hci Flashcards

1
Q

name 6 usability goals

A

effective to use, efficient to use, safe to use, have good utility, easy to learn, easy to remember

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2
Q

Usability Goal: effective to use

A

 can users use the system to do the work they need to do?
 E.g. offering means of entering text, saving information…

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3
Q

Usability goal: efficient to use

A

 can experienced users be productive using the system?
 E.g. keyboard shortcuts, saving information for later

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4
Q

usability goal: safe to use

A

 what kind of errors can users make and how can they recover from/prevent the mistake?
 E.g. prevent to turn the temperature in the shower to hot

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5
Q

usability goal - good utility

A

 does the system provide all the functionality the users need/has all features?

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6
Q

usability goal - easy to learn

A

 can users figure out what to do by exploring the interface?
 e.g. familiar and natural interfaces, learning without manual

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7
Q

usability goal - easy to remember

A

 what kind of support does the system have for remembering how to do tasks (esp. infrequent tasks)?
 e.g. GUIs with appropriate menus and icons

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8
Q

7 foundations of interaction design

A

affordance, visibility, feedback, mapping, constraints, consistency, metaphors

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9
Q

affordance

A

 property of an object to perform an action; “is for”
 actions that the design of an object suggests to users
 real a.: e.g. grasping, pulling;
 perceived a.: scrollbars
 e.g. chair (sitting, leaning, moving it)

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10
Q

visibility

A

 users should always be aware of what is going on
 make functionality visible
 stove: displays if it is on/off

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11
Q

feedback

A

 information for the users about the current system state: what has been done and current interaction possibilities
 sound, highlight, animation, haptic
 subtle, more noticeable
 e.g. icons (e.g. recycler, speaker icon)

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12
Q

mapping

A

 relationship bw. controls and actions they trigger
 spatial: arrange controls in the same way their real-world counterparts are arranged, e.g. room lamps: map left button to the left lamp, right button to the right lamp
 physical: mapping follows physical real-world behavior, e.g. water bucket is being filled with water -> water level is rising, there is more water
 cultural standards: mapping follows cultural conventions (left to right)
 perception: the input device looks like the actual thing itself (e.g. smart sofa control)

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13
Q

constraints

A

 restricts actions to prevent users from selecting incorrect options
 avoid usage errors
 Physical c.: e.g. selection instead of mistyping, automatic correction, prevent illegal input; usb

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14
Q

consistency

A

 similar operations should use similar elements for similar tasks
 Internal c.: design operations to behave the same within an application
 External c.: design operations to behave the same across applications; calculator designs
 E.g. similar commands, fonts, layout, color, flow

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15
Q

metaphors

A

 interface is designed to be similar to something the user is already familiar with
 e.g. virtual address books & calculators are inspired by physical ones

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16
Q

4 main interaction types/modes

A

instructing, conversing, manipulating, exploring

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17
Q

instructing

A

 the user instructs the system what to do using keyboards and selecting options via menus
 Good for quick and efficient interaction and repetitive actions
 E.g. MS word, vending machines

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18
Q

conversing

A

 Underlying model of talking to humans (voice recognition), interacting with the system as if having a conversation
 Good for hands-free interactions
 E.g. Siri, Alexa

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19
Q

manipulating

A

 interacting with virtual objects (Dragging, selecting, opening, closing…)
 Good for doing many types of tasks
 E.g. mouse, touchscreen…

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20
Q

exploring

A

 Finding out and learning things
 Good for searching and getting large amounts of information
 E.g. google pages

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21
Q

4 approaches to user interface design (UID)

A

user-centered design, activity centered design, system design, genius design

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22
Q

user-centered design

A

 Most successful approach
 focus is on the user
 designer translates the users’ needs into a design solution
 3 principles:
* Early focus on users & tasks
* Empirical measurement
* Iterative design

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23
Q

user-centered design - contextual design

A

4 main principles:
* Context: interviews, observations
* Partnership: user and developer collaborate
* Interpretation: observations interpreted by user and developer together
* Focus: project focus to understand what to look for

