Fundamentals and Concept of HCI Flashcards

1
Q

is a multidisciplinary field of study focusing on the design on compute technology, the interaction between humans and computers.

A

Human Computer Interaction

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2
Q

3 COMPONENTS IN HCI

A
  1. Human
  2. Computer
  3. Interaction
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3
Q

are the user or person interacting with the interface.

A

Human

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4
Q

any technology ranging from desktop computers to large scale computer systems.

A

Computer

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5
Q

is any communication between user and computer.

A

Interaction

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6
Q

2 TYPES OF INTERACTION

A
  1. Direct Interaction
  2. Indirect Interaction
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7
Q

an interaction that involves a dialog or feedback and control throughout performance of the task.

A

Direct Interaction

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8
Q

an interaction that may involve batch processing or intelligent sensors controlling the environment.

A

Indirect Interaction

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9
Q

achieving goals within constraints.

A

Design

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10
Q

3 FACTORS IN DESIGN

A
  1. Goals
  2. Constraints
  3. Trade-off
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11
Q

the purpose of the design, who is it for, and why they want it.

A

Goals

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12
Q

consider the material, cost and time.

A

Constraints

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13
Q

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.

A

Trade-off

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14
Q

What is the Golden Rule of Design?

A

Understand your materials

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15
Q

3 THINGS TO UNDERSTAND IN HCI

A
  1. Understand Computers – know the limitation, capacities, tools and platform.
  2. Understand People – understand the psychological, social aspect, and human errors.
  3. Interaction
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16
Q

What is the core message of interaction design?

A

Put the user first, keep the user in the center and remember the user at the end.

17
Q

5 DESIGNS PROCESS

A
  1. Requirements
  2. Analysis
  3. Design
  4. Iteration and Prototyping
  5. Implementing and Deployment
18
Q

what is wanted and needed.

A

Requirements

19
Q

the result of observation and interview that brings out the key issues and communicate with later stages of design.

A

Analysis

20
Q

is the central stage. It is a process of converting abstract ideas and goals into concrete solution and strategies.

A

Design

21
Q

a cycle of creating, testing, and refining their design.

A

Iteration and Prototyping

22
Q

the process of creating and deploying of design. Involves code, hardware, and writing documents and manuals.

A

Implementing and Deployment

23
Q

NOTE: KNOW YOUR USER – the user focus.

A

KNOW YOUR USER – the user focus.

24
Q

are stories for design.

A

Scenarios

25
Q

the simplest design representation, but one of the most flexible and powerful.

A

Scenarios

26
Q

3 USAGES OF SCENARIOS

A
  1. Communicate with other.
  2. Validate other models
  3. Express Dynamics
27
Q

CITE 4 USER INTERACTION AT DIFFERENT LEVELS

A
  1. Widget
  2. Screen on Windows
  3. Navigation within the application
  4. Environment
28
Q

In this structure, much of the interaction involves goal-seeking behavior.

A

Local Structure

29
Q

4 THINGS TO LOOK WHEN LOOKING AT WEBPAGES

A
  1. Knowing where you are
  2. Knowing what you can do
  3. Knowing where you are going or what will happen.
  4. Knowing where you’ve been or what you’ve done.
30
Q

a term that implies that you don’t have knowledge on where you are going or where you have been.

A

Lost in Hyperspace

31
Q

a structure that shows the ways that various screen, pages, or devices states link to another.

A

Global Structure (Hierarchical Organization)

32
Q

3 BASIC PRINCIPLE AT THE SCREEN LEVEL RELFECTS IN OTHER AREAS OF INTERACTION

A
  1. Ask – what is user doing?
  2. Think – what information is required?
  3. Design – form follows function, let the required interaction drive the layout.
33
Q

5 TOOLS FOR LAYOUTING

A
  1. Grouping and Structure – if things logically belong together, we should group them.
  2. Order of Groups and Items – match the order on the screen.
  3. Decoration – are decorative feature like font style, text, backgrounds, etc.
  4. Alignment
  5. White Space – are spaces.
34
Q

are the space between letters.

A

Counter

35
Q

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.

A

Iteration and Prototyping

36
Q

What are the Roles of Prototyping?
(4 Process)

A
  1. Design -> 2
  2. Prototype -> 3
  3. Evaluate -> 4
  4. Redesign-> 2

If ok, then we’re done.

37
Q

2 THINGS NEEDED IN ORDER FOR PROTOTYPING TO WORK

A
  1. To understand what is wrong and how to improve.
  2. A good start point.
38
Q

SCHNEIDERMAN’S EIGHT GOLDEN RULES OF INTERFACE DESIGN.

A
  1. Strive for Consistency
  2. Enable Frequent Users to Use Shortcuts
  3. Offer Informative Feedback
  4. Design Dialogue to Yield Closure
  5. Offer Simple Error Handling
  6. Permit Easy Reversal of Actions
  7. Support Internal Focus of Control
  8. Reduce Short-Term Memory Load