Fundamentals and Concept of HCI Flashcards
is a multidisciplinary field of study focusing on the design on compute technology, the interaction between humans and computers.
Human Computer Interaction
3 COMPONENTS IN HCI
- Human
- Computer
- Interaction
are the user or person interacting with the interface.
Human
any technology ranging from desktop computers to large scale computer systems.
Computer
is any communication between user and computer.
Interaction
2 TYPES OF INTERACTION
- Direct Interaction
- Indirect Interaction
an interaction that involves a dialog or feedback and control throughout performance of the task.
Direct Interaction
an interaction that may involve batch processing or intelligent sensors controlling the environment.
Indirect Interaction
achieving goals within constraints.
Design
3 FACTORS IN DESIGN
- Goals
- Constraints
- Trade-off
the purpose of the design, who is it for, and why they want it.
Goals
consider the material, cost and time.
Constraints
the factor that makes you choose which goals or constraint can be relax so others are met. Involves sacrificing another outcome to achieve desirable outcome.
Trade-off
What is the Golden Rule of Design?
Understand your materials
3 THINGS TO UNDERSTAND IN HCI
- Understand Computers – know the limitation, capacities, tools and platform.
- Understand People – understand the psychological, social aspect, and human errors.
- Interaction
What is the core message of interaction design?
Put the user first, keep the user in the center and remember the user at the end.
5 DESIGNS PROCESS
- Requirements
- Analysis
- Design
- Iteration and Prototyping
- Implementing and Deployment
what is wanted and needed.
Requirements
the result of observation and interview that brings out the key issues and communicate with later stages of design.
Analysis
is the central stage. It is a process of converting abstract ideas and goals into concrete solution and strategies.
Design
a cycle of creating, testing, and refining their design.
Iteration and Prototyping
the process of creating and deploying of design. Involves code, hardware, and writing documents and manuals.
Implementing and Deployment
NOTE: KNOW YOUR USER – the user focus.
KNOW YOUR USER – the user focus.
are stories for design.
Scenarios
the simplest design representation, but one of the most flexible and powerful.
Scenarios
3 USAGES OF SCENARIOS
- Communicate with other.
- Validate other models
- Express Dynamics
CITE 4 USER INTERACTION AT DIFFERENT LEVELS
- Widget
- Screen on Windows
- Navigation within the application
- Environment
In this structure, much of the interaction involves goal-seeking behavior.
Local Structure
4 THINGS TO LOOK WHEN LOOKING AT WEBPAGES
- Knowing where you are
- Knowing what you can do
- Knowing where you are going or what will happen.
- Knowing where you’ve been or what you’ve done.
a term that implies that you don’t have knowledge on where you are going or where you have been.
Lost in Hyperspace
a structure that shows the ways that various screen, pages, or devices states link to another.
Global Structure (Hierarchical Organization)
3 BASIC PRINCIPLE AT THE SCREEN LEVEL RELFECTS IN OTHER AREAS OF INTERACTION
- Ask – what is user doing?
- Think – what information is required?
- Design – form follows function, let the required interaction drive the layout.
5 TOOLS FOR LAYOUTING
- Grouping and Structure – if things logically belong together, we should group them.
- Order of Groups and Items – match the order on the screen.
- Decoration – are decorative feature like font style, text, backgrounds, etc.
- Alignment
- White Space – are spaces.
are the space between letters.
Counter
What stage does this entails:
You start somewhere, evaluate it to see how to make it better, change it to make it better and repeat until it can’t get any better.
Iteration and Prototyping
What are the Roles of Prototyping?
(4 Process)
- Design -> 2
- Prototype -> 3
- Evaluate -> 4
- Redesign-> 2
If ok, then we’re done.
2 THINGS NEEDED IN ORDER FOR PROTOTYPING TO WORK
- To understand what is wrong and how to improve.
- A good start point.
SCHNEIDERMAN’S EIGHT GOLDEN RULES OF INTERFACE DESIGN.
- Strive for Consistency
- Enable Frequent Users to Use Shortcuts
- Offer Informative Feedback
- Design Dialogue to Yield Closure
- Offer Simple Error Handling
- Permit Easy Reversal of Actions
- Support Internal Focus of Control
- Reduce Short-Term Memory Load