HCI Flashcards

1
Q

It is a multidisciplinary field that involves different skill set depending on the objective they’re trying to attain.

A

Interaction Design

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2
Q

Interaction design’s main concern

A

Product to be usable

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3
Q

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

A

User Experience

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4
Q

Who said ““Every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.”

A

Jesse Garret

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5
Q

UX sometimes refers by designers as UXD, where D meant to encourage

A

Design Thinking

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6
Q

Important aspects of the user experience are the following:

A

usability
functionality
aesthetics
content
look and feel
emotional appeal

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7
Q

the social resouces that develop and are maintained through social networks and social networks, shared values,goals, and norms

A

Social Capital

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8
Q

i.e. age, ethnicity, race, disability, family status occupation and education.

A

Cultural Identity

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9
Q

It is how simple, practical, and obvious it is for the user to achieve their goals.

A

Pragmatic

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10
Q

It is a concept that has only been commonly used since the early 1980s, but it has origins in more developed disciplines.

A

Human Computer Interaction (HCI)

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11
Q

It is how evocative and stimulating the interactions is to them.

A

Hedonic

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12
Q

It is how simple, practical, and obvious it is for the user to achieve their goals

A

Pragmatic

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12
Q

Ergonomics Research Society was founded in

A

1949

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13
Q

The researchers of Ergonomics Research Society were called

A

ergonomists

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14
Q

The Human Factors, however were concerned both the

A

Physical and Cognitive issues

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15
Q

Human Computer Interaction was originally called

A

Man-Machine Interaction

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16
Q

It played a big role in the development of HCI

A

Information science and technology

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17
Q

It should be defined as someone who is trying to get the job done using any kinds of technology

A

User

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18
Q

This could be any technologies which ranges from the a desktop computer systems to a large-scale computer systems, a process control system, or even an embedded system

A

Computer

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19
Q

Any communication, direct or indirect between a user and a computer

A

Interaction

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20
Q

They must understand how to think in terms of the end user’s challenge and how to translate that understanding into a working system.

A

System Designers

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21
Q

Involved knowledge about perception, cognitive, and problem –solving skills;

A

Psychology and cognitive science

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22
Q

Involved in Physical capabilities of the user

A

Ergonomics

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23
Q

Involved in understanding the wider context of the interaction

A

Sociology

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24
Q

Involved in building the necessary technology

A

Computer science and engineering

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25
Q

Involved for marketing

A

Business

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26
Q

Involved in more effective interface presentation

A

Graphic Design

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27
Q

Involved in producing manuals

A

Technical writing

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28
Q

It is known as an interdisciplinary topic, people tend to take a hard stand on one side or the other in practice.

A

HCI

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29
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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30
Q

Fourth Concern

A

System should support the user’s task in a usable manner

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31
Q

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

A

Useful

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32
Q

Do it easily and naturally, without danger of error, etc.

A

Usable

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33
Q

Make people want to use it, be attractive, engaging, fun, etc.

A

Used

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34
Q

Learned from the past on how to achieve good results, avoiding the bad ones

A

Reuse lessons

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35
Q

It 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

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36
Q

This __________________ allows us to reuse related concepts in similar situations, in much the same way that architects produce a bridge, knowing that it will stand, since it was based upon tried and tested principles.

A

Scientific Rationalization

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37
Q

True or False: The important thing is that the user is interacting with the computer in order to accomplish something

A

True

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38
Q

There are five major senses:

A

sight, hearing, touch, taste and smell

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39
Q

The three senses that are the most important to HCI

A

Sight
Hearing
Touch

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40
Q

It 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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41
Q

Stages of Visual Perception

A

-Physical reception of the stimulus
-Processing and Interpretation of that stimulus

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42
Q

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

A

Steve Jobs

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43
Q

It involves examining and defining the interactions

A

Interaction Design (IxD)

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44
Q

“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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45
Q

It strives to create more meaningful relationships between people and the products and services that they use.

A

Interaction Design

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46
Q

What happens on the screen

A

User Interface (UI)

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47
Q

What happens in front of the screen

A

User Experience (UX)

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48
Q

It makes a product useful.

