Examen Flashcards

1
Q

(Tema 1) Define Interacion persona-computador

A

Discipline related to the
- Draw
- Implementation
- Evaluation
of information systems for the human use and the study of the most important behaviours related to it.

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2
Q

Describe como la Usabilidad puede ser entendida.

A

Related to the processes, usability can be understood as:
- Usability understood as a process = measure a product in terms of being used by some user to obtain their specific goals. Mesure effectiveness, efficiency and satisfaction in the context of the specific use.
- Usability as a product = capacity of a product being understood, learned, operable and attractive to the user following the standards/guides.

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3
Q

Que critérios de usabilidad debemos dar prioridad en los Sistemas Críticos?

A
  • Critical systems = air traffic, military operations or medical instruments.
  • !! - Execution speed, error rate
  • High learning period in exchange for high execution speed
  • ~ Subjective satisfaction is not a drawback (motivated professionals)
  • Recall over time (frequent use of the most common functionalities. Practical sessions take place to use functionalities that handle emergency situations).
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4
Q

Que critérios de usabilidad debemos dar prioridad en los Sistemas para uso industrial y comercial?

A
  • Industrial & Comercial use systems = trading, insurances, orders, business managing, …
  • !! - Ease of learning, Speed of execution ( !! - reduce training costs & increase profits)
  • Frequent use grants recall
  • Subjective satisfaction !
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5
Q

Que critérios de usabilidad debemos dar prioridad en las Aplicaciones de entretenimiento?

A
  • Entertaining Applications = Emails, music player, social media, ….
  • !! - Ease of learning, low error rate and satisfaction (if not, user will try to find an alternative app)
  • Mechanism to adapt to the characteristics of the user.
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6
Q

Que critérios de usabilidad debemos dar prioridad en los Sistemas sociotécnicos?

A
  • Socio-technical systems = campus virtual, government systems, … (lots of acesses)
  • !! - Ease of learning and low error rate
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7
Q

Cual es la diferencia entre Usabilidad y Experiencia de Usuario? Describe también la relación entre ellos.

A

Usability = Closely related to how easy it is for the user to reach their
user to reach his objectives

User experience = Related to the emotions and feelings experienced by the user when interacting with the system.

  • Good usability level + Good user experience => Needs User involvement.
  • Product made for the user and not for the developer.
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8
Q

Describe el proceso de desarrollo de diseño centrado en el usuario.

A
  • Involve the user
  • Watch the common actions of the user
  • Make prototypes the user can interact and evaluate
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9
Q

Describe los diferentes métodos de análisis de tareas.

A
  • HTA (Hierarchical Task Analysis) = Operations (activities done by people to get to an objective), Plans (restrictions to do each activity)
  • GOMS (Goal, Operations, Methods and Selection)
  • CTT (ConcurTask Trees) == !
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10
Q

Indica los diferentes tipos de prototipos.

A
  • Sketch = done by hand on paper. Obtain a preliminary idea of the draw without much details.
  • Wireframe = low-quality representation of the interface that allow to structure the information and the main content groups.
  • Mockup = Show the information structure, content visualisation and basic functionalities. The user obtains a visual aspect.
  • Storyboard = Draw sequence that show the use of the system in determined circunstances (follow by explanations).
  • Software prototype = Preview of the final product. The user can interact with the system and navigate though the interfaces.
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11
Q

Define el concepto de metáforas y su aplicabilidad.

A

Metaphors = way to communicate abstract concepts with accessible and familiar way
– Global metaphor = office metaphor => use certain mechanism to represent task
- Example 1 => scrolling bar as a metaphor for scrolling, menus and windows.
- Example 2 => You want to design as part of an operating system a functionality that takes as input a set of files of the same type (pdf, doc, etc.) and generates as output a single file that groups all of them. Which metaphor could facilitate user interaction? One metaphor that could facilitate user interaction for this functionality would be the “file folder” metaphor. This metaphor is commonly used in operating systems and file management software to represent a collection of files as a physical folder.

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12
Q

Define paradigma de interacción.(Tema 3)

A

Interaction paradigm = abstraction of all the possible models of interaction organized by groups with similar characteristics

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13
Q

Indique los principales paradigmas de interacción actuales.

