clues about how they could behave. We can study sound

    through graphics....

    http://2.bp.blogspot.com/-OD71kmiCWFk/UjXdBgYW-sI/AAAAAAAADW8/IdA9Z0rH4pE/s1600/download+(7).jpghttp://3.bp.blogspot.com/-rp80BIyQeIM/UjXdCgGHw8I/AAAAAAAADXU/zw8HD8cn7BM/s1600/images+(14).jpg
  • 5/24/2018 Interaction Design Projects

    86/98

    Principles of Interaction Design Palak Sanghani201314001

    85

    http://1.bp.blogspot.com/-r9C-E_oJjSo/UjXdBiaSStI/AAAAAAAADXI/kE7Hhp_XA8g/s1600/download+(8).jpghttp://1.bp.blogspot.com/-ZjmWb6fCR1M/UjXdBlTU96I/AAAAAAAADXE/_tNfa-36nwQ/s1600/download+(9).jpg
  • 5/24/2018 Interaction Design Projects

    87/98

    Principles of Interaction Design Palak Sanghani201314001

    86

    Assignment 33

    16 Squares

    These images show how 16 squares can be arranges in distinct ways...

    http://3.bp.blogspot.com/-6SAYmuuQed8/UjXd2gUE2mI/AAAAAAAADXg/F1QLPISS2Ok/s1600/Square2.pnghttp://1.bp.blogspot.com/-Eodkh1D4q0I/UjXd2nuqe1I/AAAAAAAADXk/19BF8hs7BsY/s1600/Square1.png
  • 5/24/2018 Interaction Design Projects

    88/98

    Principles of Interaction Design Palak Sanghani201314001

    87

    http://4.bp.blogspot.com/-FXWHcyv6QF0/UjXd2axJAnI/AAAAAAAADXc/S2uB9s4fb4E/s1600/Square3.png
  • 5/24/2018 Interaction Design Projects

    89/98

    Principles of Interaction Design Palak Sanghani201314001

    88

    Assignment 34

    Golden Proportion

    If you divide a line into two parts so that: the longer part divided by the smaller

    part is also equal to the whole length divided by the longer part then you will have

    the golden ratio. Golden proportion is related to beauty. It is an unexpected

    dimension of beauty which affects our lives at every turn. Proportion implies a

    relationship between a larger and a smaller. It appears many times in geometry,

    art, architecture and other areas. Golden Ration makes any shape more pleasing

    and beautiful.

    Golden proportion is also known as the golden ratio, golden number, golden mean

    and golden section. It is the precise way of dividing a line, music or anything. It is

    aesthetically the most pleasing proportion. Mathematician Mark Barr proposed

    using the first letter in the name of Greek sculptor Phidias, phi, to symbolize the

    golden ratio. Usually, the lowercase form () is used. We shall use Phi for the

    closely related value 1.6180339887...

    The Golden Proportion, phi, has been observed to evoke emotion or aesthetic

    feelings within us. The ancient Egyptians used it in the construction of the great

    pyramids and in the design of hieroglyphs found on tomb walls. Plato in his

    Timaeus considered it the most binding of all mathematical relations and makes it

    the key to the physics of the cosmos. During the Renaissance, phi served as the

    "hermetic" structure on which great masterpieces were composed. Renowned

    artists such as Michelangelo, Raphael, and Leonardo da Vinci made use of it for

    they knew of its appealing qualities. Evidence suggests that classical music

    http://1.bp.blogspot.com/-W_o75V2w-0M/UjaC-kjaKLI/AAAAAAAADYA/mHVKvk_0tN8/s1600/images+(15).jpg
  • 5/24/2018 Interaction Design Projects

    90/98

    Principles of Interaction Design Palak Sanghani201314001

    89

    composed by Mozart, Beethoven, and Bach embraces phi.

