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IHM: Principles of Human-Computer Interaction

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17 views72 pages

IHM: Principles of Human-Computer Interaction

Uploaded by

Aymen Raki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Université de Bouira

Faculté des sciences


Département de Informatique

Basic concepts and principles


BENAISSI Sellami [email protected]
1
Rules
1. IHM, What does it mean?

Interactive system?
2. Several terms
3. Computers / Machines?
4. Interface or Interaction?
5. Bad Design
6. New systems

Human-Machine interaction
• Human-Machine interaction, communication or dialogue represents all the
mechanisms for exchanging information between a human and a machine to
accomplish a task or achieve a particular goal for the human.
• It is characterized by the triplet:
➢ human operator (or user),
➢ machine,
➢ and interaction environment

Human – Computer Interaction 3 HCI


1. IHM, What does it mean?

Interactive system?
2. Several terms
3. Computers / Machines?
4. Interface or Interaction?
5. Bad Design
6. New systems

Human-Machine interaction
It consists of a two-way exchange of information giving rise to two types of interaction:
❖ Input interaction: exchange of information from the user to the machine when the
user enters a system command.
❖ Output interaction: exchange of information from the system to the user:
➢ Retroactive output interaction: occurs following an input interaction for
which the user ensures that he has entered his command correctly.
➢ Response output interaction: occurs following an input interaction
(command/request) from the user to respond to this request.
➢ The interaction output on initiative of the system: triggered by a stimulus
produced by the system, of the alert type, etc.

Human – Computer Interaction 4 HCI


1. IHM, What does it mean?

Interactive system?
2. Several terms
3. Computers / Machines?
4. Interface or Interaction?
5. Bad Design
6. New systems

The 3 phases of the person-machine interaction cycle

Response Input

Thinking Human interaction Machine Processing

Reading Output

Human – Computer Interaction 5 HCI


Schneiderman's 8 golden rules
Schneiderman's 8 golden rules of interface design are a set of guidelines that can help
designers create more user-friendly and efficient interfaces.

Schneiderman's 8 golden rules are widely used in user interface design and have
helped to create many of the interfaces that we rely on today. By following these rules,
designers can create interfaces that are more user-friendly, efficient, effective, and
enjoyable for users to use.

Human – Computer Interaction 6 HCI


The rules are: Schneiderman's 8 golden rules
1. Consistency: Users should be able to expect that similar elements and actions will be
presented and behave in a consistent manner throughout the interface.
• Users should be able to predict what will happen when they interact with a
system based on their previous experience with that system and other similar
systems.
• This means using consistent terminology, commands, and design elements
throughout the interface. This makes the interface easier to learn and use, as
users do not have to constantly re-learn how to do things.

Exemple : A website that uses the same navigation menu and design elements on
every page is more consistent and easier to use than a website where the
navigation menu and design change from page to page.
• A website should use the same font, colors, and navigation elements
throughout its pages. This will help users to learn how to use the website
quickly and easily.

Human – Computer Interaction 7 HCI


Schneiderman's 8 golden rules
2. Shortcuts: Once users have learned the basics of a system, they should be able to use
shortcuts to perform common tasks more quickly and efficiently. This can be done by
providing keyboard shortcuts, menu accelerators, and other features that allow users
to bypass intermediate steps.

Exemple : A word processing program that allows users to press Ctrl+S to save a
document is providing a shortcut for a common task. This can save
users time and effort, especially if they save their documents frequently.

Human – Computer Interaction 8 HCI


Schneiderman's 8 golden rules
3. informative feedback: When users perform an action, the system (The interface)
should provide clear and concise feedback to let them know what happened and
whether their action was successful. This feedback should be clear, concise, and
timely.This helps users to understand what is happening and to avoid errors.

Exemple : - A web browser that displays a progress bar while a page is loading is
providing informative feedback to the user. This lets the user know that
the browser is working and that the page will be displayed soon.
- When a user clicks on a button, the button should change color or
otherwise indicate that it has been clicked. This will give the user
feedback that their action has been registered

Human – Computer Interaction 9 HCI


Schneiderman's 8 golden rules
4. Completeness of dialogue: (Design dialogs to yield closure). When users are asked
to provide information or perform an action, the system should make it clear what is
expected of them and how they can complete the task. The system should also
provide a way for users to cancel the dialog or return to the previous state. The
interface should indicate to users when a task has been completed or a dialog box has
been closed. This helps users to avoid confusion and to feel in control of the interface.