A

The main current interaction paradigms are:
The desktop computer
- Traditionally, the dominant paradigm
- Interaction done isolated from the environment.
Ubiquitous computing
- Refers to the idea that computing will be seamlessly integrated into everyday objects and environments, rather than being confined to dedicated devices such as personal computers or smartphones. This would allow people to interact with technology in a more natural way, using whatever device or interface is most convenient or appropriate for the task at hand. Examples of ubiquitous computing include smart homes, wearable technology, and the internet of things.
Augmented reality (AR/VR)
- Idea = increase the information which the user receives
Keyboard
- First device to be used to interact with systems
- QWERTY
- DVORAK (more efficient)
RFID(Radio-frequency identification) Cards
- Can transmit with some metters of distance
NFC(Near Field Communication) Cards
- Transmition distance restricted to 10 cms
Haptic interfaces
- “Mechanic hand”
Eye tracking
Gesture recognition
Implicit interactions
– Agent = some system considered by the user as a helper/tool
- Examples = Sensors, communication devices, …
- Check pdf table

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14
Q

Define estilo de interacción. (Tema 4)

A

Interaction style == generic term to group the different ways which users can communicate or interact with the computer.

CHECK TABLE IN SLIDES

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15
Q

Examples of principals (Shneiderman), Guideline type (advantage)

Define los conceptos de Principio, Directriz y Guia de estilo relacionados con el diseño de sistemas interactivos. (Tema 5)

A

Design principals == statement in a very broad sense that is usually based on research done on how people learn and work.
Examples of principals:
– Simplicity
– Structure
– Consistency
– Error tolerance (prevent the user from making mistakes)
– 8 Golden Rules of Shneiderman:

Addresses (Directrices) = action recommendation based on previous principals => aim to assure consistency

Guidelines
Types:
– Comercial guidelines (Apple, Windows, ..)
– Corporative guidelines
Advantage => provide a better usability given the desired consistency

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16
Q

Describe los principales patrones de diseño.

infinite list, liquid layout, one-window drill down, two-panel selector, grid of equals, password strength meter, news stream, picture manager, many workspaces, wizard, generous borders

A

Patterns
- Infinite List: This pattern allows for the seamless loading and display of large amounts of data by loading small chunks of data at a time as the user scrolls through the list.
- Liquid Layout: This pattern allows the layout of a website or application to adapt to the size and shape of the user’s screen, providing a consistent user experience across different devices.
- One-Window Drill-Down: This pattern allows users to view and interact with different levels of information within a single window, rather than navigating to different pages or windows.
Two-Panel Selector: This pattern allows users to select items from a list by viewing them in a separate panel, rather than navigating through a hierarchical structure.
- Grid of Equals: This pattern presents items in a grid layout where all items are of the same size and importance, making it easy for users to scan and compare them.
- Password Strength Meter: This pattern provides users with real-time feedback on the strength of the password they have chosen, helping them to create stronger and more secure passwords.
- News Stream: This pattern presents a continuous stream of news or updates in real-time, allowing users to quickly consume and stay up-to-date on the latest information.
- Picture Manager: This pattern provides users with a clear and easy way to manage and organize their pictures and images.
- Many Workspaces: This pattern allows users to organize their work into different workspaces or “desktops”, providing a simple way to keep different tasks and projects separate and organized.
- Wizard: This pattern guides users through a process step-by-step, providing clear instructions and progress indicators to help them complete the task.
- Generous Borders: This pattern uses generous white space and borders around elements to create a clean and uncluttered interface, making it easy for users to focus on the content and interact with it.

17
Q

Que significa el operador [ ]&raquo_space; en el CTT?

A

Activate with the handle of information. A first task finishes and generates some value which is passed to the second task before being activated.

18
Q

Que significa ||| en el modelo CTT?

A

Independent concurrence. The tasks connected with symbol can be done in any order.

19
Q

Que significa |[ ]| en el modelo CTT?

A

Sync Symbol. The tasks syncronize in some of their actions to exchange information.

20
Q

Que significa |=| en el modelo CTT?

A

Dependency operator. There can be any order to start the tasks however once one started, the other has to way.

21
Q

Que significa [ > en el modelo CTT?

A

Deativation. When some task start the other one gets deactivated.

22
Q

Que significa&raquo_space; en el modelo CTT?

A

Activate. When some task end, it activates the second one.

23
Q

Que significa [ ] en el modelo CTT?

A

Choice. Select between two tasks.

24
Q

Indica los criterios usado para la medición de la usabilidad.