    Some sources claim that the golden ratio is commonly used in everyday design, for

    example in the shapes of postcards, playing cards, posters, wide-screen

    televisions, photographs, light switch plates and cars

    References:

    http://milan.milanovic.org/math/english/golden/golden1.html

    http://en.wikipedia.org/wiki/Golden_ratio

    http://www.goldenmeangauge.co.uk/

    http://www.mathsisfun.com/numbers/golden-ratio.html

    http://milan.milanovic.org/math/english/golden/golden1.htmlhttp://en.wikipedia.org/wiki/Golden_ratiohttp://www.goldenmeangauge.co.uk/http://www.mathsisfun.com/numbers/golden-ratio.htmlhttp://4.bp.blogspot.com/-QcyfB-VKklQ/UjaC-nz7HsI/AAAAAAAADYE/L0gsKjzomIU/s1600/download+(10).jpghttp://www.mathsisfun.com/numbers/golden-ratio.htmlhttp://www.goldenmeangauge.co.uk/http://en.wikipedia.org/wiki/Golden_ratiohttp://milan.milanovic.org/math/english/golden/golden1.html
  • 5/24/2018 Interaction Design Projects

    91/98

    Principles of Interaction Design Palak Sanghani201314001

    90

    Assignment 35

    Perspective

    Perspective is the visual system that attempts to represent 3 dimensional space on

    a flat surface. Perspective is like a visual illusion. Artists conducted careful

    observations of nature and tried to understand the world. In 15th century

    florentine artist and engineer named Flippo Brunelleschi developed a

    mathematical theory of perspective through optical experiments. Brunelleschi was

    able to understand science behind perspective by analysing and experimenting

    with the visual lines and points of perception.

    The first known picture to make use of linear perspective was created by the

    Florentine architect Fillipo Brunelleshi (1377-1446). Painted in 1415, it depicted

    the Baptistery in Florence from the front gate of the unfinished cathedral. The

    linear perspective system projected the illusion of depth onto a two dimensional

    plane by use of vanishing points to which all lines converged, at eye level, on the

    horizon. Soon after Brunelleshis painting, the concept caught on and many Italian

    artists started to use linear perspective in their paintings.

    Masaccio (1401 1428) the first great painter of the early Renaissance period, was

    the first artist who demonstrated full command of the new rules of perspective;

    the figures in his paintings have volume and the buildings and landscapes

    realistically recede into the distance. Masaccio is seen now as being the initiator of

    the new style of Florentine Realism.

    When a young artist named Raphael was hired to paint a fresco on a wall of the

    library at St. Peters Church in Rome, he was excited to show off this technique.

    From our point of view, when we look at School of Athens (above, right) it is hard

    to tell where the real architecture ends and the painted arches begin. It is as if we

    are looking through the wall it is painted on and into the next room. In that room

  • 5/24/2018 Interaction Design Projects

    92/98

    Principles of Interaction Design Palak Sanghani201314001

    91

    are some of the great thinkers of history who inspired Raphael, including the Greek

    philosophers Plato and Aristotle in the center.

    Raphael used one-point perspective to compose this work. The lines on the floor

    tiles and the pillars converge at a single vanishing point on the horizon line. It is

    between Platos and Aristotles heads (see diagram). The converging lines also

    draw our attention to the two figures. Even though they are painted smaller and

    with less detail than the figures in the foreground (the closest area to the viewer),

    we can still tell they are the most important.

    School of Athens is considered one of the best examples of linear perspective. For

    more than 500 years, artists have continued to use the techniques developed

    during the Renaissance.

    Reference:

    http://www.msichicago.org/scrapbook/scrapbook_exhibits/reverspective/history.html

    http://www.op-art.co.uk/history/perspective/

    http://en.wikipedia.org/wiki/Perspective_(graphical)

    http://www.scholastic.com/browse/article.jsp?id=3757092

    http://www.msichicago.org/scrapbook/scrapbook_exhibits/reverspective/history.htmlhttp://www.op-art.co.uk/history/perspective/http://en.wikipedia.org/wiki/Perspective_(graphical)http://www.scholastic.com/browse/article.jsp?id=3757092http://www.scholastic.com/browse/article.jsp?id=3757092http://4.bp.blogspot.com/-m4dkFXz30RM/UjaW-AGAGyI/AAAAAAAADYY/oiJQq3aMxKU/s1600/ART_032312_hdr.jpghttp://www.scholastic.com/browse/article.jsp?id=3757092http://en.wikipedia.org/wiki/Perspective_(graphical)http://www.op-art.co.uk/history/perspective/http://www.msichicago.org/scrapbook/scrapbook_exhibits/reverspective/history.html
  • 5/24/2018 Interaction Design Projects

    93/98

    Principles of Interaction Design Palak Sanghani201314001

    92

    Assignment 36

    Limitations of Hick-Hyman Law

    "Hick-Hyman" law, which describes the time it takes for a person to make a

    decision as a result of the possible choices he or she has; That is, increasing the

    number of choices will increase the decision time logarithmically.