A

Good Design

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49
Q

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

A

Bad Design

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50
Q

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

A

Human Computer Interaction

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51
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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52
Q

What is the difference between interaction design and HCI?

A

IxD is much broader than HCI, because it includes all means of technology,
system, and products, while HCI concerns interactive computing
system.

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53
Q

When you’re designing for learnability

A

You have to be aware of how people actually learn

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54
Q

It is about creating effective user interfaces (UIs)

A

Usability

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55
Q

The conventional model for human memory has two components:

A

Working memory and Long-term memory

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55
Q

the capacity of working memory is ______ chunks

A

7+-2

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55
Q

The process of putting information and procedures into long-term memory

A

Learning

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56
Q

It seeks to make connections with existing chunks

A

Elaborative Rehearsal

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56
Q

It is where you do your conscious thinking

A

Working Memory

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57
Q

Distractions can easily destroy ________

A

Working Memory

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57
Q

It is repeating the items to yourself

A

Maintenance Rehearsal

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58
Q

It contains the mass of our memories. Its capacity is huge, and it exhibits little decay.

A

Long-term Memory

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58
Q

It is probably the least understood part of human cognition

A

Long-term Memory

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59
Q

It lies behind the power of mnemonic techniques like associating things you need to remember with familiar places, like rooms in your childhood home

A

Elaborative Rehearsal

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59
Q

The elements of perception and memory are called

A

Chunks

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60
Q

Represents the activation of past experience.

A

Chunk

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61
Q

It is remembering something with no help from the outside world

A

Recall

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61
Q

It is remembering with the help of a visible cue

A

Recognition

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62
Q

Three major kinds of user interface styles for desktop computing

A

Computer with a screen, keyboard, and mouse

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63
Q

It is rarely the first choice of a user interface designer nowadays, they still have their place – often as an advanced feature embedded inside another interaction style.

A

Command Language

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64
Q

It presents a series of menus or forms to the user

A

menu/form interface

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65
Q

It is essentially a tree of menus

A

Menu Bar

66
Q

Which are essentially forms

A

Dialog Boxes

66
Q

Examples of this visual representation include: icons representing files and folders on your desktop; graphical objects in a drawing editor; text in a word processor; email messages in your inbox.

A

Continuous Visual Representation

67
Q

It is the most direct kind of actions in direct manipulation – you’re interacting with the virtual objects in a way that feels like you’re pushing them around directly.

A

Physical Actions

67
Q

You can drag the scrollbar thumb a little or a lot, and you see each incremental change

A

Incremental

68
Q

It is visible as quickly as possible

A

Rapid

69
Q

The user doesn’t have to do anything to see the effects

A

Immediately Visible

69
Q

You can undo your operation

A

Reversible

70
Q

It is the preeminent interface style for graphical user interfaces

A

Direct Manipulation (DM)

70
Q

It is the model that the system presents to the user through its user interface (sometimes called manifest model)

A

Interface Model

71
Q

Command languages are synchronous (first the user types a complete command, then the system does it).

A

Synchrony

72
Q

It is a way of describing how the system works.

A

Model of a System

73
Q

It is how the system actually works (sometimes called implementation model)

A

System Model

74
Q

It is how the user thinks the system works (Sometimes called conceptual model)

A

User Model

74
Q

Affordances and natural mapping are examples of a general principle of learnability:

A

Consistency

75
Q

This is concerned with our sensory engagement

A

Sensual Thread

75
Q

How does the user think it behaves

A

Mental Model

76
Q

It refers to the perceived and actual properties of a thing, primarily the properties that determine how the thing could be operated.

A

Affordance

77
Q

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

A

Visibility

78
Q

It is an incredibly powerful direct manipulation technique

A

Drag & drop

79
Q

What the system does when you perform an action

A

Feedback

80
Q

There are three kinds of consistency you need to worry about:

A
  • Internal consistency
  • External consistency
  • Metaphorical consistency
80
Q

It is one way you can bring the real world into your interface.

A

Metaphors

81
Q

This term is central to interaction design. It is how a product behaves and is used by people in the real world.

