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Human Computer Interaction And Design Report

   

Added on  2022-08-21

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Running head: HUMAN COMPUTER INTERACTION AND DESIGN
HUMAN COMPUTER INTERACTION AND DESIGN
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Table of Contents
1. Introduction................................................................................................................2
2. Background................................................................................................................2
2.1 Processes and Frameworks for Interaction Design..............................................3
2.2 Cognitive Psychology..........................................................................................5
2.3 Interaction Design Theory....................................................................................5
3. Design process...........................................................................................................6
3.1 Interaction Design Research................................................................................6
3.2 Conceptual Design...............................................................................................7
Prototypes.......................................................................................................................8
Research study.............................................................................................................17
Conclusion....................................................................................................................18
References....................................................................................................................19
Appendix......................................................................................................................22
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1. Introduction
The introduction of the IoT technology in present times has led to the development of
various simplified applications and provides the improved methods of executing various
tasks. One of the major applications of the smart technologies is the smart gym, which helps
in the simplification of methods of performing daily tasks instead of visiting the gyms. With
the introduction of the smart gyms, the users could track all the activities that are required to
be executed by them easily and set their personal goals that could help in maintaining proper
health.
This report intends to analyse the smart gyms and develop a prototype for it. A brief
background of the smart gym technology has been briefly described in this report. The
processes as well as frameworks for the interaction design has been clearly mentioned in this
report. A brief description of the cognitive psychology has been described in this report. The
theory of interaction design has been clearly described in this report. After conducting the
analysis stage, the designing stage has been executed where the conceptual design as well as
the research of interaction design has been briefed. Clear prototypes of the smart gym has
been provided in this report.
2. Background
Presently, the fitness industry is among the old-fashioned industry in the terms of the
modern innovative technologies that are being used (Parviainen 2018). While several other
industries introduced the implementation of the digital devices, the cloud computing,
artificial intelligence, the augmented reality as well as several other technologies, the gyms
are presently being utilised on the basis of the conventional equipment as well as the personal
trainers (Bennie et al. 2018). The long-term vision as well as the idea of system is mainly
based on the alteration of the role of the personal trainer that has been considered as
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significant and it has to be changed with the increased automation of major training
procedures (Cha 2019). All the linked gym equipment mainly includes various sensors that
takes huge number of the measurements for analysing the speed, the accuracy as well as the
amplitude of the movements that are made by the people (Anderson, Grant and Hurley 2017).
Therefore, the focus could be presented by the trainers on the crucial things of training
processes that could be easily achievable and are hugely important for the AI algorithms
(Tiller 2020).
The smart gym equipment could be described as the gym equipment that has been
connected to the apps that helps by recording the workouts and then displays all the data of
the workouts. The connected gym equipment mainly connects with the internet and then taps
all the cloud based data, like the workout goals, the nutritional habits as well as the health
history for creating the personalised plans of exercise and then track the condition of the
people in the gym.
2.1 Processes and Frameworks for Interaction Design
User centred designing could be described as the iterative process of designing where
the main focus is placed by the designers on the major users as well as their requirements in
each of the phases of design processes (Georgieva et al. 2017). In the user-centred designing,
the teams of design includes the users all through the process of designing using the variety
of research as well as the design methods for creating significantly highly usable as well as
accessible products for the users (Leal, Göbel and Morris 2017). In the user-centred
designing, the designers mainly uses the combination of the investigative methods as well as
the tools and the generative ideas for developing the understanding of the requirements of the
users (dos Santos and Souto 2019). Commonly each of the iteration of this UCD approach
includes the four unique phases. Initially, the designers working in the teams and they
comprehend the main context of which the users might be using the system. Then, the
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identification and the specification of the requirements of the users is done. In the designing
phase, the solutions are developed by the design team. Then the evaluation phase is
introduced, where the outcomes of the evaluation is assessed against the context of the user’s
needs and requirements.
The goal directed designing could be described as the user-centred methodology that
helps in addressing the situations where the various users of any proposed system expresses
the desire for the various aspects, and in short, majority of the situations (Susanti, Junaedi and
Effendy 2019). Frequently, the development teams mainly take the idea of users at the face
value and then develop the system that intends to satisfy the users (Luna and Martínez 2018).
The goals could be considered as the motivation for user and it should describe the main
intention of the users and the tasks could be described as the stages included for helping with
achieving the goals (Abidin, Junaedi and Sardi 2018). The complete process of the goal
directed design could be divided into the six major stages, which are research, modelling,
requirements definition, framework definition, refinement, and development support. In the
research stage, the qualitative data regarding the users is collected using the field studies as
well as the interviews (Laila, Sabariah and Suwawi 2016). The competitor analysis could be
executed along with the interview of key stakeholders for gathering the major requirements.
After the completion of the research state, the modelling stage in initiated (Schwerd, Lindner
and Schulte 2020). The modelling stage could be segregated into the two major parts
(Syahroni and Santoso 2018). In the first part, the domain model could be defined by the
development of the workflow patterns from research stage (Istiqomah, Junaedi and Kaburuan
2018). In the second stage, the user model could be defined with the proper utilisation of the
personas or the key archetypes that represents the identifiable user groups (Sabariah 2016).
The chosen methodology for developing the prototype is the user-centred designing
because it helps in developing the system by considering the users at their core.
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2.2 Cognitive Psychology
Cognitive psychology could be described as the scientific study of the material
processes like the attention, the use of language, perception, memory, problem solving,
thinking and creativity (Spiro, Bruce and Brewer 2017). In the UX designing, the cognitive
load could be described as the mental processing power required for using any product. If the
quantity of the information that is required to be effectively processed significantly exceeds
the ability of processing of any user, the complete performance is affected. The emotional
responses are considered as the product of the two major information processing systems, that
are the cognitive systems as well as the affective systems (Vuorre and Bolger 2018). The
sensory information from the environment that includes the sound, feel, the visual
information should be effectively parsed by the brain into the sole or collection of
representations that allows the interaction with the surroundings in mostly personal manner.
The affective system mainly operates subconsciously as well as consciously (Robinson-
Riegler and Robinson-Riegler 2016). While cognitive system mainly influences the
emotional experiences, any effective system could be considered as the impetuous or the
immediate component of the human emotions (Ritter et al. 2017). The cognitive psychology
could be applied to the interface design of the smart gym equipment by ensuring that the
design of the interface is intuitive and the users feel comfortable in using the system to gain
the major benefits (Moran 2016).
2.3 Interaction Design Theory
The various modes that could be used for interacting with the wall mounted screen in
the gym are voice and touch. When any user enters the gym and starts any equipment, then a
notification appears on the screen placed in front of the equipment asking the user to open the
app in their phone and connect using wifi. Then the user is prompted to enter their login
credentials in the screen. As soon as the login credentials are provided in the system, the
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