HCI 2) Understanding People Flashcards

1
Q

Types of understanding -
Theories

A

Theories help understand, explain or predict phenomena relating to interactive systems. (e.g. self-determination)

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2
Q

Types of understanding -
Concepts

A

Concepts name particular phenomena, often with additional characteristics. (e.g. turn-taking)

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3
Q

Types of understanding -
Taxonomies

A

System of elements or mechanisms of how people think, feel or act. (e.g. human memory)

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4
Q

Types of understanding -
Models

A

Expressed simplifications of reality.

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5
Q

Types of understanding -
Guidelines

A

Theoretical knowledge that can be summarized into practical rules of thumb or heuristics.

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6
Q

Areas of understanding

A
  • Perception
  • Motor control
  • Cognition
  • Needs
  • Experience
  • Communication
  • Collaboration
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7
Q

How can we apply our understanding of people in design?

A
  • Direct what to pay attention to (e.g. motivations)
  • Explain empirical findings
  • Make design decisions
  • Explore a design space
  • Predict people’s behaviour
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8
Q

HCI -
Human sensory properties

A
  • Information rate: info sensed per unit time
  • Parallelism: processing of info
  • Sensitivity: minimum intensity for receptor to experience sensation
  • Receptive field
  • Adaptation: tuning of outputs to attenuate non-informative signals
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9
Q

Perceptual tasks -
Discrimination

A

Telling whether a difference occurs in sensory stimulation.

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10
Q

Perceptual tasks -
Detection

A

Telling whether an event of interest occurs.

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11
Q

Perceptual tasks -
Recognition

A

Categorizing a stimulus as something.

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12
Q

Perceptual tasks -
Estimation

A

Estimating a property of an object or event in the environment.

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13
Q

Perceptual tasks -
Search

A

Localizing an object of interest

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14
Q

Perceptual organisation

A
  1. The division of elements into figure vs. ground
  2. Their grouping into coherent regions
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15
Q

Visual grouping rules
(Gestalt laws)

A
  • Proximity
  • Common area
  • Similarity
  • Continuation
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16
Q

Visual attention

A

Attention means the focusing of perceptual processing on a region or object in the perceptual field: selective (shift), divided (shared), vigilance (sustained)

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17
Q

Visual saliency

A

Visual saliency denotes the probability with which visual features attract attention when viewing an interface for the first time.

Depends on distribution of features, expectations and attentional strategies.

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18
Q

Motor control

A

Human motor control refers to the regulation of movement, including integrating relevant internal and external sensory information to trigger muscles to activate.

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19
Q

Fitts’ Law

A

Fitts’ law models the movement time (MT) it takes a user to acquire a target with index of difficulty (ID):

(MT) = a + b(ID)
ID = log [ (D/W) + 1 ]

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20
Q

Cognition capabilities -
Supervisory control

A

Adaptively deciding goals, allocating cognitive resources to tasks, and changing the course of action when needed.

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21
Q

Cognition capabilities -
Memory

A

Forming and maintaining beliefs about objects that are not perceivable

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22
Q

Cognition capabilities -
Attention

A

Selectively processing some part of the perceptual field.

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23
Q

Cognition capabilities -
Reasoning

A

Applying transformation rules to beliefs to form new beliefs.

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24
Q

Cognition capabilities -
Decision-making

A

Interaction requires making decisions between options.

25
Q

Psychological needs for interactive systems

A
  • Relatedness: social relationships
  • Meaning: purpose and direction
  • Stimulation: novel thoughts and sensations
  • Competence: ability to perform well
  • Popularity: recognition and reputation
  • Security: protection from harm
26
Q

Self-determination theory (SDT)

A

Idea of people as active organisms pursuing self growth, mastery and fulfillment.

27
Q

Benefits of SDT in HCI

A
  • Enables us to avoid solutions that do not satisfy needs and detect new opportunities
  • Develop technology to sustain motivations and better achieve goals
  • Analyse and classify user research using models of needs and motivations
28
Q

Collaboration and cooperation

A

Collaboration is a “mutually beneficial relationship between two or more parties towards a common goal”

Cooperation means a division of labor is in place, each person responsible for some part of problem solving.

