hci Flashcards

1
Q

(IxD) is the process of creating interactive products and
services in which the designer considers how people will engage with the product.

A

Interaction Design

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2
Q

: A system should be easy to learn for new users, and it should provide feedback that
helps users understand how to use the system.

A

Learnability

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3
Q
  • : A system should be flexible enough to accommodate a range of user needs and
    preferences, including different input devices, display sizes, and operating systems.
A

Flexibility

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4
Q

: A system should enable users to complete tasks quickly and easily, without
unnecessary steps or barriers.

A

Efficiency

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5
Q

: A system should be designed so that users can easily remember how to use it even
if they haven’t used it for some time.

A

Memorability

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6
Q

: A system should be designed to minimize the occurrence of errors, but when errors
do occur, they should be easy to understand and recover from

A

Error handling

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7
Q

: A system should be designed to provide a positive user experience that satisfies
the needs and expectations of users.

A

User satisfaction

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8
Q

: A system should be designed to accommodate users with a range of abilities and
disabilities, including those with visual, auditory, and motor impairments.

A

Accessibility

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9
Q

Four Pillars of Design

A
  • User Interface Requirements
  • Guidelines, documents and processes
  • UI Software Tools
  • Expert Reviews and Usability Testing
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10
Q
  • should be meaningful and simple to understand. They should communicate
    information to users, but not too much information to overwhelm the user.
A

1D: Words

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11
Q

Representations - supplement the words used to communicate information to users.

A
  • 2D: Visual
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12
Q

determines the devices that the users will use to interact with the
product.

A
  • 3D: Physical Objects or Space –
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13
Q
  • refers to media that changes with time (animation, videos, sounds). Motion and
    sounds play a crucial role in giving visual and audio feedback to users’ interactions. Also, of
    concern is the amount of time a user spends interacting with the product: can users track their
    progress, or resume their interaction some time later?
A

4D: Time

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14
Q

includes the mechanism of a product.

A

5D: Behavior -

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15
Q
  • colored by attitude, culture, personality, and context. There’s wide variation even in such universal
    and seemingly simple behaviors such as walking
A

Motion

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16
Q
  • interaction design involves a combination of physical and analog spaces. You make a gesture in
    physical, analog space—for instance, turning a knob on your stereo—and you see the results on its digital
    display screen.
A

Space

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17
Q
  • Some tasks are complicated and take a long time to complete—for instance, searching for and
    buying a product.
A

Time

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18
Q
  • can also convey other attributes that may be meaningful: Is the object expensive or cheap?
    Complicated or simple? Daunting or approachable? Single use or enduring? Structured or casual?
A

Appearance

19
Q

Appearance has many variables for designers to alter:

A
  • proportion
  • structure
  • size
  • shape
  • weight
  • color (hue, value, saturation)
20
Q
  • sensation of an object can provide clues as to how it is to be used
21
Q
  • a small part of most interaction designs, but it can be an important part, especially for ambient
    devices and alerts. Sounds possess many variables that can convey information as well.
22
Q

Elements of Interaction Design

A

Sound
Texture
Appearance
Time
Space
Motion

23
Q

Design Principles

A

Typography
Hierarchy
Perspective
Harmony
Rhythm
Directional movement
Contrast
Balance
Center of interest
Consistency

24
Q

is the thread that ties together elements in a
single design. It also ties together designs across a single
campaign or brand, creating a product that is
distinguishable, usable and effective.

A

Consistency

25
Q

an area that first attracts attention in a composition.
This area is more important when compared to the other
objects or elements in a composition. This can be by contrast
of values, more colors, and placement in the format.

A

Center of interest

26
Q

– a feeling of visual equality in shape, form, value,
color, etc. Balance can be symmetrical and evenly balanced,
or asymmetrical and unevenly balanced. Objects, values,
colors, textures, shapes, forms, etc. can be used in creating
balance in a composition.

27
Q

offers some change in value creating a
visual discord in a composition. Contrast shows the
difference between shapes and can be used as a
background to bring objects out and forward in a
design. It can also be used to create an area of
emphasis.

28
Q

a visual flow through the composition. It can
be the suggestion of motion in a design as you move
from object to object by way of placement and
position. Directional movement can be created with
a value pattern. It is with the placement of dark and
light areas that you can move your attention through
the format.

A

Directional movement

29
Q

a movement in which some elements recur
regularly. Like a dance, it will have a flow of objects
that will seem to be like the beat of music

30
Q

brings together a composition with similar units. If
for example your composition was using wavy lines and
organic shapes, you would stay with those types of lines and
not put in just one geometric shape

31
Q

created through the arrangement of objects
in two-dimensional space to look like they appear in
real life. Perspective is a learned meaning of the
relationship between different objects seen in space.

A

Perspective

32
Q

It is essential for a design to have a clear
hierarchy, one that is understandable and
familiar for the users

33
Q

The choice of a font style, the color of the text, and the font size are all critical to user experience.
If some content is not easily readable or is hurting the eyes, there is a good chance that the users will avoid
interacting with it

A

Typography

34
Q

Types of Fonts

A

Sans Serif

35
Q

is the design and composition of an environment so that it can be accessed, understood and used
to the greatest extent possible by all people regardless of their age, size, ability or disability.

A

Universal Design

36
Q

As the social movements of the 20th Century were gathering
momentum, the design industry responded with targeted efforts. Concepts such as barrier-free
design, which aspired to remove barriers for disabled people from the built environment, appeared.

A

Disability Specific Design -

37
Q
  • provide more specialized solutions for people with specific requirements.
    Add-on products, that could make a formerly inaccessible product accessible, were more
    commonly developed and became more readily available
A

Assistive Technology

38
Q
  • fields such as Human Factors, Ergonomics and other
    functional design approaches look at the physical anatomy and the behavior of the person and use
    this information to create designs that fit
A

User-Centered Design and Human Factors

39
Q

The Seven Principles of Universal Design

A

*Equitable Use
* Flexibility in Use
*Simple and Intuitive Use
*Perceptible Information
*Tolerance for Error
*Low Physical Effort
*Size and Space for Approach and Use

40
Q

TWO TYPES OF MECHANORECEPTORS

A

RAPIDLY ADAPTING MECHANORECEPTORS
SLOWLY ADAPTING MECHANORECEPTORS

41
Q

IS THE PROCESS BY WHICH WE
USE THE KNOWLEDGE WE HAVE
TO DRAW CONCLUSIONS OR INFER
SOMETHING NEW ABOUT THE DOMAIN
OF INTEREST.

42
Q

IS THE PROCESS OF FINDING
SOLUTION TO AN UNFAMILIAR
TASK USING THE STORED KNOWLEDGE

A

PROBLEM SOLVING