hci Flashcards
name 6 usability goals
effective to use, efficient to use, safe to use, have good utility, easy to learn, easy to remember
Usability Goal: effective to use
can users use the system to do the work they need to do?
E.g. offering means of entering text, saving information…
Usability goal: efficient to use
can experienced users be productive using the system?
E.g. keyboard shortcuts, saving information for later
usability goal: safe to use
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
usability goal - good utility
does the system provide all the functionality the users need/has all features?
usability goal - easy to learn
can users figure out what to do by exploring the interface?
e.g. familiar and natural interfaces, learning without manual
usability goal - easy to remember
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
7 foundations of interaction design
affordance, visibility, feedback, mapping, constraints, consistency, metaphors
affordance
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)
visibility
users should always be aware of what is going on
make functionality visible
stove: displays if it is on/off
feedback
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)
mapping
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)
constraints
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
consistency
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
metaphors
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
4 main interaction types/modes
instructing, conversing, manipulating, exploring
instructing
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
conversing
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
manipulating
interacting with virtual objects (Dragging, selecting, opening, closing…)
Good for doing many types of tasks
E.g. mouse, touchscreen…
exploring
Finding out and learning things
Good for searching and getting large amounts of information
E.g. google pages
4 approaches to user interface design (UID)
user-centered design, activity centered design, system design, genius design
user-centered design
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
user-centered design - contextual design
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
user-centered design - participatory design
- Selected users are actively participating in the design process
- At least one future user is part of the development team
- Democratic
- Time-consuming
activity-centered design
Focus on the activities
Behavior of users rather than their goals is important
system design
Holistic approach focusing on the entire system (e.g. people, objects, computers, devices…)
genius design
Relies on the experience and creative talent of the designer
Users are not involved during the process
requirements iterative process
Requirements – Design – Prototyping – Evaluation
types of requirements
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)
categories of users
Primary (frequent, hands-on)
Secondary (occasional, via someone else)
Tertiary (affected by introduction or influencing the purchase)
stakeholder
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
personas
Help understand who the users are
realistic description of a fictional person
Not real people, but with real characteristics (skills, attitudes, tasks, environment)
why task analysis?
- 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