HCI Flashcards

1
Q

Fovea

A
  • 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
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2
Q

Periphery

A
  • For movements and greyscale contrasts
  • Contains mostly rods but has cones
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3
Q

Retina

A
  • Has 6 million cones for high-accuracy colour vision
  • Has a blind spot which the optic nerve passes through
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4
Q

Gestalt Principles

A

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

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5
Q

CIE Colour Space

A
  • Contains all visible colours
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6
Q

Additive color system

A

Colours are mixed by adding up primary colours (RGB)

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7
Q

Subtractive color systems

A

Colours are mixed by subtracting complements of primaries from white (CMYK)

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8
Q

Voluntary eye movements

A

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
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9
Q

Involuntary eye movements

A

Enhance vision and prevent eye fatigue during fixations

  • Microsaccade: small jump
  • Drift: slow, roaming movement
  • Tremor: fast, small oscillation (about 90 Hz)
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10
Q

Cognitive processing time

A

Between 70-300ms

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11
Q

Low Fidelity Prototype

A
  • 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
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12
Q

High Fidelity Prototype

A
  • 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
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13
Q

Users for designing a new interactive system

A
  • 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
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14
Q

Direct manipulation examples

A
  • 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
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15
Q

Requirements

A
  • 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
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16
Q

Use cases

A

Provide a step-by-step breakdown of the interaction between a user and a system

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17
Q

Troxler’s Fading

A

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

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18
Q

Student’s t-test

A
  • 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
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19
Q

Motion parallax

A
  • Motion parallax, simulated using head tracking
  • Defocus blur, simulated using foveated rendering
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20
Q

Binocular depth cues

A
  • Stereopsis and convergence
  • These can be simulated using stereoscopy
  • Horizontal human FoV: 210°
  • Vertical and horizontal 3D FoVs: 150° and 120° respectively
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21
Q

Immersion

A

Replacing real-world sensations with virtual sensations

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22
Q

Presence

A

Sensation of being there, as a result of immersion

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23
Q

Contextual Inquiry

A
  • 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
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24
Q

PCCR

A
  • Stands for Pupil Center Corneal Reflection
  • Often in combination with head and face tracking or other glints to determine eye distance from tracker
  • The accuracy is limited by fovea (about 0.5 degrees), eye movements (during fixtation), calibration and hardware limits
25
Eye-gaze controlled UIs
Challenges faced: 1) Size of the fovea 2) Involuntary eye movements 3) Midas touch 4) Problem of how to click
26
Cognitive processes
- Attention - Memory and working memory - Reasoning - Knowledge - Comprehension and production of language - Judgement and evaluation
27
Nielsen's 10 Usability Principles
- Visibility of system status - Match between system and the real world - User control and freedom - Consistency and standards - Error prevention - Recognition rather than recall - Flexibility and efficiency of use - Aesthetic and minimalist design - Help users recognize, diagnose, and recover from errors - Help and documentation
28
Fitts Law
- Predictive model of human movement - A function of the ratio between the distance to the target and the width of the target - Used to model the act of pointing - The original formula has been modified to take different input devices into account ID = a + b.log₂(A/W + 1)
29
Sharp, Rogers and Preece
- Affordance - Constraints - Visibility - Feedback - Consistency - Mapping
30
Color blindness
- Red-green is the most common form - Mostly affects males
31
Task analysis
- Used to obtain descriptions of what people do - Links actions and objects to make up procedures - Criticised for being divorced from people's situation of work - Allows for maximum positive transfer of users' existing knowledge
32
Null hypothesis
There is no difference or difference in another direction from what was expected
33
Alternative hypothesis
There is a difference in a certain direction
34
Testing hypotheses
p ≤ α: - Reject null, accept alternative - However could make a type I error ("false positive") p \> α: - Accept null, reject alternative - However could make a type II error ("false negative")
35
Design patterns
- Describes a solution to a problem in a certain context - Capture design experience, but that doesn't necessarily mean good design - Web design patterns include pagination and lazy registration - There are design patterns for specific types of user interfaces, such as the web and mobile apps
36
Main tasks for collaboration
- Communication - Cooperation - Coordination
37
Variables for classifying collaborative system
- Time - Place
38
Norman's Theory of Action
Stages of Execution: 1) Establishing a goal 2) Forming an intention 3) Specifying an action sequence 4) Executing the action Stages of Evaluation: 5) Perceiving system state 6) Interpreting system state 7) Evaluating system state wrt goals and intentions
39
Common ground
- Allows design teams to establish a set of commonly agreed terms
40
Norman's Conceptual Framework
Makes explicit the relationship between: 1) How a system should function 2) How it is presented to users 3) How it is understood by them
41
Norman, Ortony and Revelle's Model of Emotion
- Visceral - Behavioural - Reflective
42
Usability Testing
- Often includes think-aloud protocol
43
Quantitative methods
- Usually produce data in the form of numbers - Can be combined with qualitative methods fairly easily
44
Qualitative methods
- Usually produce data in the form of text - Can consist of think-aloud protocols
45
Independent variable
- The variable of which we want to know the effect - Levels = the different values to try out and compare, which lead to conditions that need to be tested
46
Dependent variable
- Variable that describes the effect being investigated - Needs to be measurable as accurately as possible
47
Anti-pattern
Illustrate solutions with bad usability that designers should avoid
48
Anthropomorphism
The use of characters with human-like properties
49
Threats to validity
1) Misunderstandings 2) Order bias - Means that the order of tasks has an effect on measurements - Counter-balance task order to distribute the bias 3) Training Effect - Training phase before each type of tasks - Counter-balance task order to distribute effect 4) Fatigue - Participants get tired after hard tasks - Schedule breaks after every n tasks - Counter-balance task order to distribute effect 5) Social Desirability Bias - Participants tend to do what is socially expected 6) (Self-)Selection Bias 7) Confounding Variable - Variable that is not controlled, but has an effect
50
Social Desirability Bias
Means participants tend to do what is socially expected
51
Binaural hearing
- Delays and attenuation give clues as to the sound position - Model does not account for symmetrical lateral positioning
52
HRTF
- Stands for head-related transfer function - The ratio of pressure at the ear to pressure at the centre of the head For synthesising HRTF: 1) Capture head mesh using laser scanner 2) Compute the waveform as it propagates, this avoids the need for the anechoic chamber
53
Guiard's Model of Bimanual Skill
- Humans are not only two-handed, they use their hands differently - A non-preferred hand: 1) Leads the preferred hand 2) Sets the spatial frame of reference for the preferred hand 3) Performs coarse movements - A preferred hand: 1) Follows the non-preferred hand 2) Works within established frame of reference set by the non-preferred hand 3) Performs fine movements
54
Defining Tasks
They must be: 1) Relevant 2) Well-defined 3) Realistic 4) Variations 5) Well-timed
55
Remote eye gaze tracker
- An infrared illuminator is used to create a reflection on the cornea - The vector between the pupil and that reflection gives an indication where the user is looking at
56
Theory of Reasoned Action
1) Attitude (individual evaluation of a behaviour) 2) Subjective norm (how society or environment contributes to behaviour) 3) Intention (indication of an individual's readiness to perform a given behaviour) 4) Behaviour (observable response in a given situation with respect to a given target)
57
Theory of Planned Behaviour
- Perceived behavioural control (the extent to which the individual believes they can control behaviour) - Beliefs about whether factors that will affect the difficulty of the behaviour - Perceived power of these factors - Number of factors
58
Microsoft Clippy
- Had an intelligent user interface - Was disliked by many, regarded as annoying, distracting, patronising, intrusive