Advanced User Experiences Flashcards

1
Q

Define: User Experience

A

A user’s behaviors, perceptions, and emotions when

using a product

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

What does the UX include?

A

User performance
Usability
Preferences
Physical and psychological responses to the user interface

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

T/F Advanced system interfaces have less UX requirements than traditional interfaces

A

F, they have more

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

List the 5 categories of UX requirements

A
Performance
Physiological
Psychological
Affective
Instructional
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

What are the three performance requirements?

A

Speed
Accuracy
Precision

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

How is speed measured?

A

By task completion time

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

Define: Accuracy

A

A measurement of correctness with which a task is performed

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

Define: Precision

A

A measurement of the consistency with which a task is performed (average performance)

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

Define: Physiology

A

The way in which an organism or bodily part functions

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

What are the three types of physiology?

A

Ergonomics
Simulator sickness
Physical exertion

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

Define: Ergonomics

A

The study of how an interface fits to the user’s body

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

Define: Anthropometry

A

The measure of the human body and its parts

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

List 6 key ergonomic issues

A
Reach
Clearance
"Fat finger" problem
Posture
Strength
Feedback
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Define: Simulator Sickness

A

A subset of motion sickness experienced when using

simulators and immersive systems

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

Define: Cue Conflict Theory

A

Simulator sickness is caused by a mismatch between

perceived visual stimuli and vestibular stimuli

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

Define: Vestibular

A

Relating to your sense of balance and inertia

17
Q

Define: Physical exertion

A

Expending energy to move muscles and body

18
Q

What are 3 interfaces that require users to physically exert themselves?

A

Exercise
Physical rehabilitation
Entertainment purposes

19
Q

Define: Psychology

A

The way the human mind functions, especially with

regard to behaviors

20
Q

What are the 3 types of psychology?

A

Flow
Engagement
Presence

21
Q

Define: Flow

A

The mental state of operation in which a person

performing an activity is completely motivated by it

22
Q

What is flow also known as?

A

Zone

23
Q

Define: Engagement

A

The mental state of operation in which a person

performing an activity is completely focused on it

24
Q

Define: Presence

A

The sense of “being there” in a virtual environment

25
Q

T/F Immersion is a synonym for presence

A

F, it is not

26
Q

Define: Immersion

A

The objective level of sensory fidelity provided by a

virtual reality system

27
Q

Define: Affective

A

Relating to moods, feelings, and attitudes

28
Q

List 3 main types of affective requirements

A

Perceived usability
Enjoyment
Emotions

29
Q

Define: Perceived Usability

A

The user’s perception of the usability of a system

30
Q

Define: Enjoyment

A

State of taking pleasure in experiencing an interface

31
Q

T/F Fear is the least common emotion induced by ASI’s

A

False, it is the most common

32
Q

Define: Instructional

A

Relating to teaching, training, and education

33
Q

List 3 main types of instructional requirements

A

Cognitive
Affective
Psychomotor