HC 2 - Human Computer Interaction Flashcards
What does a SMART device?
Help humans achieve their goals
Where in the ACP model does HCI stand?
Environment!
-> organisation, website, tools, product
(we accept that humans make errors)
Levels of quality of HCI (4)
- Utility = usefullness = low level
- Usability = easy to use = low level
- Desirability = liking how it looks/feels = high level
- Brand experience = overall feeling about brand/product = high level
What are displays? + examples
Human made artifacts, designed to support perception of relevant system variables, and facilitate further processing of information
OR
Relevant information, so humans can understand.
- screens, beep (not only GUI)
What is a GUI? + example
Graphical User Interface
- type of display, made of pixels
- graphics, controls and responses to manipulate the display
- letter on screen-typeboard that becomes bigger when you click on it, so you can see better what you type
High level of design principles (interaction with display) (3)
- physical properties (controls, layout, environment (dashboard)
- task: processes, monitoring (ikea-manual)
- human user: strengths, weaknesses
Design principles: Perceptual (1-5)
- Legibility (leesbaarheid)
- Absolute judgement (rood + tekst = duidelijkst)
- Topdown expectation (beïnvloed perceptie)
- Redundancy gain (1 thing told, 2+ modalities)
- Discriminability (dingen kunnen onderscheiden)
Design principles: Mental model (6-7)
- Pictorial realism (looks like real thing)
- Moving part (versnellingspook, logic desgin)
Design principles: Attention (8-10)
- Information access (snel iets vinden/wetboek)
- Proximity compatibility (similar colour belongs)
- Multiple resources (multiple ways, multiple modalities)
Design principles: Memory (11-13)
- Knowlegde in the world (word icoontjes)
- Predictions (buienalarm)
- Consistancy (stick to what people already know)
Conflict of design
People do not want to change!
3 types of alerts
- warnings
- cautions
- advisories
(red yellow blue)
4 factors for labels/icons
- visability
- discriminability
- meaningfulness
- location
Designers are biased!
Definition of Usability
‘the extent to which a product can be used by specified users to achieve specific goals with effectiveness, efficiency and satisfaction, in specified context of use’
Usability goals (6)
- effectiveness (accuracy and completeness)
- efficiency (rescources for accuracy & completeness)
- safety (avoid danger/recover accidents)
- utility (NEEDS)
- learnability (easy to learn and master)
- memorability (not forgetting)