
The figure contains two conceptual visualizations that outline relationships in human-computer interaction and applied learning activities.
On the left, a Venn diagram and flow structure illustrate Human-Computer Interaction (HCI) as an interdisciplinary field situated at the intersection of Computer Science, Human Factors Engineering, and Cognitive Science. Beneath, the chart identifies different modalities of Cognitive Interaction: Sight, Touch, Hearing, Voice, and Spatial. These modalities are then linked to specific interaction input/output mechanisms. Interaction I includes Mouse and Keyboard as input, Touch screen UI as input, Monitors and Speakers as output, and Screen with Speakers and Vibrations as output. Interaction II includes Voice as input/output, Body Movement as input/output, Gesture and Face as input/output, Sensors as output, and Screen with Speakers as output.
On the right, an Activity Theory triangle model structures a learning process with interlinked nodes. The Subject is defined as student participants. The Tools include Moodle, computer, and YouTube clips. The Object is to critically reflect and critique topic questions and key ideas from literature. The Outcome is applicable knowledge. Rules include APA referencing style, word limits, and three contributions per week. The Community is defined as peers and lecturer. Division of Labour refers to the lecturer providing voice files to individual groups and plenary files to all.
The diagram is represented with bidirectional arrows showing reciprocal influence between all elements, emphasizing dynamic relationships between tools, participants, and rules in knowledge production. Together, the two sections of the figure link the interdisciplinary foundation of HCI with a pedagogical model of mediated student activity, illustrating both technical modalities of interaction and structured learning frameworks.

Trade show or convention booth installation arranged with modular panels, printed banners, and display surfaces dedicated to the project “Walking Bread.” The booth structure is composed of vertical frame elements supporting alternating red and white fabric curtains that define the enclosed presentation space. At the left edge stands a tall vertical banner printed with an illustrated anthropomorphic bread-headed figure in a gray suit, posed in motion with one arm extended forward. Above the illustration, the text “Alex Boya’s WALKING BREAD” is printed in bold black lettering against an orange-red background, accompanied by a QR code near the lower section. In the center foreground, a rectangular table is covered with a bright red cloth featuring the phrase “WALKING BREAD” in oversized black capital letters spanning the full surface. On top of the table are stacked printed booklets, flyers, and open reference materials, alongside electronic accessories such as a mouse, power cables, and adapters. Positioned centrally on the table is a flat-screen monitor, blank at the moment of capture, supported on its base stand. Behind the table, a seated figure wearing a black shirt, black visor-style cap, and event lanyard holds a smartphone, with posture oriented slightly toward the right. Above this position, a horizontal placard identifies the booth with the text “WALKING BREAD” in bold type, mounted across the upper framework. To the right side of the booth, another placard lists “La Forge Des Créateurs,” indicating a shared or adjacent exhibition space. The flooring consists of smooth gray concrete, consistent with convention hall interiors, while overhead lighting fixtures cast even illumination across the booth. The arrangement highlights the integration of graphic branding, illustrated character design, textual signage, and digital display equipment within a controlled presentation environment designed for public engagement and visibility.