6. Theory and HCI Flashcards

1
Q

How can theories of cognition help in interaction design?

A

Human abilities and limitations have important implications for interaction design and cognitive psychology can give us some insight into these.

Predictive uses - Gives us understanding of what users can and cannot be expected to do

Explanatory uses - Identifies and explains why users encounter problems

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

What is human cognition?

A

All forms of knowing and awareness such as perceiving, remembering, reasoning, judging and problem solving

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

What are design implications for the cognitive process Vision? (5)

A

Simple layouts

Visual structure (law of similarity)

Visual flow (law of continuity)

Be consistent (e.g fonts, navigation)

Colour is useful but don’t rely on it alone!

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

What are the 3 types of memory?

A

Sensory memory - specific to the senses, holds information for a very brief period of time

Working memory - Limited capacity to hold current information, decays quickly

Long term memory - Permanent storage of information with unlimited capacity. Slow decay

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

What are design implications for the cognitive process Working Memory? (3)

A

Reduce working memory load by:

Temporary information - Don’t expect users to remember lots of temporary information. Working memory holds limited amount of information

Multitasking - Don’t expect users to be able to deal with lots of different information at the same time. Interference can damage working memory

Chunking - Help users chunk information in working memory by presenting data in ways that make patterns clear - sort, order, group information

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

What is “chunking”?

A

The process of grouping information together (to increase working memory capacity)

e.g. the telephone number 020-7040-8000 is easier to remember than the string of digits 02070408000

Experiments suggest that its capacity is 7 +/- 2 chunks of information, where a chunk is a meaningful group of smaller items of information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

What are design implications for the cognitive process Long term Memory? (3)

A

Recognition over recall - Users will have to recall most gesture-based interactions whereas GUIs require recognition of visual items

Memorisation - Facilitate memorisation by using meaningful items at the interface e.g. by structuring information to help chunking

Offload information - Support the with an “external memory” to remember information for users

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

What are design implications for the cognitive process Attention? (4)

A

Avoid distractions and clutter - Attention is selective

Visual flow - Guide user’s attention to relevant information - e.g. use colour and structure

Problem solving - Engage users in problem solving. Complex tasks hold attention better than mundane ones. Humans are bad at monitoring tasks

Breaks - Provide breakpoints in lengthy tasks

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

What is “cognitive load”?

A

Cognitive load is the amount of mental resources required to operate and understand a system

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

What are the 2 subtypes of cognitive load?

A

Intrinsic cognitive load - inherent difficulty of completing a task

Extraneous cognitive load - Anything else taking up a user’s mental resources that is not directly related to the task

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

What increases cognitive load for users? (6)

A

Visual clutter

Distractions/ interruptions

Information/ choice overload

Stress / fatigue

Task complexity

Unfamiliarity / Limited prior knowledge

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

How can we reduce cognitive load? (6)

A

Be consistent and predictable - Reuse common user interface design patterns

Keep things simple - Avoid/remove clutter e.g. redundant links and images that slow users down. Eliminate unnecessary steps

Offload tasks - are there any steps that can be handled by the system itself to relieve the user?

Minimise choices - To avoid decision paralysis

Recognition rather than recall

Chunk content

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

What are “mental models”?

A

Mental models are representations of the world that people construct in their minds to help them understand how things work

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

What are some issues with mental models and UX?

A

Mental models vary and can change (Chan) - difficult to design for all

Norman - “Many people tend to have incomplete and unstable mental models of systems”

Mismatch - Leads to interaction problems

Designers vs users - Will have different mental models

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

What are Norman’s 3 mental models for interaction design?

A

Design model - Designer’s conception of the the product

System model - What has been created

User’s model - User’s conception of the model from interacting with the system

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

What are “affordances”? (3)

A

Affordances are what an object allows a particular user to do with it. E.g chair affords sitting; button affords pressing

Not just properties of an object, the user’s relationship with the object is key

Some are perceivable, others are hidden

17
Q

What are “signifiers”? (4)

A

Visual cues or indicators in a design that signal what can be done where

They help users discover possibility for interaction e.g. label on a button

Watch out for accidental signifiers! i.e. implying something can be done when it can’t

18
Q

How do affordances and signifiers relate to each other?

A

They work together, we need both

Goals - Designs should afford the behaviours that will enable users to achieve their goals.

Perceivable - In good design, affordances are perceivable and communicate clearly what can be done.

Signifiers - Where affordances are not perceivable, we need signifiers

19
Q

What is recognition? Why is this a better strategy than recall?

A

Identifying an item upon being presented with it

Requires less cognitive effort than recall

20
Q

What is recall?

A

Remembering an item using a different cue

21
Q

What can we do when there’s a mismatch between the system and user mental models?

A

Make the system conform to users’ mental models

Improve Users’ mental models

(Chan, Nielsen)

22
Q

Why are mental models important in UX?

A

They are essential in UX design because they help designers create interfaces that match user expectations

Mental models help users predict how a system will work

Thinking out loud gives us insight into users’ mental models