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
Q

P13. Consistency

A

Maintaining consistent visual styling, navigation patterns, and terminology across different pages or sections of a website to reduce cognitive load and enhance usability.

26
Q

Alerts=

A
  • Warnings
  • Cautions
  • Advisories
27
Q

Labels, icons=

A
  • Visibility
  • Discriminability
  • Meaningfulness
    *Location
28
Q

Usability Goals

A
  1. Effectiveness
  2. Efficiency
  3. Safety
  4. Utility
  5. Learnability
  6. Memorability
29
Q

Effectiveness=
Ÿ

A

Accuracy and completeness with which users achieve
specified tasks

30
Q

Efficiency=

A

Resources expended in relation to the accuracy and
completeness with which users achieve goals

31
Q

Safety=

A

Avoid danger of carrying out unwanted actions
accidently; means of recovery when they happen

32
Q

Utility=

A

Right functionality?

33
Q

Learnability=

A

Easy to learn, easy to master ( OV)

34
Q

Memorability=

A

Ÿ Retention over time

35
Q

Development

A

1.understanding
2.design
3. evaluating

36
Q

Design

A

theoretical frameworks
Mental models and methaphores

37
Q

7 stages of norman

A
  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
Q

Mental models
by Norman=

A

Designer Mental model -> Designer -> system/system image-> user-> user mental model

39
Q

Development=

A

= design -> Principles and guidelines

40
Q

Mental models=

A

Metaphores

41
Q

Development HCI Guidelines by (Nielsen, 1994)

A

§Match real world
§ Consistency and standards
§ Visibility of system status
§ User control and freedom
§ Error prevention, recovery
§ Memory
§ Flexibility, efficiency
§ Simplicity and aesthetics

42
Q

Evaluation

A
  1. Heuristic evaluation
  2. Usability testing
  3. test and evaluation Indicators (but often rather qualitative)
43
Q

indicators

A
  1. effectiveness
  2. efficiency
  3. user satisfaction
44
Q

The process of interaction design

A
  1. Establishing requirements
  2. Designing alternatives
  3. Prototyping
  4. Evaluating