HCI Flashcards

1
Q

Define Mapping

A

Mappings are the relationships between controls and their effects on a system.

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2
Q

Types of Mapping (4)

A
  1. Arbitrary Mapping (requires the use of label and memory)
  2. Paired Mapping (Confusion can still occur)
  3. Full Natural Mapping (No ambiguity, no need for learning or remembering, and no need for labels)
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3
Q

Types of constraints (4)

A
  1. Physical
  2. Semantic
  3. Cultural
  4. Logical
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4
Q

Define constraints

A

The difficulty of dealing with a novel situation that is directly related to the number of possibilities.
constraints limit on the number of possibilities.

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5
Q

Examples of constraints

A
  1. Physical constraints such as pegs and holes limit possible operations.
  2. Semantic constraints rely upon our knowledge of the situation and of the world.
  3. Cultural constraints rely upon accepted cultural conventions.
  4. Logical constraints exploit logical relationships. For example a natural mapping between the spatial layout of components and their controls.
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6
Q

Where affordances suggest the range of possibilities, _ _ _ _ _ ?

A

constraints limit the number of alternatives.

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7
Q

Long-Term Memory (LTM) Definitions
Capabilities and HCI Recommendations

A

Definition: Long-term memory is the vast and relatively permanent storage system where information is stored for an extended period, potentially lasting a lifetime.
Capacity and Duration: LTM has a vast capacity, allowing us to store a significant amount of information, including knowledge, experiences, and skills, for an extended period.
HCI Implications: Leveraging long-term memory in HCI design involves creating interfaces that align with users’ prior knowledge and experiences. Familiar patterns and conventions, such as using standard icons and navigation menus, can make it easier for users to recall and apply their existing knowledge when interacting with new systems.

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8
Q

Short-Term Memory (STM) definitions and Recommendations

A

Definition: Short-term memory, also known as working memory, is a temporary storage system where information is held and processed for a brief period, typically lasting only seconds to minutes.
Capacity and Duration: STM has limited capacity, allowing us to hold only a small amount of information at a time. It is also sensitive to interference and can quickly be overwritten by new information.
HCI Implications: Considering the limited capacity of STM, HCI designers should avoid overwhelming users with too much information or too many options at once. Presenting information in smaller, manageable chunks and providing clear, concise instructions can help users retain and process information effectively.

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9
Q

Usability Engineering Lifecycle

A
  1. Know the User
  2. Usability Benchmarking
  3. Goal-Oriented Interaction Design
  4. Iterative Design:
    (a) Prototyping
    (b) Formative Usability Evaluation (Inspection and/or Testing)
  5. Usability Evaluation
  6. Follow-up Studies
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10
Q

Usability Engineering Lifecycle (6 Steps)

A
  1. Know the User
  2. Usability Benchmarking
  3. Goal-Oriented Interaction Design
  4. Iterative Design:
    (a) Prototyping
    (b) Formative Usability Evaluation (Inspection and/or Testing)
  5. Usability Evaluation
  6. Follow-up Studies
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11
Q

Six Attributes of Usability of a System

A

(1) Effectiveness: completeness with which users achieve their goal.
(2) Learnability: ease of learning for novice users.
(3) Efficiency: steady-state performance of expert users.
(4) Memorability: ease of using system intermittently for casual users.
(5) Errors: error rate for minor and catastrophic errors.
(6) Satisfaction: how satisfying a system is to use, from user’s point

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12
Q

Usability Principles (6)

A
  1. User Centered
  2. Simplicity
  3. Not cumbersome
  4. Adequate Feedback
  5. Swift error handling
  6. Sufficient Navigation guidelines
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13
Q

Define Prototyping

A

Prototyping is the process of creating a preliminary or working model of a product or system in order to test and evaluate its design and functionality. In the context of human-computer interaction (HCI), prototyping often refers to creating interactive or functional mockups of software or digital interfaces before the final product is developed.

Prototyping is a key part of the design process in HCI, as it allows designers to test their ideas and assumptions about user needs and behavior, and to gather feedback from users early in the design process. By creating prototypes, designers can quickly iterate on their designs, identify and address issues or usability problems, and refine the final product.

There are many different types of prototypes that can be created in HCI, including low-fidelity paper prototypes, interactive wireframes, functional prototypes, and high-fidelity prototypes that closely resemble the final product. Each type of prototype has its own strengths and weaknesses, and the choice of prototype will depend on the specific goals of the design project and the stage of the design process.

