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)
The iterative cycle of system development
evaluation -> understanding -> design -> evaluation
Understanding: cycle of system development
creating a fake persona, representation of needs!
Design: cycle of system development
theoretical framework, a sketch, prototype
7 stages of action (Norman)
- Goals (vs. physical system)
- Intentions
- Action specification
- Interface mechanism
-> execution bridge naar physical system - Interface display
- Interpretations
- Evaluation
-> evaluation bridge terug naar goals
Mental models (Norman)
designers mental model -> system/system image <-> user’s mental model
- let user understand what he DOES, not the system
- equal designers mental model with users mental model -> match thinking!
Mental models (metaphores)
Metaphores for what it represents
- know what the save logo is (floppy disk), but we dont use it anymore in real life
HCI-guidelines (Nielsen) (8)
- match real world
- consistancy & standards
- visability of system status
- user control and freedom
- error prevention, recovery
- memory,
- flexibility, efficiency
- symplicity & aesthetics
Evaluation of 3 things
- heuristic evaluation = checking guidelines HCI
- usability testing = objectively observing people
- indicators = qualitive, effectiveness, efficiency, user satisfaction