Human Computer Interaction

HUMAN COMPUTER INTERACTION 3

HumanComputer Interaction

Humanbeings read materials on printed documents as well as devices such aslaptops and tablets. The typical reading rate is 150-230 words perminute, although the rate depends on the nature of material and task.Characteristics such as word length, frequency effect, and thedifference in timing between reading and picture naming affect therate of reading. The attributes have a great relation with thelearning curve. The time taken to read implies the processing time ofthe content carried in a reading material (Ritter, Baxter, &ampChurchill, 2014).

Poorinformation design can disrupt reading. A material that has differentfont sizes makes it hard for one to read the interface. In fact, sucha design makes one use longer time to complete reading a givenassignment. Poor letterform, including, the shapes and stroke width,also disrupt clarity in reading. Another poor information designarises from the failure to address the link between the capitalletters and the lower cases. Capital letters, for instance, marks thebeginning of the sentences and proper nouns. Irregular casingdisrupts reading, as one may not understand the start of a sentence.Moreover, poor letter spacing affects readability as the attributeinfluences the size of a distance between letters (Ritter, Baxter, &ampChurchill, 2014).

Indesigning the menus, one needs to assess the workings of the vision,and the way users scan lists. Doing so helps one acquire knowledge toguide into finding the items. It is imperative to include thenecessary items but avoid creating long menus. Proper structuring ofthe submenus is instrumental to make them useful even inorganizations. Long lists are skimmed while short ones demand theuser to utilize more time find an item. The choice of designs alsonecessitates an understanding of the social texts and knowledge ofthe tasks (Ritter, Baxter, &amp Churchill, 2014).

Reference

Ritter,F. E., Baxter, G. D., &amp Churchill, E. F. (2014). Foundationsfor designing user-centered systems: What system designers need toknow about people.