HCI 4) Interaction Flashcards

1
Q

What makes a good theory of interaction?

A
  • Theories should explain
  • Theories should predict
  • Theories should help us evaluate
  • Theories should guide measurements
  • Theories should inform design
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2
Q

Mixed initiative interaction (MII)

A

Idea of organizing interaction in dialogue where both the computer and human can take the initiative by coupling an automated service.

Needs to infer user’s goals, ask about them and get the right timing.

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3
Q

Principles of Mixed-Initiative Interaction

A
  • Developing significant value-added automation
  • Considering uncertainty about a user’s goals
  • Considering timing in the status of a user’s attention
  • Inferring ideal action in light of costs, benefits, and uncertainties
  • Employing dialogue to resolve key uncertainties
  • Allowing efficient termination
  • Minimizing cost of poor guesses and timing
  • Providing mechanisms for efficient agent-user collaboration
  • Continuing to learn by observing
  • Maintaining working memory of recent interactions
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4
Q

Utility

A

The utility of an interactive system concerns its match with the tasks users want to do.

i.e. The relation between functionality and users’ needs and wants.

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5
Q

Usability

A

Usability concerns how easily computer-based tools may be operated when users try to accomplish a task.

Concerns whether users can actually realize a system’s utility.

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6
Q

Acceptability

A

Acceptability determines how likely a user would choose to use a tool given a choice.

  • Practical: cost, reliability, compatibility with other systems
  • Social: social norms and roles in settings where they are used
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7
Q

Accessibility

A

Accessibility is the diversity of users and situations the product can be involved in.

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8
Q

Automation

A

Allocation of tasks to machines

e.g. autocomplete, error correction, photo enhancement, recommendations, etc.

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9
Q

Types of automation - Acquisition

A

System sensing and registering of input data

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10
Q

Types of automation -
Analysis

A

Automation of information analysis

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11
Q

Types of automation -
Decision

A

Deciding and selecting appropriate actions among decision alternatives

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12
Q

Types of automation -
Action

A

The machine is partially or fully executing an action choice

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13
Q

Types of automation -
Adaptive

A

The type and level of automation is allowed to vary depending on context

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14
Q

Levels of automation

A

0 (human only)
-> 10 (fully autonomous)

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15
Q

User-centric evaluation criteria

A
  • Reduce/increase mental workload
  • Affect situational awareness
  • Cause complacency from overconfidence or excess trust
  • Skill degradation
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16
Q

System-level evaluation criteria

A
  • Automation reliability
  • Costs of decision and action outcomes
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17
Q

Personalization

A

Changing the appearance of interactive systems (non-functional changes)

Cognitive effects due to improved ease of use. Social effects by identity. Emotional effects by feelings.

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18
Q

Tailoring

A

Users intentionally modifying the functionality of interactive systems

19
Q

Types of Tailoring

A
  • Customization: adapt product attributes
  • Integration: add new functionality or features by linking existing components
  • Extension: users add new code or program the system
20
Q

Appropriation

A

Appropriation describes adaption and adoption processes, which may also change workflows, division of labor, and organizational processes.

21
Q

Appropriation guidelines

A
  • Allow interpretation
  • Provide visibility
  • Expose intentions (provide clarity)
  • Support, not control
  • Pluggability and configuration
  • Encourage sharing
  • Learn from appropriation
22
Q

Usability properties

A
  • Relational: interplay between people, tasks and systems
  • Emergent: only arises when people actually use tools to achieve goals
  • Measurable / Multi-dimensional
23
Q

How theories inform design?

A
  • Abduction: explaining observations through theory
  • Deduction: theory suggest ways to design
  • Counter-factual reasoning: if the design was X then the interaction would be Y
24
Q

Entropy

A

The average bits required to communicate a message when using an optimal coding scheme.

25
Q

Redundancy

A

The difference between the average actual bits used to communicate compared to the average bits required to communicate using an optimal coding scheme.

26
Q

Perplexity

A

The weighted average number of choices a random variable has to make:

PP = 2^H

27
Q

Mutual information

A

The number of bits of information about a random variable that can be obtained by observing another random variable.

28
Q

Rate

A

Can be written as the mutual information (between intended and actual set of words) over the average duration.

29
Q

Dialogue

A

Modelled as transitions or exchanges between two or more partners.

30
Q

Dialogue as goal-directed action

A
  • Intentional: users attempt to drive system to a particular desired state.
  • Engagement: in planning and inference of actions/states
  • Gulf-of-execution: knowing what to do to have a desired state change in the computer
  • Gulf-of-evaluation: knowing what the current state in the system is by interpreting system output.
31
Q

Tool use

A

A computer system is a tool for controlling something else.

32
Q

Appropriate guidelines -
Allow interpretation

A

Avoid fixed meaning, but include elements where users can add
their own meanings.

33
Q

Appropriate guidelines -
Provide visibility

A

Providing visibility of system functioning and status will help users understand how to develop appropriations.

34
Q

Appropriate guidelines -
Expose intentions

A

Tell to the user what the intended use of a function is.

35
Q

Appropriate guidelines -
Support, not control

A

Designs should not force users to do tasks in a particular way (control) but allow them flexible variation (support).

36
Q

Appropriate guidelines -
Pluggability and configuration

A

Users should be allowed to create systems on their own.

37
Q

Appropriate guidelines -
Encourage sharing

A

By allowing users to share their appropriations, they become reappropriated by others.

38
Q

Appropriate guidelines -
Learn from appropriation

A

Observing the ways users appropriate technology can provide a source of insight for product development.

39
Q

Interactive System -
Parameters

A
  • Utility
  • Usability
  • Acceptability
  • Accessibility
  • Automation
40
Q

Causes of appropriation

A
  • Designers are unlikely to understand all tasks or environments in which a
    product is used
  • Users’ needs and situations change
41
Q

Frequent appropriation moves

A
  • Actively champion use of an interactive system
  • Substitute parts of the interactive system for other systems
  • Use an entirely different way of accomplishing work due to a perceived deficiency
  • Criticizing the interactive system by comparing it to other ways of accomplishing the work
  • Interpreting the interactive system, for instance by explaining the meaning of functionality to others or prescribing how to use the system
  • Attempt to make others reject using the interactive system
  • Being slow in taking up the system or otherwise contributing to inertia in its uptake
42
Q

Gulf-of-execution

A
  • Goals
  • Form intention
  • Specify action
  • Execute action
  • Environment
43
Q

Gulf-of-evaluation

A
  • Environment
  • Perceive world
  • Interpret state
  • Evaluate state
  • Goals