29
Q

Collaborative technology

A
  • Scale: coordination scales with # of participants
  • Communities of practice: shared concerns or passions
  • Nascence: degree of coordination actions
  • Planned permanence: stability of collaborative arrangement
  • Turnover: stability of groups of participants
30
Q

Areas of understanding -
Perception

A

How people use their senses.

Informs the design of user interfaces.

31
Q

Areas of understanding -
Motor control

A

How people plan and execute movements.

Informs the design of input devices and interaction techniques.

32
Q

Areas of understanding -
Cognition

A

How people remember, pay attention, and think.

Informs the design of complex interactive tasks that require memory and reasoning.

33
Q

Areas of understanding -
Needs

A

How needs work to motivate people.

Tells us what is important for users in computer use and beyond.

34
Q

Areas of understanding -
Experience

A

How people experience and form experiences.

Tells us how users experience events involving computers.

35
Q

Areas of understanding -
Communication

A

How people communicate with each other.

Informs the design of services and applications for communication.

36
Q

Areas of understanding -
Collaboration

A

How people achieve joint goals.

Informs the design of collaborative software.

37
Q

Three primary processes for perception

A
  • Reflect sensory information we receive
  • Affected by expectations drawn from prior experiences
  • Shaped by how we deploy attention to sample information
38
Q

Sensation

A

Physiological process that produces information about the environment for perception.

39
Q

Sensory modalities

A
  • Vision
  • Hearing
  • Tactition
40
Q

Sensory modalities -
Vision

A
  • Fast
  • High bandwidth for parallel processing
  • Field of view of 180 degrees
41
Q

Sensory modalities -
Hearing

A
  • Very fast
  • Serial presentation
  • 360 degrees
42
Q

Sensory modalities -
Tactition

A
  • Fast
  • Limited to areas of physical contact
43
Q

Change blindness

A

A failure to detect a change within the visual field due to visual disruption, such as a blink.

44
Q

Inattentional blindness

A

A failure of a user to detect a change within the visual field even though there was no visual disruption.

45
Q

Elements of an HCI motor task

A
  • End-effector
  • Degrees-of-freedom
  • Open-loop
  • Closed-loop
  • Interception task
  • Speed-accuracy tradeoff
46
Q

Throughput (TP)

A

Use Fitts’ law to assess the information capacity of users.

TP = ID/MT or 1/b

47
Q

Open-loop decision time (T)

A

T = bH where H is the entropy inherent to the decision

48
Q

Hick-Hyman Law:
choice reaction

A

If all the choices in the open-loop choice reaction task are equally probable.

T = a + b*log(n)

49
Q

Cognition -
Limitations

A
  • Visual attention is spatially limited
  • Working memory is limited: keep a few mental representations
  • Forgetting occurs in long-term memory
50
Q

Needs according to SDT

A
  • Autonomy: the sense that actions are performed willingly
  • Competence: the feeling of achieving mastery and controlling the outcomes of action
  • Relatedness: the sense of reciprocal belonging in relation to other humans
51
Q

Two-axis model of collaborative technology

A
  • Synchronous / Asynchronous
  • Co-located / Remote
52
Q

Coordination factors

A
  • Articulation work
  • Awareness
  • Boundary objects
53
Q

Group cognition

A
  • Intersubjectivity: shared understanding
  • Grounding: creation of shared knowledge related to collaboration
  • Theory of mind: the capacity to understand other people by ascribing mental states to them.
54
Q

Coordination factors -
Articulation work

A

Describes activities that are extraneous to the work itself. Important to work in a way that is situationally more appropriate.

55
Q

Coordination factors -
Awareness

A

Collaborator’s ability to follow what others are doing, how their subtasks are progressing, and what they attend to.

56
Q

Coordination factors -
Boundary objects

A

Objects that are shared among collaborators to help them coordinate or share information.

57
Q

Cognition capabilities

A
  • Attention
  • Memory
  • Reasoning
  • Decision-making
  • Supervisory control
58
Q

Closed-loop control

A

The user is using visual feedback to guide interaction.

59
Q

Open-loop control

A

The user is recalling an action from motor memory to perform an action.