Exam 2 Flashcards
Successful displays consider…
task and cognitive capabilities
Letter Size - What dimension is most important?
Height
How do you determine the height of lettering?
James Bond Principle
Height >= .007 Radians x Distance
PVA
Primary Visual Area
Where you look the most?
Important things to consider regarding PVA
Frequency of Use
Importance of Use
4 Categories of Principles of Design
Attention
Perception
Memory
Mental Model (expectations)
exploit redundancy gain
- perception
def: same message expressed more than once in multiple ways
ex. position and hue on stop light
ex. MOA signs place and picture
Gestalt Principles of Grouping
cues that help us group features or parts into whole objects
Gestalt Principles Use in Display Characteristics
- keep related tasks in close proximity
- Increase separation between unrelated displays
- similarity causes confusion, highlight similar differences and use different symbols
Labeling 4 design criteria
Visibility and Legibility
Discriminability
Meaningfulness
Location
Labeling Design Criteria: Visibility and Legibility
Width of lines and contrast to background needs to be sufficient under poorest expected viewing conditions
Labeling Design Criteria: Discriminability
Be clear with features that require discrimination
ex. no exit vs exit
Labeling Design Criteria: Meaningfulness
Keep users in mind and choose icons/labels
Avoid icons/abbreviations that could be confusing
Exploit redundancy gain
Labeling Design Criteria: Location
Physically close to and unambiguously associated with the entity that they label
Parrallax Issues
Change in perceived location of an object caused by a change in observer position
ex. misreading the speedometer from the passenger seat
Steps in Display Design
- Determine users, task, and context of use
2. Determine informational needs and methods to convey info
Designing with Color
Don’t require people to determine different levels of color (hues)
Color coding should be consistent across a set of displays
Avoid too many colors and highly saturated colors
Use same color to associate similar things (unique stands out)
Common use of red in displays
Indicate danger of states to be avoided
3 Types of Displays
Qualitative
Quantitative
Check
Qualitative Displays
Trend, rate of change, approximation
Quantitative Displays
Precise numeric value
Check Displays
Parameters for normal ranges
Haptic Feedback Benefits
Very fast
Breaks through noise
People like it
Limitations to icons/colors for coding
International icons and color differences
Auditory Message Constraints (use visual if..)
Person Remains in one position
Message doesn’t call for immediate action
Complex message
Long message
message will be referred to later
auditory systems already in use
noisy receiving location
Contrast
difference in luminance b/w 2 adjacent objects
Contrast Sensitivity
min contrast b/w lighter and darker area that can be detected
Illuminance
intensity of light falling onto a surface
Luminance
light reflecting from a surface
reflectance
reflective ability of a surface
Fitt’s Law Uses
General use: predict movement times
specific example: predict costs of keyboard layouts
Fitt’s Law Components
Amplitude of the movement
Width of target
Together create the index of difficulty
Fitt’s Law Implications
Smaller targets increase movement time unless moved closer
Shorter time w/ same amplitude, precision decreases
Greater amplitude increases movement time
Larger target means larger error
SPEED ACCURACY TRADE-OFF
HCI
Human Computer Interactions
Fitt’s Law impact to HCI
Reduce ID (bigger icons, more space)
Compare ID (“capacity” of input devices)
Put things in edges and corners
Types of Positioning Controls/Devices
Direct position (touch screen, light pen)
Indirect position (mouse, touch pad)
Indirect velocity (joystick)
Voice
Positioning Devices
Use of a control to move an entity such as a cursor to a target
Positioning Device Factors to Consider
Feedback of the state of the cursor or entity being moved
Level of Gain required
Gain
Change of cursor/change of control position
high gain = small change yields large or fast movement
ideal gain = 1.0-3.0
Control-Response Ratio (C/R)
reciprocal of gain
Discrete Controls Definition and Applicable Principles
designed primarily for the purpose of activating or changing the discrete state of some systems
Hick-hyman and Fitt’s Law
Types of discrete controls
Buttons, switches, knobs, levers, keyboard, voice
Continuous controls
used for the need to position or point to some entity in space
