HCI 5) User Interfaces Flashcards

1
Q

User Interface Elements -
Devices

A
  • Input devices: user providing input to system
  • Output devices: system providing output to user
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2
Q

User Interface Elements -
Interaction techniques

A

Interaction techniques translate inputs from input devices, and possibly context sensors, into changes in the user interface.

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3
Q

User Interface Elements -
Representations

A

Representations determine how data, events, objects and actions appear to the user.

e.g. design and appearance of icons/menus

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4
Q

User Interface Elements -
Organization

A

The broader set of principles that organize the data environment in the user interface.

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5
Q

Design objectives -
Usability

A

Qualities of the user interface that help users achieve their goals enjoyably and efficiently.

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6
Q

Design objectives -
Accessibility

A

Equivalent levels of usability across user groups

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7
Q

Design objectives -
Efficiency

A

The speed-accuracy trade-off: performance

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8
Q

Design objectives -
Learnability

A
  • Easy to learn
  • Time to become proficient
  • How to allow optimal performance
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9
Q

Design objectives -
Consistency

A
  • Internal: similar features and aspects of the interface are used in similar ways
  • External: compliance with standards, guidelines, and expectations
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10
Q

Nielsen’s heuristics -
Visibility of system status

A

The current state of the system should be visible to the user

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11
Q

Nielsen’s heuristics -
Match between system and the real world

A

The user interface should follow the language and any relevant conventions that users are already aware of

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12
Q

Nielsen’s heuristics -
User control and freedom

A

Users should be encouraged to explore different ways to achieve their goals in the user interface

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13
Q

Nielsen’s heuristics -
Consistency and standards

A

External consistency (standards) and internal consistency (similar labels for similar features)

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14
Q

Nielsen’s heuristics -
Error prevention

A

The user interface should be designed to prevent errors

e.g. display warning and require user confirmation before triggering a non-reversible action

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15
Q

Nielsen’s heuristics -
Recognition rather than recall

A

It is more difficult for users to recall from memory how to trigger an action than to recognize a trigger mechanism on the display

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16
Q

Nielsen’s heuristics -
Flexibility and efficiency of use

A

Since users inevitably vary in their proficiency of a user interface, it is often effective to provide interface features that tailor to different users

17
Q

Nielsen’s heuristics -
Aesthetic and minimalist design

A

Ensure that the user interface focuses on content and information essential towards achieving user’s primary goals

18
Q

Nielsen’s heuristics -
Help and documentation

A

If documentation is required, ensure that it is focused on aiding users and it is easy to access and search

19
Q

Interaction techniques -
Examples

A
  • Bubble cursor
  • Pie menus
  • Marking menus
  • Text entry (gestures)
20
Q

Why is naming things in user interfaces challenging?

A
  • Vocabulary problem: different people may have different names for the same action
  • Polysemy: same word may have multiple meanings
  • Context important in the naming of commands
21
Q

Minimizing errors on GUI

A
  • Preempting errors
  • Reversing outcomes
  • Explaining outcomes and confirming actions
22
Q

Direct manipulation - Principles

A
  • Continuous representations of the objects and actions of interest with meaningful visual metaphors
  • Physical actions or presses of labeled buttons, instead of complex syntax
  • Rapid, reversible, incremental actions whose effects are immediately visible
23
Q

Direct manipulation -
Benefits

A
  • Distances the mental effort required to translate goals into actions and then evaluate their effects
  • Engagement is the locus of user control within the system
  • Supports visual recognition
24
Q

Reality-based interaction

A

Reality-based interaction is a framework that provides aims for building interactive technology that better exploits and supports our capabilities (using awareness and skills).

25
Q

Reality-based interaction -
Aims

A
  • Naïve physics
  • Body-awareness and skills
  • Environment awareness and skills
  • Social awareness and skills
26
Q

Mobile user interfaces - Characteristics

A
  • A small size limits input
  • A small size limits output
  • A small size affects the visual hierarchy
  • A small size affects the viewport
  • A small size enables portability
27
Q

Mixed Reality (MR)

A

Mixed reality (MR) refers to user interface technology that mixes virtual and real content to create a new, augmented experience that is interactive and appears authentic to the user.

28
Q

Virtual reality (VR)

A

Virtual reality (VR) refers to an interactive environment that responds to user’s actions.

29
Q

Mobility factors

A
  • Mobile context
  • Locomotion
  • Navigation
  • Environmental noise
  • Multitasking
  • Social context
30
Q

Ubiquitous computing

A
  • Embedded input and output in the environment
  • Context awareness
  • Ways of using context
31
Q

Mobility factors -
Mobile context

A

Factors that are relevant in a situation that may affect interaction with the computer.

32
Q

Mobility factors -
Locomotion

A

Walking or moving by other means (requires visual attention which needs to be shared by device and environment).

33
Q

Mobility factors -
Navigation

A

Finding one’s way in an environment.

34
Q

Mobility factors -
Environmental noise

A
  • Physical perturbations, such as tremble in a metro
  • Visual noise, such as blinking lights
  • Auditory noise.
35
Q

Mobility factors -
Multitasking

A

Users are strategically allocating limited cognitive resources among tasks.

36
Q

Mobility factors -
Social context

A

We are constantly positioning ourselves physically and socially among other people.

37
Q

User interface elements -
Listed

A
  • Devices
  • Interaction techniques
  • Organisation
  • Representations
38
Q

Design objectives -
Listed

A
  • Usability
  • Accessibility
  • Efficiency
  • Learnability
  • Consistency
39
Q

Nielsen’s heuristics -
Listed

A
  • Visibility of system status
  • Match between the system and the real world
  • User control and freedom
  • Consistency and standards
  • Error prevention
  • Recognition over recall
  • Flexibility and efficiency of use
  • Aesthetic and minimalist design
  • Help and documentation