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
Reality-based interaction - Aims
- Naïve physics - Body-awareness and skills - Environment awareness and skills - Social awareness and skills
26
Mobile user interfaces - Characteristics
- 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
Mixed Reality (MR)
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
Virtual reality (VR)
Virtual reality (VR) refers to an interactive environment that responds to user’s actions.
29
Mobility factors
- Mobile context - Locomotion - Navigation - Environmental noise - Multitasking - Social context
30
Ubiquitous computing
- Embedded input and output in the environment - Context awareness - Ways of using context
31
Mobility factors - Mobile context
Factors that are relevant in a situation that may affect interaction with the computer.
32
Mobility factors - Locomotion
Walking or moving by other means (requires visual attention which needs to be shared by device and environment).
33
Mobility factors - Navigation
Finding one's way in an environment.
34
Mobility factors - Environmental noise
- Physical perturbations, such as tremble in a metro - Visual noise, such as blinking lights - Auditory noise.
35
Mobility factors - Multitasking
Users are strategically allocating limited cognitive resources among tasks.
36
Mobility factors - Social context
We are constantly positioning ourselves physically and socially among other people.
37
User interface elements - Listed
- Devices - Interaction techniques - Organisation - Representations
38
Design objectives - Listed
- Usability - Accessibility - Efficiency - Learnability - Consistency
39
Nielsen's heuristics - Listed
- 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