Applied Cognitive Psychology Human Computer interaction Flashcards
- utility
it is useful to me, it meets my needs
- usability
i am able to use to product easily
Definition
“The extent to which a product can be used by
specified users to achieve specified goals with
effectiveness, efficiency and satisfaction in a specified
context of use. “ (ISO, 1998)
- desirability
i like the way the product looks and feels
- brandexperience
my overal feeling about the brand/product is good
Displays:
human-made artifacts designed to
support the perception of relevant system
variables and facilitate the further processing of
that information
GUIs:
: graphics, controls and responses used to
manipulate the display
Design principles 3
§ Physical properties
* Controls
* Layout
* Environment
§ Task
* Processes
* Monitoring
* Positioning
§ Human user
* Strengths
* Weaknesses
Design principles 4
§Perceptual
P1. Legibility
P2. Absolute judgment
P3. Top down expectation
P4. Redundancy gain
P5. Discriminability
§ Mental model
P6. Pictorial realism
P7. Moving part
§Attention
P8. Information access
P9. Proximity compatibility
P10. Multiple resources
§ Memory
P11. Knowledge in world
P12. Predictions
P13. Consistency
§ Conflicts!
§Perceptual
P1. Legibility
P2. Absolute judgment
P3. Top down expectation
P4. Redundancy gain
P5. Discriminability
§ Mental model
P6. Pictorial realism
P7. Moving part
§Attention
P8. Information access
P9. Proximity compatibility
P10. Multiple resources
§ Memory
P11. Knowledge in world
P12. Predictions
P13. Consistency
P1. Legibility
Ensuring that text on a website is clear and easy to read by using appropriate font sizes, styles, and contrast with background colors.
P2. Absolute judgment
Designing a speedometer in a car with clearly marked speed increments so that the driver can quickly and accurately determine the current speed without needing a reference point
P3. Top down expectation
Using familiar icons or symbols in a mobile app interface to cue users about the function of certain buttons based on their prior experience with similar application
P4. Redundancy gain
Providing both visual and auditory feedback when a user performs an action in a game, reinforcing the interaction and enhancing the user’s perception of their actions.
P5. Discriminability
Differentiating between clickable and non-clickable elements on a webpage by using distinct visual cues such as color, underline, or hover effects.
P6. Pictorial realism
Designing a virtual reality simulation of a historical site with accurate architectural details and textures to provide users with a realistic sense of the environment.
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P7. Moving part
Using animated tutorials or walkthroughs in software interfaces to guide users through complex processes, such as setting up a new account or configuring settings.
P8. Information access
Placing important information, such as contact details or a call-to-action button, prominently at the top of a webpage where it is easily visible upon landing
P9. Proximity compatibility
Grouping related controls or options together in a software toolbar or menu, making it intuitive for users to locate and access functions that are commonly used together.
P10. Multiple resources
implementing keyboard shortcuts in software applications to allow users to perform tasks efficiently using both keyboard and mouse inputs simultaneously.
P11. Knowledge in world
Using real-world metaphors in digital interfaces, such as a desktop folder icon to represent file storage, to leverage users’ existing mental models and facilitate understanding.
P12. Predictions
Anticipating a user’s next actions in an e-commerce website based on their browsing history and providing personalized product recommendations accordingly.
P13. Consistency
Maintaining consistent visual styling, navigation patterns, and terminology across different pages or sections of a website to reduce cognitive load and enhance usability.
Alerts=
- Warnings
- Cautions
- Advisories
Labels, icons=
- Visibility
- Discriminability
- Meaningfulness
*Location
Usability Goals
- Effectiveness
- Efficiency
- Safety
- Utility
- Learnability
- Memorability
Effectiveness=
Accuracy and completeness with which users achieve
specified tasks
Efficiency=
Resources expended in relation to the accuracy and
completeness with which users achieve goals
Safety=
Avoid danger of carrying out unwanted actions
accidently; means of recovery when they happen
Utility=
Right functionality?
Learnability=
Easy to learn, easy to master ( OV)
Memorability=
Retention over time
Development
1.understanding
2.design
3. evaluating
Design
theoretical frameworks
Mental models and methaphores
7 stages of norman
- Goals
(execution bridge ) - Intentions
- Action specification
- Interface mechanism
( Physical system and evaluation bridge) - interface display
- interpretations
- evaluation
Mental models
by Norman=
Designer Mental model -> Designer -> system/system image-> user-> user mental model
Development=
= design -> Principles and guidelines
Mental models=
Metaphores
Development HCI Guidelines by (Nielsen, 1994)
§Match real world
§ Consistency and standards
§ Visibility of system status
§ User control and freedom
§ Error prevention, recovery
§ Memory
§ Flexibility, efficiency
§ Simplicity and aesthetics
Evaluation
- Heuristic evaluation
- Usability testing
- test and evaluation Indicators (but often rather qualitative)
indicators
- effectiveness
- efficiency
- user satisfaction
The process of interaction design
- Establishing requirements
- Designing alternatives
- Prototyping
- Evaluating