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24
Q

user-centered design - participatory design

A
  • Selected users are actively participating in the design process
  • At least one future user is part of the development team
  • Democratic
  • Time-consuming
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25
Q

activity-centered design

A

 Focus on the activities
 Behavior of users rather than their goals is important

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26
Q

system design

A

 Holistic approach focusing on the entire system (e.g. people, objects, computers, devices…)

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27
Q

genius design

A

 Relies on the experience and creative talent of the designer
 Users are not involved during the process

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28
Q

requirements iterative process

A

Requirements – Design – Prototyping – Evaluation

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29
Q

types of requirements

A

 Functional (what should the system do?)
 Non-functional (response time, date of delivery)
 Users (who? Characteristics, system use)
 Data (what data need to be stored? How?)
 Environment / context of use (physical, social, organizational, technical)

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30
Q

categories of users

A

 Primary (frequent, hands-on)
 Secondary (occasional, via someone else)
 Tertiary (affected by introduction or influencing the purchase)

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31
Q

stakeholder

A

 Everybody who is affected by or has an influence on the system
 more people than we normally thing of as users
 Not necessary to involve all in a user-centered process
 But be aware of their wider impact

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32
Q

personas

A

 Help understand who the users are
 realistic description of a fictional person
 Not real people, but with real characteristics (skills, attitudes, tasks, environment)

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33
Q

why task analysis?

A
  • The characteristics and capabilities of the users
  • What the users are trying to achieve
  • How they achieve it currently
  • Whether they would achieve their goals more effectively
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34
Q

how task analysis

A
  • Gather data
  • Analyze data
  • model requirements
35
Q

techniques for understanding tasks

A
  • scenarios
  • use case diagram
  • object/operation analysis
  • hierarchical task analysis (HTA)
36
Q

scenarios

A
  • Informal narrative story
  • Personal, not generalizable
  • Focus on activities
37
Q

use case diagram

A
  • possible actions bw. an actor and a system to achieve a goal
  • Focus on user-system interaction
  • Essential use cases: high level of abstraction
38
Q

delete

A

delete

39
Q

HTA

A
  • Starting point: user goal
  • Main tasks to achieve the goal are identified
  • Tasks are subdivided into subtasks
40
Q

attentive perception

A

 Visual scanning
 Sequentially identify objects and compare with target
 Slow, high mental effort

41
Q

pre-attentive perception

A

 Certain visual features (color, shape, texture) are processed in parallel
 object differing from surrounding objects is immediately recognized

42
Q

Sensory homunculus

A

the tactile sensitivity drastically varies between different body locations

43
Q

gestalt laws name

A

good shape/form, proximity, closure, similarity, continuity

44
Q

law 1: good shape/form

A

Perception has tendency towards remembering things as good/clear/simple shapes

45
Q

law 2: proximity

A

 close objects are perceived as belonging together
 E.g. icons in apple keynote

46
Q

law 3: closure

A

 Tendency to see complete figures amidst discontinuities
 foundation of window metaphor (you can identify every windows even though they overlap)

47
Q

law 4: similarity

A

 Similar shapes appear as belonging together

48
Q

law 5: continuity

A

 Law of the good curve
 Continuous shapes appear as belonging together

49
Q

McGurk Effect

A

demonstrates an interaction of hearing and vision in speech perception; if one sound is paired with the visual component of another sound, an illusion can be created leading to perceiving a third sound

50
Q

recognition vs recall

A

o We recognize better than recall things (-> rise of GUI over command line)
o We remember images better than words
o Command-based interfaces require users to recall from memory
o GUIs provide visually based options that users need only browse through until they recognize it

51
Q

types of memory

A

o Sensory memory: brief recall of sensory experience; holds data 0.2-1.5 sec; high capacity
o Working memory: encodes data using visual/acoustic encoding; limited capacity (around 4-7 +/-2 chunks (Miller’s rule); 15 sec.
o Long-term memory (almost infinite capacity, fast recall)

52
Q

Miller’s 7 +/-2 rule:

