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Information Design Which is the design of informations?

Engeneering Psychology 2008 Department of Instrumentation and Control Engineering, Faculty of Mechanical Engineering, CTU in Prague, Technick a 4, 166 07 Prague 6. Information Design Which is the design of informations?.

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Information Design Which is the design of informations?

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  1. Engeneering Psychology 2008 Department of Instrumentation and Control Engineering, Faculty of Mechanical Engineering, CTU in Prague, Technicka 4, 166 07 Prague6 Information DesignWhich is the design of informations? HMI – Human-Machine Interaction, MMI – Man Human-Machine Interaction, GUI - Graphical user interface, Graphic design, Visual Style, Information Design, Vizualization of Information’s Flow, Firm Stzle, Visual Communication, Language of Visual Information, Jakub Jura jakub.jura@fs.cvut.cz

  2. Information Design • Information design has been defined as the art and science of preparing information so that it can be used by human beings with efficiency and effectiveness (Jacobson Eds. 2000 p. 15). data information  knowledge wisdom(Jacobson Eds. 2000 p. 271)

  3. Ladislav Sutnar (1897 – 1976)

  4. S R CommunicatorcommuniquéCommunicant vysílač sdělení přijímač sender message receiver Coding of information Decoding of information Communication Channel Interpretation Sign resource of communicator Sign resource of communicant Communication’s Schema • Sensation modalities: • Vision • Hearing • Touch • Olfaction • Gustation

  5. Analog and Digital Communication • Analog Communication • Everything is expressed continuously by simile of quantity. • There is not negation in Analog language. • Touch the intuition, imagination, metaphor, narration. • Digital Communication • Everything is expressed uncontinuously in the words. • Touch the reason, logic and dispassionate argumentation.

  6. Axioms of Communication • One Cannot Not Communicate. • Every communication has a content and relationship aspect which is metacommunication for the former. • The nature of a relationship is dependent on the punctuation of the partners communication procedures . • Human communication involves both digital and analog modalities . • Inter-human communication procedures are either symmetric or complementary Paul Watzlawick, Pragmatics of Human Communication, http://en.wikipedia.org/wiki/Paul_Watzlawick

  7. Model of Operator Reasoning action SS MS Controled System output

  8. Meanings of Colors • SAFETY • ADVANCED or ORDER • RISK OF DANGER or WARNING • DANGER or PROHIBITION • NEUTRAL INFORMATION or CANCEL Feeling from the color X Meanings of the colors http://www.muzeum-umeni-benesov.cz/iid/mez-graf-komunikace/cz/vymezeni_barev_a_tabulek_ke_specifikaci_obsahu_sdeleni.html

  9. http://www.muzeum-umeni-benesov.cz/iid/mez-graf-komunikace/cz/system_orientacniho_znaceni.htmlhttp://www.muzeum-umeni-benesov.cz/iid/mez-graf-komunikace/cz/system_orientacniho_znaceni.html

  10. User InterfaceHMI - Human Machine Interface, Man Machine Interface, HCI – Human Computer Interface • TUI - Text User Interface • CLI - Command Line Interface • GUI - Graphical user interface • 3DUI - Three-dimensional user interface http://goanna.cs.rmit.edu.au/~gl/research/HCC/interact97.html

  11. GUI - Graphical user interface • Where is used? • What is an Interaction Design? http://en.wikipedia.org/wiki/Graphical_user_interface

  12. WIMP standard • W: Window(s) • I: Icon(s) • M: Menu(s); Mouse/Mice (rarely) (note that mice are a subset of pointing devices) • P: Pointing device(s); Pointing; Pointer(s) (note that the term "pointer" is often used as a synonym for mouse cursor); Pull-down menu(s) (note that pull-down menus can be thought of as a subset of menus) WIMP interaction was developed at Xerox PARC in 1973) and popularized by the Macintosh computer in 1984. http://en.wikipedia.org/wiki/WIMP_(computing)

  13. GOMSstandard • An approach to human computer interaction observation developed in 1983 by Stuart Card, Thomas P. Moran and Allen Newell • Goals - what the user intends to accomplish. • Operators - actions that are performed to get to the goal. • Methods - sequences of operators that accomplish a goal. • Selection rules- user would select a certain method over the others.

  14. Handlers & Pilot Lamps

  15. http://en.wikipedia.org/wiki/User_interface • http://en.wikipedia.org/wiki/Graphical_user_interface • http://en.wikipedia.org/wiki/Graphic_design • http://cs.wikipedia.org/wiki/WIMP • http://en.wikipedia.org/wiki/GOMS

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