Exemple : - A dialog box that displays a confirmation message before closing is


providing closure to the user. This helps the user to avoid accidentally
closing the dialog box and losing any unsaved data.
- When a user is asked to fill out a form, the form should indicate
which fields are required and how to submit the form. This will help
the user to complete the task successfully.

Human – Computer Interaction 10 HCI


Schneiderman's 8 golden rules
5. Prevent errors: The system should be designed to minimize the chances of users
making errors. This can be done by providing clear instructions,
• using defaults,
• using constraints to limit user input,
• providing warnings (confirmation dialogs) before users perform potentially
destructive actions.
• When users make mistakes, they should be able to easily undo their actions
and return to the previous state, by offering undo and redo features.

Exemple : - A web form that validates user input before submitting it is preventing
errors. This helps to ensure that the user's data is submitted correctly and
that the server does not receive invalid data. This will help to prevent
errors and make the website more user-friendly.

Human – Computer Interaction 11 HCI


Schneiderman's 8 golden rules
6. Reversal of actions: ( Permit easy reversal of actions ). Designers should aim to offer
users obvious ways to reverse their actions. These reversals should be permitted at
various points whether it occurs after a single action, a data entry or a whole sequence
of actions. As Shneiderman states in his book:
“This feature relieves anxiety, since the user knows that errors can be undone;
it thus encourages exploration of unfamiliar options”.

Exemple : - A word processing program that allows users to undo their actions is
providing reversal of actions. This helps users to recover from mistakes
quickly and easily.

Human – Computer Interaction 12 HCI


Schneiderman's 8 golden rules
7. Locus of control: ( Support internal locus of control ). The interface should give users
a sense of control over their interactions with the system and that their actions have the
desired effect. This can be done by allowing users to make choices and by giving them
feedback on the results of their actions, allowing users to customize the interface, and
providing ways for users to get help when they need it.
- Allow your users to be the initiators of actions.
- Give users the sense that they are in full control of events occurring in the digital space.
- Earn their trust as you design the system to behave as they expect.
Exemple : - A video game that allows the player to control the character's
movements is giving the player a sense of control over the game. This
helps the player to feel more engaged and satisfied with the game
experience.

-A user should be able to customize the interface of a software program to meet their
individual needs. This will give the user a sense of control over the
program.
Human – Computer Interaction 13 HCI
Schneiderman's 8 golden rules
8. Reduce short-term memory load: Users should not have to remember a lot of
information in order to use the system. This can be done by
• using clear and concise terminology,
• providing visual cues,
• keeping displays simple,
• avoiding multiple page displays,
• and minimizing the number of steps required to complete tasks.

Exemple : - A calculator that displays the current operation and operands on the screen
is reducing short-term memory load. This helps the user to keep track of
what they are doing and to avoid making mistakes.
- A software program should provide visual cues to help users to remember
information. For example, a user interface might use different colors to
indicate different types of information.
Human – Computer Interaction 14 HCI
2
Cognitive Psychology
Know the users
The user is the most important element in a computer system with an interface.

The importance of understanding users (and what they do) is often underestimated.
However, this is a critical point because there is often (but not always) a notable gap in
perception between the designers of a system and its users (in terms of training,
knowledge, skill, attitude, point of view, vocabulary, …).

Human – Computer Interaction 16 HCI


Know the users
The user is the most important element in a computer system with an interface.

• Taking users into account must occur fairly early in the analysis phase of a software
project.
• It requires, on the part of designers, technical knowledge (knowing, know how) but
also relational skills (knowing how to be) which result in:
➢ good listening and communication skills (knowing how to argue)
➢ negotiator skills (flexibility)
➢ the ability to extract important information from unstructured data
(knowing how to pull the plug)
➢ the ability to put oneself in the other's place (empathy)

Human – Computer Interaction 17 HCI


Know the users
User cognitive models

• Many attempts to model user behavior have been undertaken (and research is still
ongoing).
• Unfortunately, there is no unification in these models which relate, for the most
part, to cognitive psychology.
• Even if these models cannot be used as proof (the general problem is too difficult),
they nevertheless make it possible, through their expressive power,
➢ to offer formalized support for reasoning,
➢ to work on rational bases and
➢ to carry out experimental validations

Human – Computer Interaction 18 HCI


Cognitive Psychology
Cognitive Psychology is a branch of psychology concerned with studying human mental
and cognitive processes, such as
• memory,
• language,
• perception,
• problem solving,
• and decision making.

