Chapter 1 (Usability of Interactive Systems) Flashcards

1
Q

Transformation of Technology

A
  • User-interface designers have been instrumental in the shift from
    desktop computers.
  • Advancements allows users to communicate and collaborate.
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2
Q

Role of User - Interface Designers

A
  • Not just creators of software but key players in shaping how technology meets human needs.
  • Craft interfaces that are intuitive and accessible, creating engaging
    and effective user experiences.
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3
Q

Impact on Society and Individuals

A

Effective User Interface Cause: enables doctors to make better diagnoses, helping children learn more effectively, and improving accessibility for people with
disabilities.

Non-effective User Interface Cause: cause
frustration and have negative societal impacts, such as privacy concerns and the spread of misinformation.

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4
Q

Global Influence of Social Media and Mobile Devices

A
  • Revolutionized how people connect, learn, and engage with the world.
  • Play a significant role not only in education, but also in commerce, politics, shaping global cultures and economies.
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5
Q

Usability Goals and Measures

A
  • Involves a meticulous process: Usability, Universality, and Usefulness.
  • Demands thoughtful planning, understanding user needs, and rigorous testing, all while maintaining budget and schedule constraints.
  • Gathering requirements, generating
    design alternatives, and conducting evaluations
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6
Q

Five Usability Measures

A
  • Time to Learn
  • Speed of Performance
  • Rate of Errors by Users
  • Retention Over Time
  • Subjective Satisfaction
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7
Q

This measures how long it takes for a new user to learn how to use the
interface effectively.

A

Time to Learn

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8
Q

This measures how quickly users can complete specific tasks once they
have learned how to use the interface.

A

Speed of Performance

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9
Q

This looks at how many mistakes users
make when using the interface, and what kinds of mistakes they make.

A

Rate of Errors by Users

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10
Q

This measures how much users enjoy using the interface and how satisfied
they feel after using it.

A

Subjective Satisfaction

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10
Q

This measures how well users remember how
to use the interface after not using it for a while.

A

Retention over time

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11
Q

Usability Motivations

A
  • Well-designed interfaces offer significant benefits.
  • Essential in competitive markets (Mobile Devices, E - commerce, Social media, games, and entertainment.
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12
Q

Consumer Electronics, E - Commerce, and Social Media

A
  • User experience (UX) designers contributed to the rise of consumer electronics that are easy and enjoyable to use.
  • For the purpose of communication, education, and healthcare.
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13
Q

Games and Entertainment

A
  • Have become a massive industry
  • Challenging because it needs balance simplicity for beginners and advanced features for experienced users.
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14
Q

Professional Environments

A
  • Hospitals, power plants, or police stations.
  • User interfaces need to be extremely reliable and effective due to their critical nature.
  • High cost and require extensive training.
  • User satisfaction is less critical with a primary focus on efficiency and functionality.
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15
Q

Exploratory, creative, and collaborative interfaces

A
  • Tools centered in supporting exploration, creativity, and collaboration.
  • Web browsers, design software, and tools for team projects.
  • A goal of making computer interface “disappear” for users to focus on their work.
16
Q

Sociotechnical Systems

A
  • Social systems that involve many people ( Healthcare, citizen science, disaster response, and community crime reporting)
  • Usability focuses on trust, privacy, and security.
  • Ensures users feel confident and their information is being handled correctly and securely.
17
Q

Goals for our profession

A

Goals that are useful for education and professional enterprises.

18
Q
A
19
Q

Three Attainable Broad Goals

A
  • Influencing academic and business researchers.
  • Providing tools, techniques, and knowledge for commercial designers.
  • Raising the user-interface consciousness of the general public.
20
Q

Influencing academic and business researchers

A
  • Uses a variety of methods to study how people interact with technology.
  • Ne approaches include online testing, ethnographic observations, and long - term case studies.
21
Q

Fruitful directions for research

A
  • Reduced anxiety and fear of computer usage
  • Graceful evolution
  • Social media
  • Input device
  • Information exploration
22
Q

Providing Tools, Techniques, and Knowledge for Commercial Designers

A
  • Companies prioritize hiring experts like user experience designers and usability testers.
  • Focuses on usability, improving consumer satisfaction and employee performance.
23
Q

Providing Tools, Techniques, and Knowledge for Commercial Designers (Key Points)

A
  • Growing Demand
  • Tools and Guidelines
  • Testing and Refinement
  • Feedback Channels
24
Q

Raising the user - interface consciousness of the general public

A
  • People feeling uneasy of using bank machines, cell phones, or email due because of poor designing.
  • Complex features, inconsistent terminology, confusing error messages, and difficult action sequences.
25
Q

Raising the user - interface consciousness of the general public (Key points)

A
  • User Fears
  • Encouraging Action
  • National Priorities.