A

o Often misinterpreted that it forbids to display more than 7 items at once
o But this rule does not apply here since the items and options are visible the whole time and do not need to be remembered

53
Q

Fitts’ law

A

o Model that predicts the time required for an aimed movement (e.g. selecting menu elements)
o Main limiting factor for the speed is cognitive information processing rather than physical muscle strength
o -> use large width/size for frequently used elements
o -> Place important elements at the edge/corner of screen

54
Q

name cognitive models

A

mental models, golf of execution and evaluation, human processor model, external cognition

55
Q

cognitive models - mental models

A

 = internal constructions of aspects of the external world
 Done through learning and system use
 Shallow mental models (e.g. how to drive a car) vs. deep mental model (e.g. how to construct a car)

56
Q

cognitive models - gulf of execution

A

 Gulf of execution: the distance from the user to the physical system, e.g. many steps in a purchase process on the Media Markt website; could be reduced by removing/combining some steps of purchasing process

57
Q

cognitive models - gulf of evaluation

A

 Gulf of evaluation: the distance from the physical system to the user; e.g. downloading files from MS Teams, only icon when each file is downloaded completely; could be reduced by displaying a progress bar with listing of current file being downloaded and time

58
Q

delete

A

delete

59
Q

cognitive models - external cognition

A

 Cognition does not only take place within our head
 We use many external representations (e.g. handwritten notes, to do lists, books) and tools (pens, calculators) that aid cognition
 Computer interfaces should provide external representations and tools to support external cognition
 3 forms of external cognition:
* Externalizing information to reduce memory load (Notes, Email, Calendars)
* Computational offloading (use an external representation for solving a problem (Pen & Paper))
* Annotating and cognitive tracing (externalize cognition by modifying representations, e.g. Good notes, mind maps)

60
Q

4 generations of user interfaces

A

batch processing, common-based interfaces, graphical user interfaces (WIMP), post-WIMP user interfaces

61
Q

batch processing

A

 Early computers, big, not very interactive
 When large volumes of data need to be processed
 Quick, low costs, offline features, simplicity
 But deployment and training are a must, error occurs

62
Q

common-based interfaces

A

common-based interfaces
 Screens capable of displaying text
 immediate interaction
 Dialogue-driven interfaces
 input commands entered by keyboard
 - not user-friendly
 Design implications: consistency, popular for scripting, support recognition

63
Q

graphical user interfaces (WIMP)

A

 Memex:
* Influential vision of a desktop computer from Bush (1945)
* To support knowledge workers in their work with documents
* Introduction of hyperlinks
 The Mother of All Demos (Engelbart)
* Foundation of the technology demo
* Networked Computer System (NLS)
* Introduced a variety of seminal contributions to computing
 Sketchpad
* First Graphical User Interface (GUI) by Sutherland (1962/63)
* Directly manipulate graphical objects on a screen with a light pen
* Turning abstractions into concrete forms

64
Q

3 principles of user interfaces

A

direct manipulation, WIMP paradigm, desktop metaphor

65
Q

direct manipulation

A

o 3 main principles:
 Continuous representations of objects and actions with meaningful visual metaphors
 Physical actions or pressing buttons instead of complex syntax
 Rapid, incremental, reversible actions

 + easy to learn, fast actions, immediate feedback, rare errors
 - waste screen space, small screens, more time for experts

66
Q

WIMP Paradigm

A

o Xerox Star: origin
o Windows:
* can be scrolled, stretched, overlapped, opened, closed…
o Icons:
* represent applications, objects, commands, and tools
* Easier to learn than commands
* Now universal
* Many guidelines and libraries, no need to invent new ones
o Menu: offering lists of options
* Linear or pull-down -> time to reach the first item is shortest
* Rectangular or square menu -> has better average distance to any random element
o Pointer: a mouse controlling the cursor as a point of entry

67
Q

Desktop metaphor

A

 A set of unifying concepts to help users interact more easily with the computer
 Treats the computer monitor as if it is the top of the user’s desk, upon which documents/folders can be placed (trashcan, disk, calculator, documents)