Cognitive psychology identifies strengths (skills, aptitudes, etc.) and weaknesses; This
identification is essential for the appropriate use of technology

Technology must allow the individual to: take advantage of their strengths, while
supporting their limits and weaknesses

Human – Computer Interaction 19 HCI


Cognitive Psychology
• Cognitive psychology uses models of mental processes to understand how users
interact with the human-machine interface and to design interfaces that suit their
cognitive needs and abilities.
• Principles of cognitive psychology can be used to design interfaces that match users'
cognitive abilities and make it easier for them to use the interface.
• Principles of cognitive psychology can be used to improve the user experience and
make it smoother and more effective
• Principles of cognitive psychology can be used to improve users' performance and
increase their productivity when using the human-machine interface.
• Principles of cognitive psychology can be used to improve users' memory and make
the human-machine interface easier to use.
• Principles of cognitive psychology can be used to improve the interaction between
the user and the human-machine interface and make it more effective and smooth.

Human – Computer Interaction 20 HCI


Cognitive Psychology
Cognitive Psychology aims to study how:

❖ how our brain works

❖ how we think

❖ how we memorize

❖ how we learn

Human – Computer Interaction 21 HCI


human processor model
The human processor model (HPM) is a model from cognitive psychology that
allows us to evaluate the usability of a product.
• It was described in 1983 by Stuart Card, Thomas P. Moran and Allen Newell.
• The model represents the human subject as a rule-governed information
processing system. The latter includes three interdependent subsystems (sensory,
motor and cognitive) each equipped with a processor and a memory.
• The human processor model can be used to understand how users interact with
computer systems and to design effective and user-friendly user interfaces.
• The phases of the human-machine interaction cycle can also be used to understand
how users interact with computer systems and to design effective and user-friendly
user interfaces.

Human – Computer Interaction 22 HCI


human processor model
The human processor model (HPM)
The human processor model, also known as the human information processing model,
is a theoretical model used in cognitive psychology to describe how individuals :
• acquire,
• process,
• store,
• and use information.
This model is inspired by the analogy with the functioning of a computer and offers a
simplified representation of the mental processes involved in information processing.

Human – Computer Interaction 23 HCI


human processor model

Human – Computer Interaction 24 HCI


human processor model
The main work in the field of HCI is based on the human processor model.
• It aims to represent the human being through an analogy with the computer.
• The individual is described as a system that takes data as input (perceptual
stimuli), carries out processing and produces outputs (motor actions).

• Model characteristics:
▪ Low level of abstraction
▪ Quantitative estimates
▪ Easy experimental verifications
▪ Efficiency oriented

Human – Computer Interaction 25 HCI


human processor model
The human processor model is composed of three main elements:

1. The sensory system: it allows the user to perceive information from the
outside world.
2. The motor system: it allows the user to act on the outside world.
3. The cognitive system: it allows the user to process information perceived
by the sensory system and generate actions through the motor system.

Human – Computer Interaction 26 HCI


human processor model
The human processor model is composed of three main elements:

1. The sensory system:

The sensory system is made up of the five senses: sight,


hearing, touch, smell, and taste. It allows the user to
perceive information from the outside world.

Sensory information is transmitted to the brain by the


nervous system. The brain processes this information
and converts it into a mental representation of the world.

Sensory input (The sensory system ) : This is the first stage where stimuli from the
environment are picked up by the sense organs (e.g., eyes for vision, ears for hearing).
Sensory information is transmitted to the cognitive system for processing.

Human – Computer Interaction 27 HCI


human processor model
The human processor model is composed of three main elements:

2. The cognitive system

The cognitive system is made up of the brain and nervous


system. It allows the user to process information perceived
by the sensory system and generate actions through the
motor system.
The cognitive system is responsible for the following
mental processes:
• Perception: the process by which the user interprets sensory information.
• Comprehension: the process by which the user builds a mental representation of
the world.
• Decision-making: the process by which the user chooses an action to perform.
• Execution: the process by which the user performs an action.
Human – Computer Interaction 28 HCI
human processor model
The human processor model is composed of three main elements:

2. The cognitive system

Cognitive processing (The cognitive system ) : In this


stage, sensory information is processed by cognitive
processes, such as perception, attention, memory,
problem solving, decision making, language, etc. These
processes make sense of information, organize it, store it
in memory and manipulate it according to the
individual's goals and knowledge.

