CS401A's Prelims: Human-Comp. Interact. Module 01 Flashcards

For preliminary exams.

1
Q

is a cross-disciplinary area that deals with the theory, design, implementation, and evaluation of ways human use and interact with computing devices.

A

Human-Computer Interaction (HCI)

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2
Q

uses productivity, safety, and entertainment to support and fulfill human-computer activities.

A

HCI (Human-Computer Interaction)

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3
Q

It initially focused on computer interface design and has now expanded to cover almost all forms of information technology design.

A

Human-Computer Interaction (HCI)

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4
Q

has become more important in recent years as computers have become part of a human’s daily routine.

A

HCI (Human-Computer Interaction)

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5
Q

Aside from making the necessary computational functionalities available,

A

Human-Computer Interaction (HCI)

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6
Q

its focus has been on how to design and implement computer interfaces for high usability and user experience.

A

Human-Computer Interaction (HCI)

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7
Q

is the interactive design and operations through specific computer system criteria

A

High usabillity

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8
Q

focuses on creating systems that enhance the overall jnvolvement of a person,

A

User experience

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9
Q

Humans interact with
through a user interface.

A

computing devices

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10
Q

refers to an abstract model by which humans interact with the computing device to complete a given task.

A

Interaction

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11
Q

on the other hand, refers to the boundary wherein two (2) independent systems meet and act on or communicate with each other.

A

Interface,

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12
Q

Commonly known as “user-centered design,”

A

Know the User

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13
Q

this principle serves as the primary principle of HCI.

A

Know the User

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14
Q

This implies that the interaction and interface should cater to the needs and capabilities of the target users of the system in design.

A

Know the User

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15
Q

This information can then serve as a basis to choose the right mode of interaction and design the right interface solution for the target users appropriately.

A

Know the User

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16
Q

caters to a wide range of users rather than specific ones.

A

universal usability

17
Q

The term
refers to the job to be accomplished by the user with the interactive system.

A

“task”

18
Q

This principle encapsulates the sequence identification and structure of subtasks at an abstracted level.

A

Understand the Task

19
Q

Keeping the user’s short term memory load light is the main idea of this principle and is important in relation to the interface’s role as a quick and easy guide to complete a task.

A

Reduce Memory Load

20
Q

A way to relieve long term memory load of a user is to

A

strive for consistency.

21
Q

Aside from being able to remember what to do, consistency and familiarity lead to higher satisfaction and preference while using the system.

A

Strive for Consistency

22
Q

It employs interfaces that provides constant reminders about important information or actions to be performed and thus refreshes the user’s memory.

A

Remind Users

23
Q

is an event that occurs when the output of a system is used as an input back into the system as part of a chain of events.

24
Q

Therefore, the interaction and the interface should be designed to avoid confusion and overwork of users.

A

Prevent Errors/Reversal of Action

25
Q

This principle referes to the reflection of various actions and processes in human’s daily life.

A

Natural Interaction and Interface