1
00:07:00,000 --> 00:07:03,200
remake them into modern approaches.

2
00:07:03,300 --> 00:07:09,500
We will try to make some adaptation, to apply 
there some new elements.

3
00:07:09,600 --> 00:07:14,400
That are not only buttons, some specific 
buttons,change some graphics.

4
00:07:14,500 --> 00:07:21,400
Accordingly we will carry out this modifications 
in the final laboratory works

5
00:07:21,500 --> 00:07:25,400
in order to make it more convenient for people.

6
00:07:25,500 --> 00:07:33,600
In the fourth laboratory work we will model 
visibility to which people pay attention,

7
00:07:33,700 --> 00:07:38,900
and what points do people pay attention to 
most often.

8
00:07:39,000 --> 00:07:41,800
What If, we take this screen,for example,

9
00:07:41,900 --> 00:07:44,000
then we have a panel of buttons

10
00:07:44,100 --> 00:07:51,000
and while I'm telling you something about 
this part, you don't look at it.

11
00:07:51,100 --> 00:07:58,600
Respectively, your focus is on a central 
area. These tricks are also calculated for 
you.

12
00:07:58,700 --> 00:08:03,500
Also there are methods of eye tracking, mouse 
(mouse-tracking),

13
00:08:03,600 --> 00:08:08,400
and time parameters are explored, calculated 
ways

14
00:08:08,500 --> 00:08:11,700
(how long we move on the screen, observe, 
recognize).

15
00:08:11,800 --> 00:08:15,700
We will discuss those methods on our lectures, 
you will see them.

16
00:08:15,800 --> 00:08:20,800
Well, so that we can somehow connect what 
we program,

17
00:08:20,900 --> 00:08:27,000
we will need more such methods from mathematical 
engineering psychology.

18
00:08:27,100 --> 00:08:29,100
There are many such methods,

19
00:08:29,200 --> 00:08:34,500
formulas by which all this calculates for 
different age groups.

20
00:08:34,600 --> 00:08:37,500
We will discuss this in lectures.

21
00:08:37,600 --> 00:08:46,500
In the end, you will be able to take into 
account ergonomic shortcomings,

22
00:08:46,600 --> 00:08:51,400
will create prototypes descriptions (2 - 
3 laboratory works)

23
00:08:51,500 --> 00:08:57,300
and behavior models (partly 2nd, partly 4th 
laboratory works).

24
00:08:57,400 --> 00:09:06,100
In a complex, it will give you the chance 
to write better software products in offices.

25
00:09:06,200 --> 00:09:11,000
In addition, when you formulate requirements,

26
00:09:11,100 --> 00:09:15,000
you always want your program to provide certain 
functions.

27
00:09:15,100 --> 00:09:18,100
If there is a function, then there is a criterion.

28
00:09:18,200 --> 00:09:23,400
If there is a criterion, you need to select 
the desired component: button, drop-down 
menu etc.

29
00:09:23,500 --> 00:09:32,800
The person respond faster to such elements 
and will control this device or interface 
faster.

30
00:09:32,900 --> 00:09:37,700
You will also need to do performance evaluations.

31
00:09:37,800 --> 00:09:42,600
Performance evaluations are usually calculated 
using statistical methods.

32
00:09:42,700 --> 00:09:48,600
Perhaps such statistical methods were explained 
to you in mathematical analysis or linear 
algebra.

33
00:09:48,700 --> 00:09:51,700
This is, for example, the arithmetic mean, 
variance,

34
00:09:51,800 --> 00:09:57,100
median, weighted average, geometric mean, 
and so on.

35
00:09:57,200 --> 00:10:02,000
These methods are mainly used.

36
00:10:02,100 --> 00:10:06,200
You passed them on other subjects.

37
00:10:06,300 --> 00:10:11,100
Now let's talk about basic concepts and definitions.

38
00:10:11,200 --> 00:10:16,000
Our first question is the basic definitions.

39
00:10:16,100 --> 00:10:22,500
It is worth writing down to remember later 
on the tests.

40
00:10:22,600 --> 00:10:28,400
So, the most basic definition in Human-Machine 
Interaction is the interface.

41
00:10:28,500 --> 00:10:33,300
We will look at the interface from a human 
perspective.

42
00:10:33,400 --> 00:10:43,700
There are also software interfaces where 
APIs, data packets, electrical signals are 
transmitted.

43
00:10:48,500 --> 00:10:58,300
Interface (from the eng. Interface - distribution, 
surface, partition), ie how it is separated 
from other components on the screen.

44
00:10:58,400 --> 00:11:05,100
This includes research into the various means 
by which we can organize this interface,

45
00:11:05,200 --> 00:11:13,800
methods, descriptions of rules (how who and 
with whom will interact to manage objects).

46
00:11:20,800 --> 00:11:33,500
The interface means not only devices but 
also rules (protocols) of the interaction 
of these devices.

47
00:11:33,600 --> 00:11:41,500
This is a general definition that says what 
an interface is in general, and then we will 
clarify it accordingly.

48
00:11:41,600 --> 00:11:46,400
Intellectualization is what concerns the 
AI department.

49
00:11:46,500 --> 00:11:53,300
Here comes the concept of the psychological 
life of a particular person.

50
00:11:53,400 --> 00:12:00,600
If you choose a child, she has little experience, 
her own psychological reaction.

51
00:12:00,700 --> 00:12:06,100
And if you take an older person, then she 
has experience in managing old devices.

52
00:12:06,200 --> 00:12:16,200
Therefore, your program should preferably 
look like one of the old devices on the control 
buttons.

53
00:12:16,300 --> 00:12:18,600
Then older people will find it easier to 
adapt.

54
00:12:18,700 --> 00:12:23,500
Then you will be able to change different 
data a little.

55
00:12:23,600 --> 00:12:29,100
First of all, we must first investigate a 
particular person: his age, gender, education,

56
00:12:29,200 --> 00:12:36,100
his ability to respond to certain objects, 
and in general whether he wants to respond 
to them.

57
00:12:36,200 --> 00:12:41,000
Accordingly, there are many methods of engineering 
psychology, which count it all in numbers.

58
00:12:41,100 --> 00:12:47,100
In addition, it is necessary to take into 
account the spiritual component,

59
00:12:47,200 --> 00:12:52,000
because religion has a strong enough impact 
on human life.

60
00:12:52,100 --> 00:12:55,800
If you write programs for religious institutions,

61
00:12:55,900 --> 00:13:00,700
then their religious canons will have to 
be followed.

62
00:13:05,900 --> 00:13:12,300
Also, the level of intelligence, the level 
of understanding are important

63
00:13:12,400 --> 00:13:17,200
and are taken into account when calculating 
those numbers and formulas,

64
00:13:17,300 --> 00:13:22,100
which then allow us to place buttons on the 
screen.

65
00:13:22,200 --> 00:13:29,300
Every time you do something, you will definitely 
have to go through certain stages.

66
00:13:29,400 --> 00:13:33,200
These stages are the application of methods.

67
00:13:33,300 --> 00:13:38,100
In all other subjects, you have always been 
taught: method, method, method ...

68
00:13:38,200 --> 00:13:45,600
The method is a certain structured set of 
steps.

69
00:13:45,700 --> 00:13:50,500
For example, there is a method: step 1- do 
it, step 2- do it, step 3- do it.

70
00:13:50,600 --> 00:13:54,700
If you were able to go through all the steps 
step by step

71
00:13:54,800 --> 00:14:00,000
you will then be able to build a fairly efficient 
interaction algorithm

