bab 2 people and layout Flashcards

1
Q

What are mental models

A

Mental models are representations of systems and environments derived from experiences.

People understand and interact with systems by comparing the outcomes of their mental models with real-world systems.

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2
Q

function of mental models

A

When the outcomes of mental models match the real-world systems, the models are seen as accurate.

When the outcomes do not match, the mental models are adjusted accordingly.

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3
Q

Types of Mental Models: (2)

A

System Models: Mental models of how systems work.

Interaction Models: Models of how people interact with systems.

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4
Q

Question: What are the three models of a system in HCI?

A

User Model:

Represents how the user thinks the product works.

This is the user’s mental model of the system.

UI Model:

Depicts how the product is presented to the user in the user interface.

It reflects the design and appearance of the system as experienced by the user.

Implementation Model:

Describes how the product is actually implemented.

This is the technical and functional structure of the system.

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5
Q

How do good user interfaces help users develop a good mental model of the system?

A

Good user interfaces help users develop a good mental model of the system by providing clear explanations and analogies, such as “a is like b.”

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6
Q

What is affordance in the context of HCI?

A

Affordance refers to the properties of an object that allow people to know how to use it. To afford means to “give a clue.

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7
Q

How do metaphors compare to affordances in user interface design?

A

Metaphors in user interface design match elements to the real world to make them more intuitive. For instance, the pause button on a media player is designed to resemble the pause button on a tape player

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8
Q

What are the Gestalt principles in the context of HCI? (7)

A

Proximity:
Similarity:
Continuity:
Closure:
Symmetry:
Figure/Ground:
Common Fate:

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9
Q

What is the principle of proximity in HCI, and how is it used by UI designers?

A

The principle of proximity states that the relative distance between objects in a display affects our perception of whether and how objects are organized into sub-groups.

UI designers use proximity to group similar items together, making the interface more intuitive and easier to navigate.

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10
Q

What is the principle of similarity in HCI?

A

The principle of similarity states that objects that look similar appear grouped together.

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11
Q

What is the principle of continuity in HCI?

A

The principle of continuity states that we resolve ambiguity by adding missing data to perceive whole objects. We are biased towards perceiving continuous forms rather than disconnected pieces.

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12
Q

What is the principle of closure in HCI?

A

The principle of closure states that we automatically try to close open figures so they are seen as whole objects rather than bits of line.

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13
Q

What is the principle of symmetry in HCI?

A

The principle of symmetry states that we tend to parse complex images in a way that reduces complexity. Even if there are multiple interpretations, our brain tries to pick the simplest one..

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14
Q

What is the principle of figure/ground in HCI?

A

The principle of figure/ground states that our brains try to separate images into a foreground and a background

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15
Q

hat is the principle of common fate in HCI?

A

The principle of common fate states that objects that move with similar patterns are perceived as grouped

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16
Q

Our perception is influenced by several biases:

A

Experience: Our past experiences shape how we perceive the world.

Context: Current circumstances affect our perception.

Goals: Our goals and expectations influence what we perceive.

17
Q

Perception Biased by Experience:

A

Perceptual Priming: Previous exposure can affect how we perceive similar situations.

Familiar Perceptual Patterns: Repeated encounters with situations create mental patterns of expected perceptions.

Habituation: Repeated exposure to similar perceptions reduces sensitivity to them over time.

18
Q

Perception biased by current context:

A

What we perceive is influenced by the context in which we find ourselves.

19
Q

Perception biased by goals:

A

Our goals guide our perception, directing our attention to what is relevant and filtering out irrelevant information.

20
Q

Mechanisms:

A

Influencing where to look: Goals direct our attention to specific aspects of our environment.

Sensitizing our perceptual system: Goals make us more attuned to certain features or information.

21
Q

Biased Perception – Design Implications:

A

Avoid ambiguity: Design interfaces that are clear and unambiguous to support accurate perception.

Be consistent: Maintain consistency in design elements to facilitate users’ understanding and navigation.

Understand the goals: Design with an understanding of users’ goals to align the interface with their needs and expectations.

22
Q

What are the functions of the visual periphery?

A

Guide Fovea: The visual periphery helps guide our central vision (fovea) towards objects of interest.

Detect Motion: Motion in the visual periphery is easily detected, serving as an early warning system.

Enhanced Vision in Low Light: It allows better vision in low light conditions, being more sensitive to light than the central vision.

23
Q

Common Methods of Making Messages Visible:

A

Put it where users are looking: Place the message in a location where users naturally direct their attention, such as near the area of interaction or within the expected flow of tasks.

Mark the error: Highlight or underline the error to draw attention to it visually.

Use an error symbol: Employ symbols or icons that universally signify errors, making them immediately recognizable.

Reserve red for error: Utilize the color red, which is commonly associated with errors or alerts, to make the message stand out.

24
Q

What are some heavy artillery methods used to grab attention in user interfaces, and why should they be used sparingly? (3 method)

A

Method 1: Pop-up message in error dialog box

Displays a pop-up dialog box to directly alert users to an error or important information.

Method 2: Use sound (e.g., beep)

Utilizes auditory cues such as beeps to draw immediate attention to a message or alert.

Method 3: Wiggle or blink briefly (0.25 – 0.5 seconds)

Briefly animates or flashes elements on the screen to catch the user’s eye.

25
Q

Why is it important to create effective visual hierarchies in user interface design?

A

We don’t read, we scan: Users typically scan content to find what they want rather than reading everything.

Users typically want something specific.

Users know they don’t need to read everything.

Users are good at scanning.

26
Q

What are some (7) common issues with text in user interface design?

A

Uncommon or unfamiliar vocabulary: Using words that are not commonly known can confuse users.

Difficult scripts and typefaces: Hard-to-read fonts make text less accessible.

Tiny fonts: Small text can be difficult to read.

Text on noisy backgrounds: Text placed over busy backgrounds can be hard to distinguish.

Information buried in repetition: Repeating information too much can make important points harder to find.

Centered text: Centered text can be more difficult to read compared to left-aligned text.

Too much text: Excessive text can overwhelm users; usually, half of the text can be deleted without losing essential information.

27
Q
A