Final review (see advanced topics for rest of info) Flashcards

1
Q

Define: UX measure

A

A user experience characteristic to be measured with regard to using an interaction design of interest

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2
Q

Define: Benchmark task

A

A description of a task performed by a participant so that UX measures can be obtained and compared to a baseline value

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3
Q

Define: Quantitative

A

Numeric data regarding the user experience

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4
Q

Example of quantitative

A

Number of errors made by a user during a benchmark task

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5
Q

Pro of quantitative

A

Easy to process and analzye

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6
Q

Con of quantitative

A

Provides limited information

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7
Q

Define: Qualitative

A

Non-numeric, descriptive data describing the user experience

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8
Q

Example of qualitative

A

A user’s verbal recount of thoughts and actions taken during a benchmark task

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9
Q

Pro of qualitative

A

Provides rich information

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10
Q

Con of qualitative

A

Difficult to process and analyze

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11
Q

Define: Objective

A

Data observed directly by an evaluator or an observer

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12
Q

Example of objective

A

Number of errors made by a user during a task

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13
Q

Pro of objective

A

Does not vary among observers

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14
Q

Con of objective

A

Does not provide insight to the user’s opinion

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15
Q

Define: Subjective

A

Data that represents an opinion, judgment, or other personally based feedback

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16
Q

Example of subjective

A

A user’s satisfaction rating for a user interface

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17
Q

Pro of subjective

A

Provides insight to the user’s opinion

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18
Q

Con of subjective

A

Varies from person to person

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19
Q

List objective UX measures

A

Initial performance

Long-term performance

Learnability

Retainability

Advanced feature usage

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20
Q

List subjective UX measures

A

First impression

Long-term user satisfaction

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21
Q

List aspects to UX evaluation

A

Formative vs summative

Formal vs informal

Rapid vs rigorous

Analytic vs empirical

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22
Q

Three broad capabilities of the human

A

Perception

Cognition

Motor skills

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23
Q

Define: Perception

A

Receiving sensory stimuli from the environment

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24
Q

Define: Cognition

A

Processing stimuli and memories to understand the environment

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25
Q

Define: Motor skills

A

Physically executing actions selected by cognition

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26
Q

List traditional senses

A

Sight

Hearing

Touch

Smell

Tasee

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27
Q

List other non-traditional senses

A

Vestibular

Proprioception

Thermoception

Chronoception

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28
Q

Define: Vestibular

A

Sense of balance and inertia

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29
Q

Define: Proprioception

A

Sense of the relative positions of the parts of the body

30
Q

Define: Thermoception

A

Sense of temperature

31
Q

Define: Chronoception

A

Sense of time

32
Q

What are the ways the human perception is biased?

A

Past and our experiences

Present and the current context

Future and our goals

33
Q

Define: Gestalt principles

A

Visual phenomena optimized to see structure

34
Q

Examples of gestalt principle

A

Whole shapes

Figures

Objects

35
Q

How is vision optimized?

A

For contrast

36
Q

Where do you have high resolution for vision?

A

Fovea (center)

37
Q

Where do you have low resolution for vision?

A

Periphery

38
Q

List the depth queues

A

Pictorial

Oculomotor

Motion Parallax

Stereopsis

39
Q

What are pictorial queues?

A

Based on static images

40
Q

What are oculomotor queues?

A

Derived from muscular tension in the eyes

41
Q

What is motion parallax?

A

When objects appear to move relative to the viewer

42
Q

What is stereopsis?

A

Caused by binocular disparity

43
Q

What are the four aspects of cognition?

A

Memory

Attention

Recognition and recall

Learning

44
Q

What is short-term memory?

A

Responsible for retaining information for intervals from a fraction of a second to a few minutes

45
Q

What is long-term memory?

A

Responsible for retaining information over long periods of time

46
Q

What are the types of memories?

A

Semantic

Episodic

Procedural

47
Q

What is semantic memory?

A

Memory regarding facts and relationships

48
Q

What is episodic memory?

A

Memory records of past events

49
Q

What is procedural memory?

A

Memory of action sequences

50
Q

What is working memory?

A

Our current attention and prior knowledge

51
Q

When is leaning faster?

A

Practice is frequent, regular, and precise

Operation is task focused, simple and consistent

Vocabulary is task focused, familiar, and consistent

52
Q

Define: Fitts’ Law

A

Pointing time depends on distance and width of the target

53
Q

Define: Steering Law

A

Pointing time depends on distance and width of the path

54
Q

What are the categories of design guidelines?

A

Eight golden rules

Providing indications

Organizing the user interface

Displaying information

Directing attention

55
Q

What are the eight golden rules?

A

Consistency

Universal usability

Informative feedback

Dialogs to yield closure

Prevent errors

Easy reversal of actions

Internal locus of control

Reduce short-term memory load

56
Q

What are the types of indications?

A

Modes

Reverse actions

Irrelevant actions

Shortcuts

Requirements

Beginning tasks

User progress

System progress

Task completion

Exits

57
Q

What are the goals of organizing the interface?

A

Capitalize on patterns

Group similar elements

Reduce memory load

Provide multiple views

Provide flexibility

58
Q

List the information concerns

A

Consistency

Formatting

Colors

Legibility

Understandability

Compatibility

Overload

59
Q

What are the methods of directing attention?

A

Intensity

Marking

Size

Font

Color

Blinking

Audio

60
Q

What are the uses of AR and VR?

A

Training

Education

Rehabilitation

Therapy

Research

Entertainment

Design

Visualization

61
Q

Define: Interaction fidelity

A

Objective degree of exactness with which real-world interactions can be reproduced in an interactive system

62
Q

How is interaction fidelity commonly thought of?

A

Continuum

63
Q

What are three broad aspects of interaction fidelity factors?

A

Biomechanical symmetry

Control symmetry

System appropriateness

64
Q

What are interaction fidelity factors based on?

A

Framework for interaction fidelity analysis (FIFA)

65
Q

Define: Biomechanical symmetry

A

Objective degree of exactness with which real-world body movements for a task are reproduced through interaction to successfully complete the task in a virtual environment

66
Q

What are the three components of biomechanical symmetry?

A

Kinematic symmetry

Kinetic symmetry

Anthropometric symmetry

67
Q

Define: Control symmetry

A

Objective degree of exactness with which control in a real-world task is provided through interaction in a virtual environment

68
Q

What are the three components of control symmetry?

A

Dimensional symmetry

Transfer function symmetry

Termination symmetry

69
Q

Define: System appropriateness

A

How suitable the system is for implementing a particular interaction in a virtual environment

70
Q

What are the four components of system appropriateness?

A

Input accuracy

Input precision

Latency

Form factor