Applied Cognitive Psychology Human Computer interaction Flashcards

1
Q
  1. utility
A

it is useful to me, it meets my needs

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2
Q
  1. usability
A

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)

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3
Q
  1. desirability
A

i like the way the product looks and feels

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4
Q
  1. brandexperience
A

my overal feeling about the brand/product is good

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5
Q

Displays:

A

human-made artifacts designed to
support the perception of relevant system
variables and facilitate the further processing of
that information

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6
Q

GUIs:

A

: graphics, controls and responses used to
manipulate the display

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7
Q

Design principles 3

A

§ Physical properties
* Controls
* Layout
* Environment

§ Task
* Processes
* Monitoring
* Positioning

§ Human user
* Strengths
* Weaknesses

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8
Q

Design principles 4

A

§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!

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9
Q

§Perceptual

A

P1. Legibility
P2. Absolute judgment
P3. Top down expectation
P4. Redundancy gain
P5. Discriminability

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10
Q

§ Mental model

A

P6. Pictorial realism
P7. Moving part

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11
Q

§Attention

A

P8. Information access
P9. Proximity compatibility
P10. Multiple resources

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12
Q

§ Memory

A

P11. Knowledge in world
P12. Predictions
P13. Consistency

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13
Q

P1. Legibility

A

Ensuring that text on a website is clear and easy to read by using appropriate font sizes, styles, and contrast with background colors.

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14
Q

P2. Absolute judgment

A

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

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15
Q

P3. Top down expectation

A

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

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16
Q

P4. Redundancy gain

A

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.

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17
Q

P5. Discriminability

A

Differentiating between clickable and non-clickable elements on a webpage by using distinct visual cues such as color, underline, or hover effects.

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18
Q

P6. Pictorial realism

A

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.

en dj set met hoog laag

19
Q

P7. Moving part

A

Using animated tutorials or walkthroughs in software interfaces to guide users through complex processes, such as setting up a new account or configuring settings.

20
Q

P8. Information access

A

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

21
Q

P9. Proximity compatibility

A

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.

22
Q

P10. Multiple resources

A

implementing keyboard shortcuts in software applications to allow users to perform tasks efficiently using both keyboard and mouse inputs simultaneously.

23
Q

P11. Knowledge in world

A

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.

24
Q

P12. Predictions

A

Anticipating a user’s next actions in an e-commerce website based on their browsing history and providing personalized product recommendations accordingly.

25
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.
26
Alerts=
* Warnings * Cautions * Advisories
27
Labels, icons=
* Visibility * Discriminability * Meaningfulness *Location
28
Usability Goals
1. Effectiveness 2. Efficiency 3. Safety 4. Utility 5. Learnability 6. Memorability
29
Effectiveness= Ÿ
Accuracy and completeness with which users achieve specified tasks
30
Efficiency=
Resources expended in relation to the accuracy and completeness with which users achieve goals
31
Safety=
Avoid danger of carrying out unwanted actions accidently; means of recovery when they happen
32
Utility=
Right functionality?
33
Learnability=
Easy to learn, easy to master ( OV)
34
Memorability=
Ÿ Retention over time
35
Development
1.understanding 2.design 3. evaluating
36
Design
theoretical frameworks Mental models and methaphores
37
7 stages of norman
1. Goals (execution bridge ) 2. Intentions 3. Action specification 4. Interface mechanism ( Physical system and evaluation bridge) 5. interface display 6. interpretations 7. evaluation
38
Mental models by Norman=
Designer Mental model -> Designer -> system/system image-> user-> user mental model
39
Development=
= design -> Principles and guidelines
40
Mental models=
Metaphores
41
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
42
Evaluation
1. Heuristic evaluation 2. Usability testing 3. test and evaluation Indicators (but often rather qualitative)
43
indicators
1. effectiveness 2. efficiency 3. user satisfaction
44
The process of interaction design
1. Establishing requirements 2. Designing alternatives 3. Prototyping 4. Evaluating