A

How to measure the usability?
- Effectiveness = Percentage of objectives achieved, Percentage of users who successfully completed tasks
- Efficiency = Time to complete a task, Tasks complete per time unit
- Satisfaction = Satisfaction scale rate, Usage rate over time, Frequency of complains.
- Easy to understand = Understood capabilities after reading its description, Tutorials, Tutorials during the operation
- Easy to learn = Time for the user to learn a capability, Time for the user to execute efficiently a task
- Easy to operate = Error correction, Error recovery

25
Q

Describe el processo cognitivo de la Atención.

A

Attention = process to select the elements on which to concentrate in a given moment
– May involve our auditory and/or visual system. (example: listen to our name in a waiting room, locate the result of our favourite football team).
– Strategies to structure the information for better use experience:
- Proximity = two objects tend to be understood simultaneously if they are close to each other.
- Similarity = two objects sharing some same characteristic (color, size, ….) tend to be understood simultaneously.
- Common goal = two objects moving in the same direction are understood as a group.
- Common region = two objects in the closed region are understood as a group.

– Error message = should be placed next to the element which caused it.
– When the user comes back to the interface due to other app action, the interface should
- Highlighting new information
- Avoid saturate the interface with too much info
- Avoid too many elements

26
Q

Describe el processo cognitivo de la Percepción

A

Perception = process which attributes meaning to the stimulus captured by our sensorial system
– Stimulus:
- Vision
- Light
- Sensation

– How to evade perception errors in the interface’s element distribution?
- Regularity
- Grating = (grelha) separe and accentuate the organisation between ares

– Colours = colours should stand out by its saturation, brightness and tone
- Avoid subtile color differences (a way to verify is the to see the colours in a granting scale)
- Use different colours = “3 color channels” = white-black, red-green, yellow-blue

– Guide for improving the perception senses of an interface
(Colors)
- Compatible combination colours (avoid red-green, blue-yellow, green-blue, red-blue)
- Use high contracts between the letters and the background.
- Limit the number colours to 4 (noobs) and 7 (experts)
- Use light blue only for backgrounds
- Use white for not relevant information
(Designer)
- Consistency
- Previous knowledge = perception of the user on the interface depends on previous actions (example: having the “Back” button always in the same place in each interface section.

27
Q

Describe el processo cognitivo de la Memória & Lectura

A

Memory = process of storing info, repeat actions, …
– Sensorial memory
– Operative memory = active symbols which user pay attention in a certain moment.
- Long-term memory
- Especial case (error) = example of generating an exit which the user will mistake and think is the last one => solve it by designing an interface that prioritises the most important exit.

Read
– Do not use:
- center justified text
- fully justified text

28
Q

Describe las caracteristicas del tipo de interaccion de la linea de mandos.

A

Command line
– Advantages:
- Atractive for expert users
- Fast for complex tasks
– Disadvantages:
- Hard memorization
- Requires important training
- Poor error manager
- Hard. for beginners

29
Q

Describe las caracteristicas del tipo de interaccion de Menus

A

Menus
– STN (State Transation Networks) = graph diagrams use d to solve possible menu outcomes.
– Advantages:
- No need to memorize as long as the texts following the menus are meaningful.
– Disadvantages:
- They take a lot of space in the interface => drop-down (menus despegados) menus solved this issue.

30
Q

Describe las caracteristicas del tipo de interaccion de “Forms”

A

Forms
3 fundamental aspects:
– Type of relation
- Persuade the user to answer
- Ask for relevant info
– Conversation
- Simple questions
- Write useful instructions
- Choose proper controls (drop-down list, radio button, checkbox, text box, …)
- Fluid navigation (easy for the user to situate himself inside the form, answer the form in different time frames)
– Appearance
- Visual details (vertical stash of elements with uniform spacing == more efficiency for the user)
- Appearance that suggests simplicity

31
Q

Word

Describe las caracteristicas del tipo de interaccion de manipulación directa.

A

Direct handling
- WYSIWYG (What You See Is What You Get) => Word for example => interface as a paper for a better understanding of what the final result will be.
**WIMP (WINDOWS, ICONS, MENUS, POINTERS) **
– Advantages:
- Multi-tasking efficient
- Easy acess though the tool bar
– Disadvantages:
- Hard to find the window with the specific content due the big amount

32
Q

Cuales son las 8 reglas de oro de Shneiderman?

A

Shneiderman’s 8 golden rules of interface design are:

  • Strive for consistency
  • Enable frequent users to use shortcuts
  • Offer informative feedback
  • Design for error prevention
  • Permit easy reversal of actions
  • Support internal locus of control
  • Reduce short-term memory load
  • Provide clear and simple visual design