5. c. Human Computer Interaction Flashcards

1
Q

Name the goals of usability.

A

Safety, Having good utility, Learnability, Efficiency.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Utility is?

A

The extent to which the product provides the right kind of functionality so that users can do what they need to do.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Identify the design principles as derived by Donald Norman in 1988.

A

Visibility, Feedback, Constraints.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

What is an example of a bad and good interaction design?

A

Good interaction design makes the experience of using something enjoyable and easy. It displays the traits of being clever, responsive and smart. e.g. A smart phone which can talk to people and surf the net or an ATM that gives you money after a few simple button pushes. Bad design can be frustrating and make life hard. An example can be an alarm clock where you have to push the time button several times to set the time as it only goes forwards. Or older cars where they will not tell you what is wrong with them.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

what is interaction design?

A

Defining the behaviour of a product or system that a user interacts with and how they react to the users needs.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

what is usability? and name some characteristics.

A
Usability is the extent to which an interactive system is easy and pleasant to use. 
Characteristics - efficiency
effective
easy to learn
safe to operate
has high utility and gets the job done.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

What are conceptual models?

A

Mental models of the way an object or system operates.

The conceptual model is formed through interaction with a device and system image.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

What are the benefits of interface metaphors?

A

Applications should be built on users real world experiences by exploiting concrete metaphors and this will make applications easier to use. An example could be the folder icon that represent the filling on a computer, or a recycle bin that looks like an actual garbage bin.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly