HCI Flashcards

1
Q

What is meant by a mental model?

A
  • An explanation in someone’s thought process for how something works in the real world.
  • A mental model is what the user believes about the system at hand.
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2
Q

What are the different kinds of processes to describe cognition?

A
  • attention
  • perception
  • memory
  • learning
  • reading
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3
Q

What are the 6 Usability goals?

A
  • Effectiveness
  • Efficiency
  • Safety
  • Utility
  • Learnability
  • Accessibility
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4
Q

What does the usability principle - visibility mean?

A

Keep users informed about current state and actions with timely feedback.

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5
Q

What does the usability principle - affordance mean?

A

Give the users a clue about what to do. Use concepts familiar to the user.

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6
Q

What does the usability principle - constraints mean?

A

Ways of restricting user input at a given moment.

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7
Q

What does the usability principle - consistency mean?

A

Use similar sequences of actions for similar situations, identical terminology for prompts, menus and help screens.

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8
Q

What does the usability principle - recognition not recall mean?

A

Minimise user memory load by making objects, actions and options visible.

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9
Q

What does the usability principle - aesthetics and minimal design mean?

A

Don’t provide information that is irrelevant.

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10
Q

What does the usability principle - help and documentation mean?

A

Needs to be easy to search, focuses on the user task, list concrete steps to be carried out and not too large!

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11
Q

What areas should be prototyped?

A

Technical issues,
screen layouts,
difficult / controversial areas.

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12
Q

Why prototype?

A
  • Can be difficult for users to articulate what they want.
  • Can verify requirements.
  • Support choosing between alternatives.
  • Encourages reflection.
  • Can test ideas out.
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13
Q

Explain what are wireframes, mockups and prototypes?

A

Wireframes are basic illustrations of structure and components of a web page.

Mockups often close or identical to the actual final web site design and include graphics – generally just image files.

Prototypes are semi functional and generally give the client the ability to click around and simulate the way the site will eventually work.

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14
Q

What are low fidelity and high fidelity prototypes?

A

Low fidelity prototypes use a medium which is unlike the final product. They are quick, cheap and easy to change. They have limited error checking and navigation.

High fidelity prototypes look and interact more like the final product/ and take longer to build.

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15
Q

What does ‘horizontal’ and ‘vertical’ compromising mean in prototyping?

A

horizontal is providing a wide range of functions but little detail.

vertical is providing a lot of detail with less functions.

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16
Q

What is the ‘controlled settings’ type of evaluation?

A

Involves users completing experiments in a laboratory.

17
Q

What is the ‘natural settings involving users’ type of evaluation?

A

Involves seeing how users use the product in the real world.

18
Q

What is the ‘any setting not involving users’ type of evaluation?

A

Consultants and researchers critique and predict aspects of the interface using methods including inspection, heuristics, walkthroughs, analytics.

19
Q

What are the three levels of interface specialisation?

A

Globalisation, Internationalisation, Localisation.

20
Q

What sorts of things should be taken into consideration when adapting for different countries?

A
  • Character sets
  • Date formats
  • Currency formats
  • Telephone numbers
  • Icons
  • Colours
  • Name formatting
  • Text directionality
21
Q

What are formative evaluations and summative evaluations?

A

Formative evaluations - are undertaken during design.

Summative evaluations - are done to assess the success of a finished product.

22
Q

Any setting not involving users: describe Heuristic evaluation.

A

Evaluator assesses the system and notes violations of any heuristics that would indicate a usability problem.

Also assesses the severity of each usability problem.

23
Q

Any setting not involving users: describe Cognitive walkthrough.

A

Step through the actions in a prototype to look for potential usability problems.

Carried out by designer or expert evaluator. Who needs to know who the intended users are and the actions.

24
Q

Any setting not involving users: describe Analytics.

A

Technique for logging data either at customer site or remotely.