App Design & HCI Flashcards

1
Q

What is HCI?

A
  • Human-computer interaction considers the man-machine interface
  • humans: single/multiple users with diverse abilities, acting competitively or cooperatively
  • computers: different computing devices
  • interaction: through commands and manipulating virtual objects via speech, gesture or touch
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2
Q

How can interactions with machines be improved?

A
  • Explicit interaction eHCI
  • implicit interaction iHCI
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3
Q

Why do we need HCI when designing programs?

A
  • because poorly designed user interfaces lead to problems?
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4
Q

What problems can poorly designed user interfaces lead to?

A
  • higher training costs
  • higher usage costs (undermines user, high error rates)
  • lower adoption (less people will use the program)
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5
Q

Why might people still use your interface despite it being difficult to use?

A

If the function of your application is important/valuable to them

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6
Q

What does a good design of a program do considering humans make a lot of errors?

A

A good design limits errors and (where possible) makes them recoverable

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7
Q

What 3 features must an interface be? to be successful and mean people will buy it?

A

useful - achieves desired user task
useable - does task easily, safely, naturally, with low error rates
used - enriches the users experience

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8
Q

What does the success of a product depend on?

A

how useable the product is
- if it brings value to the user’s life

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9
Q

Why was Apple’s IPod a success

A

It was easy to use and had a good clean design and allowed users to do something they couldn’t do before/gave them new functionality to use.

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10
Q

Why is it typically good to put the most important functionality right upfront for the user to see and hide away or tuck the extra functionality into a folder

A

so the user is not overloaded with information.

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11
Q

What do we need to make sure we do with dangerous features/buttons?

A

need to make sure dangerous buttons are placed in accessible or separate places so they won’t be accidentally pressed

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12
Q

What does Heckel’s law state and Heckel’s inverse law state?

A
  • whilst usability of interface is important, the utility of the device ultimately drives user adoption
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13
Q

What 3 features does apple state applications should have?

A
  • Responsiveness: system should respond to an action in a reasonable amount of time
  • Permissiveness: users should reasonably be allowed to do what they want
  • consistency: mechanisms should be used in the same across applications
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14
Q

Why do systems have to have almost immediate responsiveness?

A

if the system doesn’t immediately respond to their action they’ll assume they did something wrong or the device didn’t pick up their action

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15
Q

How does HCI improve interaction between users and computers?

A
  • by making the devices more usable
  • by making the devices receptive to the users needs
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16
Q

What is implicit HCI?

A

When the system responds to the user when the user’s act was not aimed at the system
- For example Siri thinking that you spoke to it when you weren’t addressing siri.

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17
Q

What is Explicit HCI?

A
  • the user directly interacting at set points during the devices normal operation
18
Q

What does it mean that humans have trichromacy

A

they can see 3 channels of colour RGB

19
Q

What percentage of people are colour blind?

A

8% men and 0.5 women have red-green colorblindness.

20
Q

Why is it important not to design systems based on colour?

A

we can’t only design systems based on colour because some people CANNOT see colour so this is not accessible.
- so never use colour alone to indicate something on an interace
- use colour to enhance an interface but consider those whose colour vision is incomplete

21
Q

What does Apple’s HI page suggest apps do:

A
  • help people focus on primary tasks and content (by limiting number of onscreen controls) (make secondary details and actions discoverable with minimal interaction)
  • adapt seamlessly to appearance changes (rotate screen, features move to accommodate this)
  • enable interactions that support ergonomics (controls are easier to reach in the middle or bottom area)
  • with permission integrate information into app to enhance their experience without reasking for data entry
22
Q

How does apple deal with when apps need to request information/check important info?

A
  • can handle by presenting a modal view
  • users must deal with this before continuing
  • a safe way to exit must be provided
  • must be used sparingly
23
Q

Describe hierarchical navigation

A
  • make one choice per screen until you reach intended destination
  • to go to another destination, retrace steps or start from beginning and make different choices (settings)
  • navigation bar
24
Q

Describe flat navigation

A
  • switch between multiple content categories
  • (music application or app store)
  • tab bar
25
Q

What do we use page controls for?

A

For when you have multiple pages of the same type of content

26
Q

What are page controls?

A
  • indicate the user’s position amongst multiple pages of similar content
27
Q

What have we discovered about user interfaces through case studies

A

Even if something is designed well people may not use your system the way you thought they would

28
Q

What feature can a bad UI have?

A

Having a pop-up menu with 1000’s of options that you have to search through
- controls for the UI are inappropriate

29
Q

What can happen if you do not prototype your app?

A

You can spend a lot of time money and effort coding and developing only for your app not to sell well when it’s on the market

30
Q

What does prototyping allow for?

A

Getting feedback during the developing process

31
Q

How much should we prototype our app before publishing it?

A

We should be prototyping our app many times before publishing it

32
Q

What are the stages we should run through multiple times before releasing an app?

A
  • Make
  • Learn
  • Show
33
Q

When making fake apps (prototypes) what three questions should we ask?

A
  • What needs to be more real
  • What can we fake
  • Where will they use it
34
Q

When showing people fake apps (prototypes) what three questions should we ask them?

A
  • Do you know how to do … (this function)
  • Is it easy to do … (this function)
  • How can we improve this
35
Q

What importance should we place on user feedback?

A
  • Make note of user feedback, don’t ignore it
  • But beware that the user providing feedback may have no idea of what is possible and make suggestions that cannot be reasonably implemented with available resources
36
Q

When learning how to improve fake apps (prototypes) what three questions should we ask?

A
  • What’s working?
  • What’s not working?
  • What other ideas does this give us?
37
Q

How can we present ideas without doing any coding?

A
  • use pictures
  • these can be simple drawing
  • This allows you to explore application space for a particular app and get a feel for how items may be laid out/ how processes with progress
38
Q

What does drawing out user interface ideas first mean we can do?

A
  • We can try different versions of interfaces to see what is the most usable for customers
  • without wasting time on coding these implementations only to not use 90% of them
39
Q

What is another smart/efficient way to prototype user interfaces without doing any coding?

A

We can take a real life example and with some simple photo editing produce a draft of what our app may look like.

40
Q

What can we achieve by using pictures, animation and interaction without coding whole programs!

A
  • pictures: easily make lots of different options
  • animation: see how screens work together/ test out transitions
  • interaction: see how using the app feels
41
Q

What are examples of cross-platform development?

A
  • Web-based
  • Cross-compilation
  • Run-time engine / embedded framework