Riccardo is a 27 years old architecture student at “Politecnico di Torino” (Italy).
His passion for the 3d world started in 1999 with a 3d historical reconstruction of 'slittovia al Lago Nero' in Sauze d'Oulx (Torino) of the Arch. Carlo Mollino. He started Blender in 2002 after a Linux meeting. He used blender mainly for architectural presentations and interior design.
Being at the end of his studies he's doing his thesis about Interface Design. He currently works in an construction enterprise as executive designer (where Blender is, with other Open Source graphic tools, the main 3d tool).
Summary:
A general presentation about human-pc interaction focused on human brain perception and pc screen output.
The target is to focus on simply rules to reach a perception-aware user interface design.
First part - Brain
- Systems of vision
* vision of visual experience
* vision that guides actions
Very recently, neuroscience has demonstrated that the eye-brain system is composed by two systems of vision (vision of visual experience and vision that guides actions) that operate in total separated way and are sensible to different visual content.
Working through video games.
Constant interaction with some (totally unuseful) applications (called 'games') generates hi emotion peaks, essentials to maintain attention during work. The pupil and ocular movement show us the mental processes.
Second part - Screen
Some rules to guide design process versus good end.
- The concepts behind
* coherence
* continuous feedback
* confirmations, tolerances and errors
* physical and psychological constraints
* 80/20 rules and adaptive deepness (flexibility vs usability)
- Geometry (layout)
* 'cool' shapes design: Fibonacci number and golden ratio
* affordance as 'perceived action possibilities'
* chunking, mapping and distributions
* Fitts law and Hick law, mental workload
- RGB schemes – hi lighting, interference, recall memory