Human – Computer Interaction 29 HCI


human processor model
The human processor model is composed of three main elements:

3. The motor system

The motor system is made up of the muscles and


bones. It allows the user to act on the outside world.

The user's actions are generated by the motor


system. The brain sends signals to the muscles,
which contract and produce movements

Human – Computer Interaction 30 HCI


human processor model
The human processor model is composed of three main elements:

3. The motor system

The behavioral response (The motor system ) : Once


the information is processed, a behavioral response is
generated. This can be expressed as a motor action, a
decision, a verbal response, a facial expression, etc.
The behavioral response is influenced by the
characteristics of the individual, the environment,
motivations and goals.

Human – Computer Interaction 31 HCI


human processor model
Subsystems and cycle times
Inputs, processing and outputs are managed by independent subsystems (like in
a computer system):
❖ The perceptual system processes information received from the outside
world (each sense is processed independently and uses sensory registers)
❖ The cognitive system integrates the information stored in the different
sensory registers and carries out cognitive operations (with, if necessary, the
search for information in short or long term memory)
❖ Finally, the motor system is responsible for carrying out the actions decided
by the cognitive subsystem by acting on muscular stimuli.

Human – Computer Interaction 32 HCI


human processor model
Subsystems and cycle times
Determined experimentally, the cycle times of the different processors can be
approximated by the following average values:

perceptual cognitive motor


processor processor processor

Fast man 50 ms 25 ms 30 ms
Middle man 100 ms 70 ms 70 ms
Slow man 200 ms 170 ms 100 ms

Human – Computer Interaction 33 HCI


human processor model
Working memory
• Working memory is a temporary storage system that allows you to store and process
information in the short term. It has a limited capacity and the information it
contains is quickly lost if it is not processed.

• Working memory is used to store the information needed to perform a task. For
example, if a user is trying to remember a phone number, they will store it in their
working memory.

Human – Computer Interaction 34 HCI


human processor model
Long-term memory
• Long-term memory is a permanent storage system that allows you to store and
retrieve information in the long term. It has an unlimited capacity and the
information it contains can be stored for years or even decades.

• Long-term memory is used to store the user's knowledge and experiences. This
information can be used to perform tasks, make decisions, and solve problems.

Human – Computer Interaction 35 HCI


3
Fitts's law
Fitts's law
Fitts's law (PaulFitts,1954) is a law in psychology that describes the time required to
perform a pointing movement to a target. It states that the time required to perform a
pointing movement is proportional to the distance between the user's current
position and the target, and inversely proportional to the size of the target

By following the principles of Fitts's law, user interface designers can create interfaces
that are easier and faster to use. This can improve the user experience and increase the
efficiency of users.

Human – Computer Interaction 37 HCI


Fitts's law
Fitts's law gives us the relationship between the time it takes a pointer (such as a

mouse cursor, a human finger, or a hand) to move to a particular

target (e.g., physical or digital button, a physical object) in

order to interact with it in some way (e.g., by clicking or tapping it, grasping it,

etc.)

Human – Computer Interaction 38 HCI


Fitts's law

• T is the time required to perform the pointing movement


• a and b are constants that depend on the user and the interface
• D is the distance between the user's current position and the target
• W is the width of the target

Human – Computer Interaction 39 HCI


Fitts's law

Human – Computer Interaction 40 HCI


Fitts's law
Examples of specific applications of Fitts's law:

• Increase the size of clickable elements to make them easier to select, such as action

buttons

• Increase the size of icons and labels to make them easier to select

• Reduce the distance between clickable elements and the user's attention zone to

reduce movement time

Human – Computer Interaction 41 HCI


Fitts's law
Examples of specific applications of Fitts's law:

• Button design: The size and placement of buttons on a user interface can have a
significant impact on how quickly and easily users can interact with the system. Fitts's
law can be used to determine the optimal size and placement of buttons to minimize the
time it takes for users to point and click on them.

• Target selection: Fitts's law can also be applied to the design of other types of targets,
such as icons and checkboxes. By making targets larger and closer to each other,
designers can reduce the time it takes for users to select them.

