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Trust Definition

Trust Definition. Aspect of HCI that requires analysis. General View : Willing to depend on something or someone. Type of Trust. Cognitive Trust Knowing enough about the trusted agent to have good reason for trust.

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Trust Definition

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  1. Trust Definition • Aspect of HCI that requires analysis. • General View : Willing to depend on something or someone.

  2. Type of Trust Cognitive Trust • Knowing enough about the trusted agent to have good reason for trust. Example : A company that spends a lot of money on research and development for their product can convince the customer/client.

  3. Type of Trust Emotional Trust • Consists of feelings that part of and emotional bond. Example : When someone close to us demonstrate the product. Our trust is more of an emotional response to be treated in a way that makes us feel trusted and secured.

  4. Promote Trust How to promote trust? • Testimonial feedback and comment from expert judge - Build confident to users indirectly will build trust to buy our system.

  5. Issue V: Aesthetics in screen design • What is Aesthetic? • Nice looking shape of a product • describe the characteristic of the screen appearance (screen composition). • important to prospective viewers and may help gain attention and build confidence in using computer systems. • Recent research determined that beautiful is also usable (Tractinsky, Katz & Ikar, 2000). • Grab and hold the user’s attention

  6. Aesthetic Criteria of Screen Design • Criteria should be considered: • Balance – Do not put large elements on one side of the screen and light elements on the other side • Equilibrium – Place layout center on center of screen • Symmetry – Manage elements so that elements on one side of center line are replicated on the other side • Order – Arrange objects on screen according to their size from left to right in descending order • Consistent Ratio – Maintain a consistent ratio between height and width of the screen

  7. Aesthetic Criteria of Screen Design • Criteria should be considered: • Unity – Arrange elements in close proximity one to another than distance to frame • Alignment – Align elements horizontally and vertically • Density – Leaving about half of the screen area as white space is pleasing to the eye • Rhythm – Introduce a regular patterns of changes in the elements • Contrast – High contrast with background color

  8. Example of Aesthetic Interface Criteria • Figure 19.3: Two screens from Parush et al (1998). The left screen represents good design. The right screen represents bad design. (Reference: http://www.interaction-design.org/encyclopedia/visual_aesthetics.html)

  9. Example of Aesthetic Interface Criteria Figure 1: The left interface show a bad design and right interface show a good design in color contrast aspect.

  10. Example of Non Aesthetic Interface • Figure 13: The website designed by breaking down aesthetic principles (Reference: http://publications.theseus.fi/bitstream/handle/10024/44065/Siqi_Fu.pdf?sequence=4)

  11. Example of Aesthetic Interface • Figure 15: The aesthetic website (Reference: http://publications.theseus.fi/bitstream/handle/10024/44065/Siqi_Fu.pdf?sequence=4)

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