HCI Chapter 4 N 5 Flashcards

1
Q

how can an interactive system be developed to ensure its usability?

how can the usability of an interactive system be demonstrated or measured?

A

Concerns

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2
Q

Example Paradigm Shifts

A

Batch processing
Timesharing
Networking
Graphical display
Microprocessor
WWW
Ubiquitous Computing

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3
Q

1940s and 1950s

1960s –need to channel the power

.C.R. Licklider at ARPA

single computer supporting multiple users

A

Time-sharing

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4
Q

more suitable medium than paper

1962 –Sutherland’s Sketchpad

computers for visualizing and manipulating data

one person’s contribution could drastically change the history of computing

A

Video Display Units

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5
Q

Engelbart at Stanford Research Institute

1963 –augmenting man’s intellect

1968 NLS/Augment system demonstration

the right programming toolkit provides building blocks to producing complex interactive systems

A

Programming toolkits

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6
Q

1970s –Papert’s LOGO language for simple graphics programming by children

A system is more powerful as it becomes easier to user

Future of computing in small, powerful machines dedicated to the individual

Kay at Xerox PARC –the Dynabook as the ultimate personal computer

A

Personal computing

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7
Q

humans can pursue more than one task at a time

windows used for dialogue partitioning, to “change the topic”

1981 –Xerox Star first commercial windowing system

windows, icons, menus and pointers now familiar interaction mechanisms

A

Window systems and the WIMP interface

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8
Q

relating computing to other real-world activity is effective teaching technique

A

Metaphor

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9
Q

some tasks do not fit into a given metaphor

cultural bias

A

Problems

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10
Q

1982 –Shneiderman describes appeal of graphically-based interaction

A

Direct manipulation

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11
Q

interface replaces underlying system

A

DM

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12
Q

1945 –Vannevar Bush and the memex

key to success in managing explosion of information

mid 1960s –Nelson describes hypertext as non-linear browsing structure

hypermedia and multimedia

Nelson’s Xanadu project still a dream today

A

Hypertext

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13
Q

a mode is a human communication channel

emphasis on simultaneous use of multiple channels for input and output

A

Multimodality

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14
Q

CSCW removes bias of single user / single computer system

Can no longer neglect the social aspects

Electronic mail is most prominent success

A

Computer Supported Cooperative Work (CSCW)

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15
Q

Hypertext, as originally realized, was a closed system

Simple, universal protocols (e.g. HTTP) and mark-up languages (e.g. HTML) made publishing and accessing easy

Critical mass of users lead to a complete transformation of our information economy.

A

The World Wide Web

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16
Q

Commands given to computer

Language-based

A

Original interfaces

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17
Q

Commands performed on “world” representation

Action based

A

Direct Manipulation/WIMP

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18
Q

return to language by instilling proactivity and “intelligence” in command processor

A

Agents

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19
Q

return to language by instilling proactivity and “intelligence” in command processor

A

Agents

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20
Q

The most profound technologies are those that disappear.

”Mark Weiser, 1991

A

Ubiquitous Computing

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21
Q

Humans are good at recognizing the “context” of a situation and reacting appropriately

Automatically sensing physical phenomena (e.g., light, temp, location, identity) becoming easier

How can we go from sensed physical measures to interactions that behave as if made “aware” of the surroundings?

