HCI exam rev Flashcards

1
Q

refers to the interaction of humans and computers. It can also be linked to the word Interface which where the interaction takes place.

A

Human Computer Interaction

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2
Q

are the techniques used to collect data for an ethnographic study. They are the means researchers utilize to acquire knowledge about the social settings
under investigation and tap into the participants’ points of view.

A

Ethnographic methods

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3
Q

The three main ethnographic methods

A

observation
interviews
archival research

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4
Q

2 part of Ethnographic observation

A

active participant observation
passive participant observation

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5
Q

involves becoming a member of the study group, partaking in their daily activities, and working directly with them to get hands-on experience and understand their perspective.

A

active participant observation

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6
Q

The latter involves observing and taking notes only. You do not get involved in the group’s activities.

A

passive participant observation

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7
Q

in ethnographic fieldwork involve observing the participants in their natural environment and asking them questions to gain more insights.

A

Interviews

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8
Q

It is about Training, job design, politics, roles, work organization

A

Organization Factors

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9
Q

is an ethnographic method in which you collect and analyze existing research
data, websites, annual reports, and other relevant written documents to learn more about the
people and place you are investigating.

A

Archival research

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10
Q

FACTORS IN HCI

A

Organization Factors
Environmental Factors
The User
Comfort Factors
User Interface
Task Factors
Constraints
System Functionality
Productivity Factors

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11
Q

Factors is about Noise, heating, lighting, ventilation Health and Safety Factors

A

Environmental Factors

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12
Q

factors is about Cognitive processes and capabilities Motivation, enjoyment, satisfaction, personality, experience

A

The User

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13
Q

Factors is about Input devices, output devices, dialogue structures, use of colour, icons, commands, navigation, graphics, natural language, user support, multimedia,

A

User Interface

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14
Q

factors is about Seating, equipment, and layout.

A

Comfort Factors

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15
Q

Factors is about Easy, complex, novel, task allocation, monitoring, skills

A

Task Factors

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16
Q

Factors is about Cost, timescales, budgets, staff, equipment, buildings

A

Constraints

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17
Q

Factors is about Hardware, software, application

A

System Functionality

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18
Q

Factors is about Increase output, increase quality, decrease costs, decrease errors, increase innovation

A

Productivity Factors

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19
Q

COMPONENTS OF HCI

A

Human
Computer
Interaction

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20
Q

It refers to a person or group that uses the computer system

A

Human

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21
Q

It refers to any technology ranging from small devices such as mobile phones to large scale computers. It can also be a website or anything with interface.

A

Computer

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22
Q

It is the process when a user makes an action and the computer gives a response or feedback

A

Interaction

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23
Q

the principle of arranging elements to show their order of importance. Designers structure visual characteristics—e.g., menu icons—so users can understand information easily. By laying out elements logically and strategically, designers influence users’ perceptions and guide them to desired actions

A

Visual hierarchy

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24
Q

When you are designing a user interface, make sure that all elements are easy to find and easy to understand what they are for. Don’t make users guess what to do.

A

CONFUSION

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25
Q

People have expectations when using something. If these expectations are not met it leads to

A

BOREDOM

26
Q

Imagine that deadline of your project is tomorrow and yet you are nowhere near completion because you ended up spending most of your time understanding how to use the required application.

A

FRUSTRATION

27
Q

This can be the most severe response a user can give after frustration especially when under extreme pressure.

A

ANGER

28
Q

Quick tips for creating visual hierarchy with size

A

Use scale and contrast to save space
Complement size with minimalism
Make important text stand out

29
Q

is a very basic but crucial principle that can give elements more importance than others and help draw the viewer’s eye towards a certain area and you can immediately attract the viewer’s attention. You want to be careful, however, not to enlarge too many elements or increase the size in a way that might decrease the importance of other elements on the screen

A

Size and Scale

30
Q

The range of sizes from smallest to largest will determine the scalability of the page, so playing around with one affects them all. In fact, try shrinking the other elements instead of making one bigger

A

Use scale and contrast to save space

31
Q

Minimalist designs accent size well and give them more weight. The more minimalism grows as a design technique, the more we see single, grand-scale elements taking center stage.

