HCI Design Rules Flashcards

1
Q

This is achieving goals within constraints

A

Design

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2
Q

This is the purpose of the design we are intending to produce

A

Goals

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3
Q

This is the limitations on the design process by external factors

A

Constrains

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4
Q

This is choosing which goals or constrains can be relaxed so that others can be met.

A

Trade-off

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5
Q

This revolves around the features of an interactive system that allow novice

A
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5
Q

This focuses on usability, execution, and assessment of computer systems.

A

Human Computer Interaction

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6
Q

This talks about Encompasses design, execution, and assessment of computer systems.

A

Human Computer Interaction

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6
Q

This is applicable across various disciplines with computer installations

A

Human Computer Interaction

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7
Q

What are the importance of HCI Design Rules?

A
  1. Address usability consequences of design decisions.
  2. Prevent designers from pursuing options leading to unusable systems.
  3. Integrates knowledge from psychology, cognitive science, sociology, and computational theory.
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8
Q

This is an event where it resulted from misinterpreted signals due to poorly designed control panel.

A

Three Mile Island Nuclear Accident (1979)

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9
Q

This are normative, fostering conformity to core values and approaches

A

Scientific Disciplines

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10
Q

This processes encourage adherence to established norms in research

A

Peer Review

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11
Q

This equips designers with tools for comprehending social contexts and organizing observations

A

Contextual Inquiry

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12
Q

This aids in deriving models for design based primarily on interview data

A

Contextual Inquiry

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13
Q

This is suitable for those lacking the training or time for ethnographic research

A

Contextual Inquiry

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14
Q

This offers methods for designers to transition from controlled laboratory settings to real world scenarios for design inspiration.

A

Contextual Inquiry

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15
Q

This features enabling novice users to understand and attain maximal system performance

A

Learnability

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16
Q

This uses past user knowledge to ease interaction with new systems

A

Predictability

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17
Q

This is where users need to know which actions can be executed for effective interaction

A

Predictability

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18
Q

This enables users to assess the effect of past operations on the current system state

A

Synthesizability

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19
Q

This relies on honest user interface, providing clear feedback about system changes

A

Synthesizability

20
Q

This utilizes users’ past experiences with other applications, both real-life and computer-based

A

Familiarity

21
Q

This is where users extend specific interaction behaviors to similar, previously unknown situations

A

Generalization

22
Q

This is where similarities in behavior across situations or task objectives

A

Consistency

23
Q

This is the diverse ways users and systems exchange information

A

Flexibility

24
Q

This is the user initiates actions

A

User Pre-Emptive

25
Q

This is where the system initiates actions, user responds

A

System Pre-Emptive

26
Q

It is the ability to support more than one task of the user system dialog interaction at a time.

A

Multithreading

27
Q

This supports simultaneous communication for separate tasks

A

Concurrent Multithreading

28
Q

This allows temporal overlap between tasks but restricts communication to one task at a time

A

Interleaved Multithreading

29
Q

This talks about the ability to transfer control between system and user, enabling system changes and error recovery

A

Task Migratability

30
Q

This is the equivalent values that can be substituted, enhancing system flexibility

A

Substitutivity

31
Q

This is about the user/system can modify the user interface for adaptability

A

Customizability

32
Q

This supports user actions and assesses outcomes

A

Robustness

33
Q

This allows users to evaluate system state through perceivable interface representation

A

Observability

34
Q

This allows exploring the system’s internal state without modifications

A

Browsability

35
Q

This suggests words or options based on user input, aiding passive recall

A

Default

36
Q

This enables navigation through observable states.

A

Reachability

37
Q

This deals with the duration of observable states.

A

Persistence

38
Q

This ensures system services support user tasks clearly and comprehensibly

A

Task Performance

39
Q

This is the System’s ability to recover from errors

A

Recoverability

40
Q

This talks about the forward error recovery navigates from error state to desired state.

A

Recoverability

41
Q

This is the backward error recovery undoes previous actions to return to a pre-error state

A

Recoverability

42
Q

This is the short, stable durations for system-user communication

A

Responsiveness

43
Q

This is the consistent response times essential for user anticipation and understanding

A

Responsiveness

44
Q

This ensures the system allows users to perform tasks as expected

A

Task Conformance

45
Q

These are set by national/international bodies to ensure design compliance

A

Standards

46
Q

What is the focus on usability

A

Effectiveness, efficiency, and user satisfaction in task accomplishment

47
Q

What are Sneiderman’s 8 Golden Rule

A
  1. Strive for consistency.
  2. Enable frequent users to use shortcuts.
  3. Offer informative feedback.
  4. Design dialogs to yield closure.
  5. Offer error prevention and simple error handling.
  6. Permit easy reversal of actions.
  7. Support internal locus of control.
  8. Reduce short-term memory load.
48
Q

What is Norman’s 7 Principle

A
  1. Use both knowledge in the world and knowledge in the head.
  2. Simplify the structure of tasks.
  3. Make things visible: bridge the gulfs of Execution and Evaluation.
  4. Get the mappings right.
  5. Exploit the power of constraints, both natural and artificial.
  6. Design for error.
  7. When all else fails, standardize.