A

Sensor-based and Context-aware Interaction

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22
Q

5TH
what it is, interventions, goals, constraints

A

Design

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23
Q

what happens when

A

The design process

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24
Q

who they are, what they are like …

A

Users

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25
rich stories of design
Scenarios
26
finding your way around a system
Navigation
27
never get it right first time!
Iteration and prototypes
28
Achieving goals within constraints Goals - purpose – who is it for, why do they want it Constraints – materials, platforms Trade-offs Understand your materials Understand computers – limitations, capacities, tools, platforms Understand people – psychological, social aspects – human error
Design
29
what is there and what is wanted …
Requirements
30
ordering and understanding
Analysis
31
what to do and how to decide
Design
32
getting it right … and finding what is really needed!
Iteration and prototyping
33
making it and getting it out there
Implementation and deployment
34
Description of an ‘example’ user – not necessarily a real person use as surrogate user – what would betty think Details matter – makes her ‘real’
Persona
35
Direct observation – sometimes hard In the home - psychiatric patients probe packs – items to prompt responses e.g. Glass to listen at wall, camera, postcard – given to people to open in their own environment they record what is meaningful to them Used to … – inform interviews, prompt ideas, enculture designers
Cultural probes
36
Stories for design – communicate with others – validate other models – understand dynamics Linearity – time is linear - our lives are linear – but don’t show alternatives step-by-step walkthrough – what can they see (sketches, screen shots) – what do they do (keyboard, mouse etc.) – what are they thinking? use and reuse throughout design
Scenarios
37
Scenarios – one linear path through system Pros: – life and time are linear – easy to understand (stories and narrative are natural) – concrete (errors less likely) Cons: – no choice, no branches, no special conditions – miss the unintended So: – use several scenarios – use several methods
Linearity
38
Widget choice – menus, buttons etc. Screen design Application navigation design Environment – other apps, o/s
Levels
39
Widget choice Screen design Navigation design Environment Elements and tags Page and design Site Structure The web, browser and external links
Web
40
Widget choice Screen design Navigation design Environment Controls – buttons, knobs, dials Physical layout Modes of device the real world
Physical devices
41
Within a screen – later ... Local – looking from this screen out Global – structure of site, movement between screens Wider still – relationship with other applications
Structure
42
From one screen looking out
Local
43
Progress with local knowledge only but can get to the goal
Goal seeking
44
4 golden rules
Knowing where you are Knowing what you can do Knowing where you are going – or what will happen Knowing where you’ve been – or what you’ve done
45
Shows path through website hierarchy
Breadcrumbs
46
Lock to prevent accidental use … – remove lock - ‘c’ + ‘yes’ to confirm – frequent practiced action If lock forgotten – in pocket ‘yes’ gets pressed – goes to phone book
Modes
47
Show different paths through system
Network diagrams
48
Parts of application – screens or groups of screens Typically functional separation Deep is difficult! Misuse of miller’s 7 ± 2 – short term memory, not menu size Optimal? – many items on each screen – but structured within screen Marriage service - general flow, generic – blanks for names - pattern of interaction between people Computer dialogue - pattern of interaction between users and system - but details differ each time
Hierarchical diagrams
49
Style issues: – platform standards, consistency functional issues – cut and paste Navigation issues – embedded applications – links to other apps … the web
Wider
50
Basic principles
Ask – what is the user doing? Think – what information, comparisons, order Design – form follows function
51
Grouping of items Order of items Decoration - fonts, boxes etc. Alignment of items White space between items
Available tools
52
Use boxes to group logical items  Use fonts for emphasis, headings  But not too many!!
Decorations
53
You read from left to right (English and European)
Alignment text
54
Usually scanning for surnames
Alignment names
55
Visually: long number = big number Align decimal points or right align integers
Alignment numbers
56
Scanning across gaps hard (often hard to avoid with large data base fields) Use leaders Or greying (vertical too) Or even (with care!) ‘bad’ alignment
Multiple columns
57
● The gaps between ● Space to Structure ● Space to separate ● Space to highlight
White space-the counter
58
● grouping of items ● order of items ● decorations ● alignment ● white space
Physical controls
59
● Forms, dialogue boxes – presentation + data input – similar layout issues – alignment - N.B. different label lengths ● Logical layout – use task analysis (ch15) – groupings – natural order for entering information ● Top-bottom, left-right (depending on culture) ● Set tab order for keyboard entry
Entering information
60
● psychological term ● for physical objects – shape and size suggest actions ● pick up, twist, throw – also cultural – buttons ‘afford’ pushing ● for screen objects – button–like object ‘affords’ mouse click – physical-like objects suggest use ● culture of computer use – icons ‘afford’ clicking
Affordances
61
● Purpose matters – sort order (which column, numeric alphabetic) – text vs. Diagram – scatter graph vs. Histogram ● Use paper presentation principles! ● But add interactivity – softens design choices - e.g. Re-ordering columns
Presenting information
62
● Aesthetically pleasing designs – increase user satisfaction and improve productivity ● Beauty and utility may conflict – mixed up visual styles ⇒ easy to distinguish – clean design – little differentiation ⇒ confusing – backgrounds behind text … good to look at, but hard to read ● But can work together – e.g. The design of the counter – in consumer products – key differentiator (e.g. imac)
Aesthetics and utility
63
● Both often used very badly! ● Colour – older monitors limited palette – colour over used because ‘it is there’ – beware colour blind! – use sparingly to reinforce other information ● 3d effects – good for physical information and some graphs – but if over used … e.g. Text in perspective!! 3d pie charts
Colour and 3D
64
● Over use - without very good reason (e.g. Kids’ site) ● Colour blindness ● Poor use of contrast ● Do adjust your set! – adjust your monitor to greys only
Bad use of color
65
● Localisation & internationalisation – changing interfaces for particular cultures/languages ● Globalisation – try to choose symbols etc. That work everywhere ● Simply change language? – use ‘resource’ database instead of literal text … but changes sizes, left-right order etc. ● Deeper issues – cultural assumptions and values – meanings of symbols e.g tick and cross … +ve and -ve in some cultures … but … mean the same thing (mark this) in other
Across countries and cultures
66
● You never get it right first time ● If at first you don’t succeed ● Moving little by little … but to where ● Malverns or the matterhorn? ● Need a good start point ● Need to understand what is wron
Prototyping