68
Q

computer generation

A

 1: Main Frame Computing
 2: Personal Computing
 3: Ubiquitous Computing

69
Q

post-wimp why

A

 WIMP reduces interaction to the visual channel
 WIMP interfaces are not optimal for working with certain tasks/ through input devices which differ from mouse & keyboard
 WIMPs are pixel-hungry

70
Q

mobile user interfaces - key challenges

A

 Small screen, small number of keys and restricted number of controls
 Many different input modalities and techniques available
 Are used in different contexts under highly dynamic conditions

71
Q

fat finger problem

A

 Finger has a considerable size -> Unclear where it is touching exactly
 In contrast to the pixel-sized tip of a mouse pointer
 Okay for very large buttons but getting problematic on smaller elements

72
Q

small screens

A

 Some tasks require space (map navigation)
 Multitouch gestures can help because gestures don’t need a button shown in the display

73
Q

types of gestures

A

o Deictic gestures (pointing and selecting)
o Manipulative gestures (manipulating an object)
o Symbolic gestures (mapping a symbol to a function, e.g. drawing “X” to delete)
o Co-verbal gestures (gesturing during speech)
o Static gestures (holding a pose)
o Dynamic gestures (involve moment, e.g. shaking)

74
Q

multi-modal interaction

A

combining multiple modalities for input and output
o Aim for the richness of natural interaction (e.g. combine gestures and speech)
o Example: Put That There (MIT, 1979)
 Speech is well-suited to select command
 Deictic gestures are well-suited to precisely select objects and positions

75
Q

conceptual design

A

o Develop a conceptual model
o Address general questions (metaphors, interaction types, functionality)
o Not tied to physical constraints -> freedom for creativity

76
Q

physical design

A

o Concerned with the details & gets more concrete
o Considers the restrictions of a real product (limited screen size…)
o Concrete mappings, dialogues

77
Q

conceptual model

A

o = a high-level description of
 How a system is organized and how it operates
 What people can do with a system
 What concepts are needed to understand how to interact with it

78
Q

The 10 + 10 Technique

A

o 1) state the design challenge (problem, client needs, novel system)
o 2) generate 10 different designs (brainstorming, creative, don’t judge)
o 3) reduce the number of design concepts (review, discard, gather reactions)
o 4) choose the most promising concepts
o 5) sketch 10 details/variations of the concepts (explore, generate realization ways)
o 6) present ideas to a group (feedback, suggestions)
o 7) sketch ideas as they change

79
Q

Techniques for Conceptual Design

A

o Sketches: quick visualization of ideas
 Quick, inexpensive, timely, minimal detail
o Storyboards: cartoon-like structure
 Adds dynamics
 Based on scenarios

80
Q

Techniques for Physical Design

A

o Prototypes: simplified model of the final product
 Horizontal: wide range of functions, little detail
 Vertical: lots of details, only a few functions

 Low fidelity: uses a medium that is unlike the final medium, e.g. paper
* Quick, cheap, easy to change
* For exploration
* Gather feedback, summarize problems and prioritize them
 High fidelity: looks more like the final system
* More details, more precise, interactive
* Mock-up of some aspects of the final UI
* UI, not functionality, is key!

81
Q

data gathering techniques

A

o direct observation
o indirect observation
o diaries
o interviews
o focus groups
o questionnaires
o researching similar problems
o studying documentation

82
Q

direct observation methods

A

 silent observation (designer watches user, no communication)
 think aloud (like silent, but user is asked to say aloud)
 constructive interaction (2 people work on a task together, conversation, more natural & comfortable)

83
Q

interview variants

A

o focus groups: group interview (3-10), representative sample, gaining consensus view; but can be dominated by individuals
o retrospective testing interviews (observational test, record video, have users view video and comment on what they did)
o critical incidence interviews: people talk about incidents that stood out; focus on more severe problems

84
Q

interview structure

A

o introduction
o warm-up
o main body
o cool-off
o closure