    For example, to find a given word (e.g. the name of a command) in a randomly

    ordered word list (e.g. a menu), scanning of each word in the list is required,

    consuming linear time, so Hick's law does not apply. However, if the list is

    alphabetical and the user knows the name of the command, he or she may be able

    to use a subdividing strategy that works in logarithmic time.

    Hicks law refer to stimuli recognition rather than searching. Recognition processes

    work at cognitive level, so people are right saying about cognitive decision time.

    This processes rather simple, as it is pointed in the papers. In complex situations

    decision involves not only cognitive processes but takes long-term memory,

    reasoning etc. This is out of Hicks law.

    Hick's law works only for simple decision making situations as oppose to difficult

    ones such as solving a multiple choice question in an exam. Actually my four

    examples are all rather simple ones that require small cognitive load.

    The key aspect of Hicks law is that the decisions be significantly non-obvious.

    For example, if I'm at the grocery store and have to choose from 10 brands of

    peanut butter, that's going to take time for a lot of people as there is no obvious

    one choice. They need to study labels, prices, sizes, etc.

    References:

    http://ux.stackexchange.com/questions/42323/confusions-about-applying-hick-hyman-law-in-user-

    interface-design

    http://www.slideshare.net/lrizoli/fitts-law-basics

    http://en.wikipedia.org/wiki/Hick's_law

    http://www.palak.pw/2013/09/limitations-of-hick-hyman-law.htmlhttp://www.palak.pw/2013/09/limitations-of-hick-hyman-law.htmlhttp://ux.stackexchange.com/questions/42323/confusions-about-applying-hick-hyman-law-in-user-interface-designhttp://ux.stackexchange.com/questions/42323/confusions-about-applying-hick-hyman-law-in-user-interface-designhttp://www.slideshare.net/lrizoli/fitts-law-basicshttp://en.wikipedia.org/wiki/Hickhttp://en.wikipedia.org/wiki/Hickhttp://en.wikipedia.org/wiki/Hickhttp://www.slideshare.net/lrizoli/fitts-law-basicshttp://ux.stackexchange.com/questions/42323/confusions-about-applying-hick-hyman-law-in-user-interface-designhttp://ux.stackexchange.com/questions/42323/confusions-about-applying-hick-hyman-law-in-user-interface-designhttp://www.palak.pw/2013/09/limitations-of-hick-hyman-law.html
  • 5/24/2018 Interaction Design Projects

    94/98

    Principles of Interaction Design Palak Sanghani201314001

    93

    Assignment 37

    Xerox Parc

    The mouse was conceived by the computer scientist Douglas Engelbart, developed

    by Xerox PARC, and made marketable by Apple.

    In late 1979, a twenty-four-year-old entrepreneur paid a visit to a research centre

    in Silicon Valley called Xerox PARC. He was the co-founder of a small computer

    start-up down the road, in Cupertino. His name was Steve Jobs.

    Xerox PARCwas the innovation arm of the Xerox Corporation. It was, and remains,

    on Coyote Hill Road, in Palo Alto, nestled in the foothills on the edge of town, in a

    long, low concrete building, with enormous terraces looking out over the jewels of

    Silicon Valley. To the northwest was Stanford Universitys Hoover Tower. To the

    north was Hewlett-Packards sprawling campus. All around were scores of the

    other chip designers, software firms, venture capitalists, and hardware-makers. A

    visitor to PARC, taking in that view, could easily imagine that it was the computer

    worlds castle, lording over the valley belowand, at the time, this wasnt far

    from the truth. In 1970, Xerox had assembled the worlds greatest computer

    engineers and programmers, and for the next ten years they had an unparalleled

    run of innovation and invention. If you were obsessed with the future in the

    seventies, you were obsessed with Xerox PARCwhich was why the young Steve

    Jobs had driven to Coyote Hill Road.

    Apple was already one of the hottest tech firms in the country. Everyone in the

    Valley wanted a piece of it. So Jobs proposed a deal: he would allow Xerox to buy

    a hundred thousand shares of his company for a million dollarsits highly