A

Complement size with minimalism

32
Q

Size doesn’t just apply to buttons and images – you can draw attention to certain pieces of text by making them bigger, too and This is downright essential for headings and subheadings, but also applies to blocks of text.

A

Make important text stand out

33
Q

Colors can be used similarly to size and weight to give importance to elements in your design. Brighter colors are typically going to grab the viewer’s attention much more than dull, non-saturated colors.

A

Color and Contrast

34
Q

is a circular combination of 12 different colors. There are three primary colors, three secondary colors and six tertiary colors on the color wheel. It illustrates color hues and is regarded to be a benchmark tool for creating color combinations.

A

Color Wheel

35
Q

What is the 3 primary colors?

A

Red
yellow
blue

36
Q

are the foundation stone of the color world.

A

Primary Colors

37
Q

are the derivatives of primary colors. A color combines two primary colors in definite proportions.

A

Secondary Colors

38
Q

The combination of primary and secondary colors yields what ones, are known as intermediate colors.

A

Tertiary Colors

39
Q

RULES OF COLOR COMBINATION

A

Analogous Color Scheme
Complementary Color Scheme
Triadic Color Scheme

40
Q

is one of the most widely used schemes as it comprises primary, secondary and tertiary colors. The rule for this color scheme is very simple: you have to select three adjacent colors on the color wheel.

A

Analogous Color Scheme

41
Q

is based on the concept of contrast. Its simple rule is to choose two opposite colors on the color wheel to create a complementary color scheme.

A

Complementary Color Scheme

42
Q

also has simple rules to follow when creating the combination. The rule for this color combination states that you have to select three colors on the color wheel equidistant from each other.

A

Triadic Color Scheme

43
Q

Most interfaces, such as websites and apps, are designed to be two dimensional and can often appear flat. By playing with perspective, you can create an illusion of distance and separation in your elements to help bring focus to the areas that are important in your designs.

A

PERSPECTIVE

44
Q

Whitespace is a term used to describe the negative spacing between elements in a design. It can be used to group elements together or separate them to give them greater importance.

A

SPACING

45
Q

4 Quick Tips for Creating Visual Hierarchy with Space

A

Use variety
Take advantage of grouping properties
Limit elements per page
don’t overdo It

46
Q

Many designers avoid white space because they think it’s boring… and it certainly can be.

A

Use variety

47
Q

Grouping elements together suggests similarity. This learnability shortcut gives your interface an intuitive familiarity your users will appreciate.

Be mindful of the spacing between elements of a group, and between multiple groups – this is the key to showing what’s related and what’s not.

A

Take advantage of grouping properties

48
Q

While you should modify the amount of space for content, no matter what type of site you have, you should always avoid clutter.

A

Limit elements per page

49
Q

There’s a fine line between minimalism and dullness. Too much white space will mean your site lacks interesting content. Likewise, too much spacing between elements will confuse your users.

A

don’t overdo It

50
Q

MORE EXAMPLES

A

Size Impacts Visibility
Fonts Organize Design.

51
Q

4 Grounding Principles

A

Context.
Partnership.
Interpretation.
Focus.

52
Q

he researcher watches the user as she performs her task and asks for information to understand how and why users do what they do.

A

Inquiry

53
Q

The researcher should observe in the natural environment.

A

Context.

54
Q

The user and researcher are partners in the process of understanding the work.

A

Partnership.

55
Q

The researcher should develop a comprehensive and shared interpretation for all important aspects of the work, aided by feedback from the user.

A

Interpretation.

56
Q

The researcher should understand the purpose of the research project and what information should be sought.

A

Focus.

57
Q

4-Part Session Structure

A

primer
transition
contextual interview
wrap-up

58
Q

is meant to ease the participant into the session. Starting casually allows your participant to become comfortable with you and learn what to expect from the session

A

The primer

59
Q

When finished with the introduction and general interview, make an explicit and clear ______ into the contextual interview portion of the meeting.

A

The transition

60
Q

Watch and learn.
Stop and initiate discussion when the user does something you don’t immediately understand or when you want to confirm an interpretation.

A

The contextual interview

61
Q

At the end:
Ask any final clarifying questions.
Review your notes and summarize what you took away from the interview by explaining your interpretation of the observed processes. This is your users’ chance to give final clarifications and correct your understanding.

A

The wrap-up