A

User Experience

81
Q

Common examples of emotions that spring to mind are sorrow, anger, joy, and
happiness

A

Emotional Thread

81
Q

A discipline which is concerned primarily with the physical characteristics of machines and systems and how these affects user performance.

A

Ergonomics

81
Q

It is the internal thinking we do during our
experiences. This is concerned with the narrative part of an experience, as it unfolds, and the way a person makes sense of it.

A

Compositional Thread

81
Q

Term that means “Easy to learn, Easy to Use.”

A

Usability

81
Q

When was HCI become widespread?

A

1980

82
Q

This refers to the space and time in which our experiences take place and their effect upon those experiences.

A

Spatio-temporal Thread

82
Q

The process of interaction design involves four basic activities:

A
  1. Establishing requirements
  2. Designing alternatives
  3. Prototyping
  4. Evaluating.
83
Q

The design process for UI that is widely accepted among UI practitioners.

A

User-Centered Design

83
Q

The place where the user attention happens.

A

Locus of Attention

83
Q

A principle which states that Simplicity is the key for a system to work in the best way.

A

Keep it Short and Simple

84
Q

It is the term that describes on how well users can use the systems functionality.

A

Usability

84
Q

It is called the principle of Least Surprise.

A

Consistency

85
Q

It is the level where most designers choose as the unit for dividing streams?

A

Semantic

86
Q

It is the level where it means low-level input events for dividing streams?

A

Lexical Level

86
Q

It is the level where you would undo commands or onscreen button presses for dividing streams

A

Syntactic Level

87
Q

It is the current state of the user’s interaction with the interface.

A

View State

87
Q

A common technique for showing a selection highlight in text

A

Reverse Video

87
Q

It might be tempting to find a single word to describe this category– Date, Time, Language, and Regional Options

A

Localization

87
Q

Conveyed by the sense of touch.

A

Haptic Feedback

87
Q

It is the actual result of the user’s action, like changing the state of the model.

A

High-level Feedback

87
Q

It is often indicated by a cursor change.

A

Drag & Drop

88
Q

Feedback is important, but don’t overdo it.

A

Unnecessary Feedback

88
Q

It is one important kind of state to visualize – i.e., where am I now?

A

Navigation

88
Q

Like the clicks that a keyboard makes – is another form

A

Audio Feedback

89
Q

It is the decision about whether a hyperlink is worth following – i.e., does this smell good enough to eat?

A

Information Foraging

89
Q

It is provided by a view object itself, like push-button feedback

A

Low-level Feedback

90
Q

It claims that we ask similar questions when we’re collecting information: Where should I search? Which articles or paragraphs are worth reading?

A

Information Foraging Theory

91
Q

The visible properties of a link that indicate how profitable it will be to follow the link.

A

Information Scent

91
Q

It is a technique for making a command language more visible, helping the user learn the available commands and syntax.

A

Self-disclosure

91
Q

It is a design pattern that keeps the top-level menu set constantly visible, without using much screen real estate

A

Standard Pullldown Menu Bar

92
Q

It is a design pattern for providing a more descriptive label of a small control, and also a place for making other shortcuts visible.

A

Tooltips

93
Q

True or False: Technical jargon should only be used when it is specific to the application domain and the expected users are domain experts

A

True

93
Q

It indicate that you can see more choices if you click on the arrow

A

Downward-point arrows

94
Q

Objective Hick-Hyman Law

A

“Try and simplify the decision making process, not eliminate the process entirely”

94
Q

This is a basic rule for _______. “Use it if you have one, but don’t stretch for one if you don’t. “

A

Metaphors

94
Q

It is due to failures of memory, particularly the short-term memory that is managing the execution of a procedure.

A

Lapses

95
Q

It is applied to the design of the interactive objects in graphical displays.

A

Fitt’s Law

95
Q

First glimpse the user will have of the site.

A

Landing Page

95
Q

Variables to measure Hick-Hyman Law Application

A

Time on site
Page Views

95
Q

Breaking up long or complex processes into screens with fewer options.

A

Obscuring Complexity

96
Q

States that “the time to acquire a target is a function of the distance to and size of the target.”

A

Fitt’s Law

97
Q

It states that the more stimuli (or choices) users face, the long it will take them to make a decision.