• Keyboard design: Fitts's law can also be applied to the design of keyboards. For
example, designers can arrange the keys in a way that minimizes the distance that users
have to move their fingers to reach the keys they need.

• Game design: Fitts's law can also be applied to the design of games. For example,
designers can place targets in a way that encourages players to make efficient
movements.

Human – Computer Interaction 42 HCI


Some examples of how Fitts' Law
is used in real-world products: Fitts's law
• The Google search bar is always located in the
middle of the screen, with the search button
directly next to it. This makes it easy for users to
point and click on the search button without
having to move their cursor very far.

• Logins are usually located in the upper right-


hand corner of a website's navigation. This is
because the upper right-hand corner of the
screen is a common place for users to look first
when they visit a new website.

Human – Computer Interaction 43 HCI


Some examples of how Fitts' Law
is used in real-world products: Fitts's law

The buttons on a smartphone's keyboard are usually larger and more widely
spaced than the buttons on a desktop keyboard. This is because smartphone users
have to use their thumbs to type, which makes it more difficult for them to accurately
point and click on small targets.

Human – Computer Interaction 44 HCI


Some examples of how Fitts' Law
is used in real-world products: Fitts's law
• The targets in many video games are designed to
be large and easy to hit. This is because video
game designers want players to be able to focus
on the action of the game without having to
worry too much about aiming.

By understanding and applying Fitts's law,


designers can create products and interfaces that are
easier and more efficient for users to interact with.

Human – Computer Interaction 45 HCI


Fitts's law

Human – Computer Interaction 46 HCI


Fitts's law

Human – Computer Interaction 47 HCI


4
Hick's law
Hick's law
The Hick's Law (Hick-Hyman 1952-1953), also known as the Hick-Hyman Law, is

a concept in cognitive psychology that establishes a relationship between the

reaction time required to make a decision and the number of choices available.

It states that the time it takes to make a decision is proportional to the logarithm of

the number of available choices.

This means that :

the more choices a person has,


the longer it will take them to make a decision.

Human – Computer Interaction 49 HCI


Hick's law

• T is the time needed to make the decision


• a and b are constants that depend on user and task
• n is the number of available options

Human – Computer Interaction 50 HCI


Hick's law
Applications:
The Hick-Hyman Law can be applied to a variety of tasks, including:
❖ Choose an option from a menu.
❖ Choose an answer to a question.
❖ Choose an item to buy.
❖ Choose a path to follow.
❖ Choose medical treatment.

Human – Computer Interaction 51 HCI


Hick's law

Human – Computer Interaction 52 HCI


Hick's law

Human – Computer Interaction 53 HCI


Hick's law

Menus: Designers can limit the number of options in a menu to make it easier for users to
find the option they are looking for. For example, a menu with 7 options will be easier to
use than a menu with 20 options.

Human – Computer Interaction 54 HCI


Hick's law

Forms: Designers can limit the number of fields in a form to make it easier for users to fill
out the form. For example, a form with 5 fields will be easier to fill out than a form with
10 fields.

Human – Computer Interaction 55 HCI


Hick's law

Dialog boxes: Designers can limit the number of options in a dialog box to make it easier
for users to make a decision. For example, a dialog box with two options will be easier to
use than a dialog box with five options.

Human – Computer Interaction 56 HCI


Hick's law

Video games: Designers can limit the number of options in a video game to make the
game easier to play. For example, a video game with two control buttons will be easier to
play than a video game with five control buttons.

Human – Computer Interaction 57 HCI


5
Perception
Perception
The concept of perception refers to the process through which we interpret and make
sense of sensory information from our environment. It involves the selection,
organization, and interpretation of sensory stimuli to create our subjective experiences
of the world.

Perception is a complex cognitive process that involves the integration of


⁃ sensory inputs,
⁃ prior knowledge,
⁃ and expectations.
It allows us to recognize and understand
⁃ objects,
⁃ events,
⁃ and situations,
and to navigate and interact with our environment.

Human – Computer Interaction 59 HCI


Perception
• While our sensory receptors are constantly collecting information from the
environment, it is ultimately how we interpret that information that affects how
we interact with the world.
• Perception refers to the way sensory information is organized, interpreted, and
consciously experienced.
• Perception involves both bottom-up and top-down processing.
❖ Bottom-up processing refers to the fact that perceptions are built from
sensory input.
❖ On the other hand, how we interpret those sensations is influenced by our
available knowledge, our experiences, and our thoughts. This is called top-
down processing.

