HCI Flashcards
Fovea
- Central area of retina packed with cones for sharp, high-detail colour vision
- Covers only about 1 degree of visual angle
- Less than 1% of the retina’s area but more than 50% of the visual cortex’s neurons
Periphery
- For movements and greyscale contrasts
- Contains mostly rods but has cones
Retina
- Has 6 million cones for high-accuracy colour vision
- Has a blind spot which the optic nerve passes through
Gestalt Principles
1) Simplicity
- Perceive stimuli in a way that is regular, symmetrical and simple
- Eliminate complexity and
unfamiliarity to create meaning
2) Proximity
- Nearby stimuli are grouped
3) Similarity
- Similar stimuli are grouped
4) Figure and ground
- Tend to see a figure on a ground
- Can be ambiguous
5) Focal point and salience
- Often achieved by dissimilarity
- Used as a means of guiding user
CIE Colour Space
- Contains all visible colours
Additive color system
Colours are mixed by adding up primary colours (RGB)
Subtractive color systems
Colours are mixed by subtracting complements of primaries from white (CMYK)
Voluntary eye movements
Used to track objects
- Fixation: holding gaze stationary (0.1 - 1s)
- Saccade: jump to new gaze target (<0.1s)
- Smooth pursuit
- Vengence shift: looking at a point closer/further
Involuntary eye movements
Enhance vision and prevent eye fatigue during fixations
- Microsaccade: small jump
- Drift: slow, roaming movement
- Tremor: fast, small oscillation (about 90 Hz)
Cognitive processing time
Between 70-300ms
Low Fidelity Prototype
- Uses a medium unlike the final medium
- Quick, cheap and easy to change
- Examples: sketches of screens, task sequences, post-it notes, storyboards
Advantages:
- Low development cost
- Evaluates multiple design concepts
- Useful communication device
- Addresses screen layout issues
- Useful for identifying market requirements
- Proof of concept
Disadvantages:
- Limited error checking
- Poor detailed specification to code to
- Facilitator driven
- Limited utility after requirements established
- Limited usefulness for usability tests
- Navigational and flow limitations
High Fidelity Prototype
- Looks like or more like the finished product
- Provides demonstration of functionality
- Example: dynamic wireframe
Advantages:
- Complete functionality
- Fully interactive
- User driven
- Clearly defines navigational scheme
- Use for exploration and test
Disadvantages:
- More resource intensive to develop
- Time consuming to create
- Inefficient for proof-of-concept designs
- Not effective for requirements gathering
Users for designing a new interactive system
- Those who interact directly with the product
- Those who manage direct users
- Those who receive output from the product
- Those who make the purchasing decision
Direct manipulation examples
- Using a mouse to move a file on a desktop
- Using a gesture to open an app
- Using digital blocks to compose music
- Kicking your foot to open the boot of a car
Requirements
- Requirements often need clarification, refinement, completion, re-scoping
- They can change during the course of a project
- There are functional and non-functional requirements, both of which are important for a system
Use cases
Provide a step-by-step breakdown of the interaction between a user and a system
Troxler’s Fading
The lilac discs tire out the red and blue cones, so green cones dominate when a disc is removed and a green afterimage appears. After a while the green afterimages cancel out the lilac disks
Student’s t-test
- The two most frequently used types of t-test
- Calculates the likelihood of a difference between two sample means given that they are from the same population
- One-tailed test is used for a directed hypothesis
- Two-tailed test is used for an undirected hypothesis
Motion parallax
- Motion parallax, simulated using head tracking
- Defocus blur, simulated using foveated rendering
Binocular depth cues
- Stereopsis and convergence
- These can be simulated using stereoscopy
- Horizontal human FoV: 210°
- Vertical and horizontal 3D FoVs: 150° and 120° respectively
Immersion
Replacing real-world sensations with virtual sensations
Presence
Sensation of being there, as a result of immersion
Contextual Inquiry
- Interview while being observed
- Users involved in contextual inquiry are observed and questioned while they work in their own environment
- Four principles:
1) Context
2) Partnership
3) Interpretation
4) Focus