Types of continuous controls
lever, joystick, mouse
Accidental Activation Causes
Skill-Based Failures
Rule-Based Failures
Skill-based failures
People inadvertently bump or depress a control
Rule-Based Failures
They intentionally activate a control w/o sufficient consideration for the situation
Implication and rule of addressing accidental activation
Force people to take more time/exert more effort to complete a task, ease and speed of activation must be balanced with the cost of accidental activation
Methods to avoid accidental activation (4)
Locate and Orient
Recess and Shield
Interlock and sequence operations
Resist, delay, and confirm
Methods to avoid accidental activation: Locate and Orient
locate and orient the control so it won’t be brushed or bumped
Methods to avoid accidental activation: Recess and Shield
Physically protect the control from being brushed or bumped
Methods to avoid accidental activation: Interlock and sequence
Interlock control so it requires actions in at least 2 directions to activate
Require a specific sequence of actions
Methods to avoid accidental activation: Resist, delay, and confirm
require more effort to move the control than expected from bump
use resistance from viscous or coulomb friction and spring-loading to distinguish controls
Require a confirmation of the primary action (ex. OK button when delete file)
Card Sorting Use
Evaluate information architecture of a site
Card Sorting Method
Conduct some preliminary research
Participants organize topics into categories that make sense to them and help label them
Can use actual cards, pieces of paper, or software
Card Sorting Benefits
Understand users’ expectation/understanding
Helps you understand and better build the structure of a website, decide what to put on homepage, and label categories/navigation
Best Merge Method Definition
graphical depiction of percent of agreement for item grouping based on actual agreement and best merge algorithm
Possible Report Structure
Graphical depiction of one possible organization of the items
Organization based upon card sorting and cognitive walk through
7 Stages of Action Use
How a user understands what to do and how to accomplish their goals
7 Stages of Action Goal Execution
Goals to physical system
Bridge the gulf of execution that is mismatched between users’ intentions and actions supported by the software
7 Stages of Action 2 basic pieces
Execution
Evaluation
7 Stages of Action Goal Evaluation
Physical system to goals
understand feedback from system after execution is the bridge over the gulf of evaluation
7 Stages of Action Creator
Norman
7 Stages of Action Components
Execution
- Establish Goal
- Form intention
- Specify action sequence
- Execute Action
Evaluation
- Perceiving the system state
- Interpreting the state
- Evaluating system state with respect to goals/intentions
Usability testing definiton
method of systematically determining the usability of an application
Qualitative and Quantitative assessment of how well a system can be used based on user testing
Done in 1-2 hours x # participants
Heuristic Evaluation definition
assessing the usability of an interface based on expertise, existing standards, or guidelines
Done in 1-2 hours
Robust Usability Testing Benefits
Methodologically rigorous assessment will enhance the performance of the product/device
Develop an effective, usable product
Identify device failures/difficulties
Rules/regulations don’t guarantee a good product
Help bottom line
Usability Testing is NOT
Something to do at the end of the product design cycle
Market Research
Way to get opinions about the device
Components of Good Usability Testing
Learnability
Efficiency
Lack of Errors
Satisfaction
Usability can vary based on the context in which it is used
Components of Good Usability Testing: Learnability
can learn to use product quickly and easily
Components of Good Usability Testing: Efficiency
can achieve optimal productivity during use
Components of Good Usability Testing: Lack of Errors
errors are not easily committed and cannot be too serious
Components of Good Usability Testing: Satisfaction
happy users
Stages of Usability Testing
Formative Testing
Summative Testing
Usability Testing Formative Testing
Iterative usability testing performed throughout the development of the device
User input at each stage to guide development
Helps ensure development is on the right track
Usability Testing Summative Testing
Testing at the end of the productive design cycle to certify performance is as intended