Hci Flashcards

1
Q

Is a multidisciplinary field of study focusing on the design of
computer technology and, in particular, the interaction between humans (the users) and computers.

A

Human-computer interaction (HCI)

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2
Q

HCI is considered a multi-disciplinary subject thus, the ideal designer of an interactive system involves the following expertise, but not limited to:

A
  1. Psychology and cognitive science – knowledge about perception, cognitive, and problem –solving skills;
  2. Ergonomics – physical capabalities of the user;
  3. Sociology – to understand the wider context of the interaction;
  4. Computer science and engineering – build the necessary technology;
  5. Business – for marketing;
  6. Graphic design – for more effective interface presentation;
  7. Technical writing – produce manuals.
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3
Q

In line with this, the three major concerns involved are the

A

(1) people,
(2) computer, and the
(3) tasks that are performed

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4
Q

There are three ‘use’ words that must be true for all in order for a product to be considered successful:

A

(a). useful
(b). usable
(c). used –

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5
Q

– it should accomplish what is required, i.e. watch movie, format a document, ring the alarm;

A

(a). useful

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6
Q

– do it easily and naturally, without danger of error, etc.;

A

(b). usable

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7
Q

make people want to use it, be attractive, engaging, fun, etc

A

(c). used

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8
Q

There are five major senses:

A

sight, hearing, touch, taste and smell

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9
Q

Is a highly complex activity with a range of physical and perceptual limitations, yet it is the
primary source of information for the average person.

A

Human vision

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10
Q

“Design is not just what it looks like and feels like. Design is how it works.”

A

Steve Jobs

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11
Q

describes the practice as: “the goal of creating products that enable
the user to achieve their objective(s) in the best way possible.”

A

The Interaction Design Foundation

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12
Q

makes a product useful. A product is bought to be used. It has to satisfy certain criteria, not
only functional, but also psychological and aesthetic.

A

Good design

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13
Q

is one which is not easy to understand, distracting, difficult to use and short lived

A

Bad design

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14
Q

He develop the ten principles of good design

A

Dieter Rams

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15
Q

10 Principles of design

A

*Good design is innovative.
*Good design makes a product useful.
*Good design is aesthetic.
*Good design makes a product understandable.
*Good design is unobtrusive.
*Good design is honest.
*Good design is long-lasting.
*Good design is thorough down to the last detail.
*Good design is environmentally-friendly
*Good design is as little design as possible

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16
Q

involves the study, planning, and design of the interaction between
people (users) and computers.

A

Human Computer Interaction

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17
Q

Interaction Design is the practice of:

A

 understanding users’ needs and goals
 designing tools for users to achieve those goals

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18
Q

What is the difference between interaction design and HCI?

A

According to the definition in Interaction Design — Beyond HCI, IxD is
much broader than HCI, because it includes all means of technology,
system, and products, while HCI concerns interactive computing
system.

19
Q

In designing interactive products the following questions should be considered:

A

who are going to use it?
how its going to be used? And;
where its gonna be used?

20
Q

refers to how a product behaves and is used by people in the real world.

A

The user experience

21
Q

Important aspects of the user experience are the following

A

usability
functionality
aesthetics
content
look and feel
emotional appeal

22
Q

Two Components of Human Memory

A
  1. working memory
  2. long-term memory.
23
Q

where you do your
conscious thinking.

A

Working memory

24
Q

is probably the least
understood part of human cognition.

A

Long-term memory

25
Q

is an
essential principle
probably the most
important in
communicating a
model to the user.

A

Visibility

26
Q

The various types of user interfaces include:

A

graphical user interface (GUI)
command line interface (CLI)
menu-driven user interface

27
Q

Golden rule of design:

A

understand your materials

28
Q

is an
important Windows security
feature.

A

User Account Control

29
Q

– Use linked labels to provide secondary navigation that shows
the path from the front to the current site page in the hierarchy.

A

Breadcrumbs

30
Q

Forms can put users off registration. So, use this sign-up pattern to
let
users sample what your site/app offers for free or familiarize
themselves with it

A

Lazy Registration

31
Q

Let users enter data in various formats (e.g., city/town/village or zip
code)

A

Forgiving Format

32
Q

Make buttons stand out with color so users know what to do

A

Clear Primary Action

33
Q

Show users only features relevant for the task at hand, one per screen.
If you break input demands into sections, you’ll reduce cognitive load
(e.g., “Show More”)

A

Progressive Disclosure

34
Q

Hide nonessential information on detailed pages to let users
find
relevant information more easily.

A

Hover Controls

35
Q

designers typically combine this with a wizard pattern

A

Steps Left

36
Q

Dark patterns are risky because user mistrust and feedback can
destroy a brand’s reputation overnight.

A

Dark Patterns

37
Q

about creating interventions in often complex situations using technology of many
kinds including PC software, the web and physical devices.

A

Interaction design

38
Q

Design involves:

A

– achieving goals within constraints and
trade-off
– understanding the raw materials:
computer and human
– accepting limitations of humans and of design

39
Q

Here are some more examples of commonly-seen affordances in
graphical user interfaces. B

A

Downward-pointing arrows
Texture
Mouse cursor
Visible highlighting
Make Commands Visible

40
Q

A. understand computers

A

– limitations, capacities, tools, platforms

40
Q

B. understand people

A

– psychological, social aspects, human error

41
Q

Users need to find their way around a system. This involves:

A

– helping users know where they are, where they have been and what they can do next
– creating overall structures that are easy to understand and fit the users’ needs
– designing comprehensible screens and control panels

41
Q

Complexity of design means we don’t get it right first time:

A

– so we need iteration and prototypes to try out and evaluate
– but iteration can get trapped in local maxima, designs that have no simple improvements, but are not
good
– theory and models can help give good start points.

42
Q

about the following topics: For graded recitation
 Learnability
o Examine user experience design principles
 Visibility
o Explain how human memory system works
 Efficiency
o Discuss the three interface styles that are already existing.
 Errors & User Control
o Recognize how users learn interface
 User – Centered Design
o Explain human information processing
 Accessibility
o Apply practical design principles and patterns in User Interface Desig

A

Learnability
o Examine user experience design principles
 Visibility
o Explain how human memory system works
 Efficiency
o Discuss the three interface styles that are already existing.
 Errors & User Control
o Recognize how users learn interface
 User – Centered Design
o Explain human information processing
 Accessibility
o Apply practical design principles and patterns in User Interface Desig