Human – Computer Interaction 60 HCI


Perception
Here are some key components and principles related to perception:

1. Sensation: Sensation is the initial process of detecting and encoding sensory


stimuli through our senses (such as vision, hearing, taste, touch, and smell). It
involves the conversion of physical stimuli into neural signals that can be processed
by the brain.

When you see a red apple, the light reflected from the apple enters
your eyes, and your visual receptors detect the wavelengths of light
associated with the color red, allowing you to perceive the apple's
redness.

Human – Computer Interaction 61 HCI


Perception
Here are some key components and principles related to perception:

2. Attention: Attention is the selective focus of our awareness on specific sensory


inputs or stimuli. It determines which sensory information receives priority and is
processed more deeply. Attention plays a crucial role in filtering out irrelevant stimuli
and directing our cognitive resources.

Imagine you are in a crowded room with multiple


conversations happening simultaneously. You selectively
focus your attention on one conversation, filtering out the
others, and directing your cognitive resources to listen and
process that specific auditory input.

Human – Computer Interaction 62 HCI


Perception
Here are some key components and principles related to perception:
3. Perception of Form and Depth: Our perception organizes sensory inputs into
meaningful forms and structures. Gestalt principles, such as figure-ground, proximity,
similarity, and closure, explain how we perceive objects and patterns. Depth
perception allows us to perceive the relative distance and three-dimensional structure
of objects in our visual field.

When you look at a photograph of a group of people, your


perceptual system organizes the visual elements based on the
principles of proximity and similarity. People standing close to
each other are perceived as a group, and individuals wearing
similar clothing are perceived as part of the same category.

Human – Computer Interaction 63 HCI


Perception
Here are some key components and principles related to perception:
4. Perceptual Constancy: Perceptual constancy refers to the ability to perceive
objects as stable and consistent despite variations in sensory inputs. For example, we
can recognize an object as the same even if it appears different in size, shape, or
lighting conditions.

Let's say you are looking at a rectangular book from different


angles. Despite the changing retinal image size and shape, you
perceive the book as a stable rectangular object due to size
constancy and shape constancy.

Human – Computer Interaction 64 HCI


Perception
Here are some key components and principles related to perception:
5. Perceptual Illusions: Perceptual illusions are phenomena that occur when our
perception deviates from the physical reality of a stimulus. They demonstrate the role
of cognitive and contextual factors in shaping our perceptual experiences.

The Müller-Lyer illusion is an example of a perceptual illusion. It involves two lines of


equal length, one with arrowheads pointing inward and the other with arrowheads
pointing outward. Even though the lines are the same length, the one with outward
arrowheads appears longer due to the influence of the surrounding context.

Human – Computer Interaction 65 HCI


Perception
Here are some key components and principles related to perception:
6. Cultural and Individual Differences: Perception can be influenced by cultural
and individual factors. Culture shapes our perceptual processes, including how we
interpret and assign meaning to sensory information. Additionally, individuals may
have unique perceptual biases or sensitivities based on their prior experiences and
cognitive abilities.

Cultural differences can influence perception. For


example, in Western cultures, individual objects are
often emphasized, while in Eastern cultures, the context
and relationships between objects may be given more
weight. Individual differences can manifest as well.
People with a heightened sense of taste may perceive
subtle flavor differences in food that others may not
notice.

Human – Computer Interaction 66 HCI


Perception
These examples illustrate how the key components and principles of perception operate
in various sensory modalities and cognitive processes, shaping our subjective
experiences and understanding of the world around us.

Human – Computer Interaction 67 HCI


Perception

Human – Computer Interaction 68 HCI


Perception

Human – Computer Interaction 69 HCI


Perception

Human – Computer Interaction 70 HCI


Perception

Sleon une édtue de l'Uvinertisé de Cmabrigde, l'odrre des ltteers


dnas un mot n'a pas d'ipmrotncae, la suele coshe ipmrotnate est que
la pmeirère et la drenèire letrte soit à la bnnoe pclae.
Le rsete peut êrte dnas un dsérorde ttoal et vuos puoevz tujoruos
lrie snas porlblème.
C'est prace que le creaveu hmauin ne lit pas chuaqe ltetre elle
mmêe, mias le mot cmome un tuot.

Human – Computer Interaction 71 HCI


Perception

Human – Computer Interaction 72 HCI

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