Overall, prototyping is an essential tool for HCI designers, allowing them to create better, more user-centered designs that meet the needs of their users.

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14
Q

Types of Prototypes (5)

A
  1. Low-fidelity prototypes: These are simple, low-tech prototypes that are often created using paper, cardboard, or other inexpensive materials. Low-fidelity prototypes can be quick and easy to create, and can be used to test basic design concepts and interactions. However, they may not provide a realistic sense of how the final product will look or function.
  2. Interactive wireframes: Interactive wireframes are digital prototypes that are created using specialized software or tools. They typically include basic functionality and interactions, such as clickable buttons or links. Interactive wireframes can be useful for testing more complex design concepts and interactions, and can provide a more realistic sense of how the final product will work. However, they may not include all of the features or functionality of the final product.
  3. Functional prototypes: Functional prototypes are fully-functional, interactive prototypes that closely resemble the final product. They may be created using programming languages or specialized prototyping tools, and can include all of the features and functionality of the final product. Functional prototypes can be useful for testing the usability and functionality of the final product, and can provide a realistic sense of how the product will work in real-world scenarios. However, they can be time-consuming and expensive to create.
  4. High-fidelity prototypes: High-fidelity prototypes are prototypes that closely resemble the final product in terms of both appearance and functionality. They may include realistic graphics, animations, and other visual elements, and may be created using specialized design software or tools. High-fidelity prototypes can be useful for testing the visual design and aesthetics of the final product, and can provide a very realistic sense of how the product will look and feel. However, they can be time-consuming and expensive to create, and may not be necessary for all design projects.

Overall, the choice of prototype will depend on the specific goals of the design project, the stage of the design process, and the resources available to the design team.

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15
Q

Classification of Prototypes (3)

A
  1. Verbal Prototypes: textual description of choices and results.
  2. Paper Prototypes:
    Low-Fidelity: hand-drawn sketches.
    High-Fidelity: more elaborate printouts.
    Interactive Sketches: interactive composition of hand-drawn sketches.
  3. Working Prototypes: interactive, skeleton implementation.
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16
Q

Implementation Support -Tools
(4)

A

Technology Supporting User Interface.

Input Devices.
Output Devices.
High-speed Processing.
Networking.

17
Q

Usability Evaluation Methods (4)

A

Exploratory - how is it (or will it be) used?
Predictive - estimating how good it will be.
Formative - how can it be made better?
Summative - how good is it?

18
Q

Usability Evaluation Methods
(2)

A
  1. Usability Inspection Methods:
    Inspection of interface design by usability specialists using heuristics and judgement (no test users).
  2. Usability Testing: Methods
    Empirical testing of interface design with real users.
19
Q

Usability inspection Methods (4)

A
  1. Heuristic Evaluation: A small team of evaluators inspects an interface using a small checklist of
    general principles and produces an aggregate list of potential problems.
  2. Guideline Checking: An evaluator checks an interface against a detailed list of specific guidelines and produces a list of deviations from the guidelines.
  3. Guideline Scoring: An evaluator scores an interface against a detailed list of specific guidelines and produces a total score representing the degree to which an interface follows the guidelines.
  4. Action Analysis: An evaluator produces an estimate of the time an expert user will take to complete a given task, by breaking the task down into even smaller steps and then summing up the atomic action times. [analyses efficiency]
20
Q

Advantage of early usability evaluation

A
  1. Identifying usability issues early: Early usability evaluations help identify usability issues before they become more expensive to fix later on in the development cycle. This can save time and money, and ultimately lead to a better product.
  2. Improving user satisfaction: By identifying usability issues early, you can address them before the product is released, leading to a more satisfying user experience. This can also help build trust and loyalty with your users.
  3. Increasing efficiency: Early usability evaluations can help identify aspects of the product that are difficult or time-consuming to use, which can be streamlined to increase efficiency.
  4. Reducing errors: Early identification of usability issues can help reduce errors and improve the overall quality of the product.
  5. Competitive advantage: A product that is easy to use and meets the needs of its users can provide a competitive advantage in the marketplace.

Overall, early usability evaluations can help ensure that a product is usable, efficient, and effective, leading to increased user satisfaction and a better overall user experience.