A

Hick-Hyman Law

97
Q

Enabling users to find items from higher categories, as if they were looking under sections in a library.

A

Categorizing Choice

97
Q

It is an error made in planning or rule application.

A

Mistake

98
Q

It is the result of any action whose consequences are not what was intended by the person performing the action.

A

Human error

98
Q

It is a failure of execution or control – for example, substituting one action for another one in the procedure. A lapse is a failure of memory – for example, forgetting the overall goal, or forgetting where you are in the procedure.

A

Slip

99
Q

The ability to cancel an operation, even if it was something they asked for.

A

Veto

100
Q

Another kind of error, clearly due to user interface

A

Mode error

100
Q

It is a familiar pattern for improving the learnability of a complex interaction, by structuring it as a step-by-step process, with each step in a dialog.

A

Wizard design pattern

100
Q

The most important element of usability engineering

A

Iterative Design

100
Q

It was one of the earliest carefully-articulated design processes for software development. It models the design process as a sequence of stages.

A

Waterfall Model

101
Q

Choosing which
goals or constraints
can be relaxed so
that others can be
met.

A

Tradeoff

102
Q

We ask the users what they needed at the beginning

A

Requirements Analysis

102
Q

a term coined by Jakob Nielsen

A

User control and freedom

102
Q

It is the idea that in the give and take between the user and the system, the user should have ultimate control.

A

User control and freedom

102
Q

It suggests that something can be clicked and dragged – relying on the physical metaphor, that physical switches and handles often have a ridged or bumpy surface for fingers to more easily grasp or push.

A

Texture

102
Q

Golden rule of design:

A

Understand your materials

103
Q

The object visibly responds to the presence of the mouse, it suggests that you can interact with it by clicking

A

Visible Highlighting

104
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

104
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

105
Q

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

A

Clear Primary Action

105
Q

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

A

Forgiving Format

105
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

106
Q

Abstract, vocal, concrete, or musical cues

A

Sound

106
Q

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

A

Hover Controls

107
Q

Designers typically combine this with a wizard pattern.

A

Steps Left

108
Q

This pattern is risky because user mistrust and feedback can destroy a brand’s reputation overnight.

A

Dark Pattern

108
Q

The importance of color is to

A

Communicate

109
Q

It suggests using strong contrasts in value and chroma to draw the user’s attention to the most important information

A

Color Emphasis

109
Q

It includes only the elements that are most important for communication. It should also be as unobtrusive as possible.

A

Simplicity

110
Q

What are the four views of consistency:

A

real-world consistency
internal consistency
when not to be consistent
external consistency

110
Q

Provide the user with a clear and consistent conceptual structure

A

Organize

111
Q

Do the most with the least amount of cues

A

Economize

111
Q

The overall approach to visual storytelling

A

Sequencing

112
Q

The overall decisions as to how the corporation or the product line expresses itself in visible language.

A

Visual Identity

113
Q

Formats, proportions, and grids

A

Layout

114
Q

It suggests using a maximum of 5+/-2 colors where the meaning must be remembered. The fundamental idea is to use color to augment black-and-white information, i.e. design the display to first work well in black-and-white.

A

Color Economy

114
Q

It pertains to consistency of color code that should be applied to screen displays, documentation, and training materials.

A

Color Organization

115
Q

There are three factors that should be considered for the design of a successful user interface;

A

development factors, visibility factors and acceptance factors.

116
Q

It is an experimental process where design teams implement ideas into tangible forms from
paper to digital.

A

Prototyping

117
Q

These are usually used at the very beginning of a project. These are mainly used to validate a first concept
or an idea

A

Lo-fidelity prototypes

118
Q

These are finished websites, apps, or pixel-precise visual designs. The more perfected a prototype is, the less it is questioned purely in terms of content. I

A

Hi-fidelity prototypes

118
Q

It is considered the complete version, which is not yet ready for the end-user due to the
lack of tests in real conditions and incorrect errors

A

Beta Version

119
Q

It provide multiple perspectives on the display of complex structures and processes.

A

Multiple Views

120
Q

It deals with legibility, including using appropriate colors for the central and peripheral areas of the visual field.

A

Color Communication