HCI EXAM REVS Flashcards

1
Q

• mechanism for receiving light and transforming it into electrical energy

A

The Eye

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2
Q

visual angle indicates how much of view object occupies (relates to size and distance from eye)

A

Size and Depth

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3
Q

subjective reaction to levels of light

A

 Brightness

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4
Q

o made up of hue, intensity, saturation

A

 Colour

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5
Q

• Several stages:
– visual pattern perceived
– decoded using internal representation of language
– interpreted using knowledge of syntax, semantics, pragmatics

• Perception occurs during fixations
• Word shape is important to recognition
• Negative contrast improves reading from computer screen

A

Reading

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6
Q

– Pitch – sound frequency
– loudness – amplitude
– timbre – type or quality

A

• Sound

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7
Q

• Provides important feedback about environment.
• May be key sense for someone who is visually impaired.

A

TOUCH

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8
Q

awareness of body position
– affects comfort and performance.

A

• Kinesthesis

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9
Q

• Time taken to respond to stimulus

A

MOVEMENT

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10
Q

o Buffers for stimuli received through senses
 iconic memory: visual stimuli
 echoic memory: aural stimuli
 haptic memory: tactile stimuli

A

• Sensory Memory

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11
Q

o Scratch-pad for temporary recall
 rapid access ~ 70ms
 rapid decay ~ 200ms
 limited capacity - 7± 2 chunks

A

• Short Term Memory (STM)

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12
Q

o Repository for all our knowledge
 slow access ~ 1/10 second
 slow decay, if any
 huge or unlimited capacity

A

• Long Term Memory (LTM)

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13
Q

serial memory of events

A

 episodic

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14
Q

structured memory of facts, concepts, skills

A

 semantic

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15
Q

 information is lost gradually but very slowly

A

 decay

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16
Q

 new information replaces old: retroactive interference
 old may interfere with new: proactive inhibition

A

 interference

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17
Q

 information reproduced from memory can be assisted by cues, e.g. categories, imagery

A

 recall

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18
Q

 information gives knowledge that it has been seen before
 less complex than recall - information is cue

A

 recognition

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19
Q

 derive logically necessary conclusion from given premises.
 Logical conclusion not necessarily true
 When truth and logical validity clash
 People bring world knowledge to bear

A

o Deduction

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20
Q

 generalize from cases seen to cases unseen

A

 Induction

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21
Q

 can only prove false not true

A

 Unreliable

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22
Q

o Process of finding solution to unfamiliar task using knowledge.

A

• Problem Solving

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23
Q

 right intention, but failed to do it right
 causes: poor physical skill, inattention etc.
 change to aspect of skilled behaviour can cause slip

A

 Slips

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24
Q

 wrong intention
 cause: incorrect understanding

A

 Mistakes

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25
Q

• a computer system is made up of various elements

A

THE COMPUTER

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26
Q

text entry and pointing

A

o input devices

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27
Q

screen (small&large), digital paper

A

o output devices

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28
Q

special interaction and display devices

A

o virtual reality

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29
Q

e.g. sound, haptic, bio-sensing

A

o physical interaction

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30
Q

as output (print) and input (scan)

A

o paper

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31
Q

RAM & permanent media, capacity & access

A

o memory

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32
Q

speed of processing, networks

A

o processing

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33
Q

• Most common text input device

A

Keyboard

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34
Q

 Standardised layout
 but …
 non-alphanumeric keys are placed differently
 accented symbols needed for different scripts
 minor differences between UK and USA keyboards

A

o Layout – QWERTY

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35
Q

 keys arranged in alphabetic order
 not faster for trained typists

A

o Alphabetic

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36
Q

 common letters under dominant fingers
 biased towards right hand
 common combinations of letters alternate between hands

A

o Dvorak

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37
Q

 designs to reduce fatigue for RSI
 for one handed use
 the Maltron left-handed keyboard

A

o Special Keyboards

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38
Q

 only a few keys - four or 5
 letters typed as combination of keypresses
 compact size
– ideal for portable applications
 short learning time
– keypresses reflect letter shape
 fast
– once you have trained

A

o Chord Keyboards

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39
Q

 use numeric keys with multiple presses

A

o Phone Pad and T9 entry

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40
Q

 Text can be input into the computer, using a pen and a digesting tablet

A

o Handwriting Recognition

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41
Q

 Improving rapidly
 Most successful when:
 single user – initial training and learns peculiarities
 limited vocabulary systems
 Problems with
 external noise interfering
 imprecision of pronunciation
 large vocabularies
 different speakers

A

o Speech Recognition

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42
Q

 for entering numbers quickly:
 calculator, PC keyboard
 for telephones

A

o Numeric keypads

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43
Q

• Handheld pointing device
• very common, easy to use

A

Mouse

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44
Q

 Ball on underside of mouse turns as mouse is moved
 Rotates orthogonal potentiometers
 Can be used on almost any flat surface

A

o Mechanical

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45
Q

 light emitting diode on underside of mouse
 may use special grid-like pad or just on desk
 less susceptible to dust and dirt
 detects fluctuating alterations in reflected light intensity to calculate relative motion in (x, z) plane

A

o Optical

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46
Q

• small touch sensitive tablets
• ‘stroke’ to move mouse pointer
• used mainly in laptop computers

A

Touchpad

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47
Q

 ball is rotated inside static housing
 like an upsdie down mouse!

A

Trackball

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48
Q

 for accurate CAD – two dials for X-Y cursor position
 for fast scrolling – single dial on mouse

A

• Thumbwheels

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49
Q

– indirect pressure of stick = velocity of movement
– buttons for selection on top or on front like a trigger
– often used for computer games aircraft controls and 3D navigation

A

Joystick

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50
Q

– for laptop computers
– miniature joystick in the middle of the keyboard

A

Keyboard Nipple

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51
Q

– Detect the presence of finger or stylus on the screen.

A

Touch-Sensitive Screen

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52
Q

– small pen-like pointer to draw directly on screen
– may use touch sensitive surface or magnetic detection
– used in PDA, tablets PCs and drawing tables

A

Stylus

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53
Q

– now rarely used
– uses light from screen to detect location

A

Light Pen

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54
Q

– Mouse like-device with cross hairs
– used on special surface
- rather like stylus
– very accurate
- used for digitizing maps

A

Digitizing Tablet

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55
Q

– control interface by eye gaze direction
– uses laser beam reflected off retina
… a very low power laser!
– mainly used for evaluation (ch x)
– potential for hands-free control
– high accuracy requires headset
– cheaper and lower accuracy devices available
sit under the screen like a small webcam

A

Eye gaze

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56
Q

– Four keys (up, down, left, right) on keyboard.
– Very, very cheap, but slow.
– Useful for not much more than basic motion for text-editing tasks.
– No standardised layout, but inverted “T”, most common

A

Cursor keys

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57
Q

– in phones, TV controls etc.
 cursor pads or mini-joysticks
 discrete left-right, up-down
 mainly for menu selection

A

Discrete Positioning Controls

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58
Q

– screen is vast number of coloured dots

A

Bitmap Displays

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59
Q

 number of pixels on screen (width x height)
 e.g. SVGA 1024 x 768, PDA perhaps 240x400
– density of pixels (in pixels or dots per inch - dpi)
 typically between 72 and 96 dpi

A

Resolution

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60
Q

– ration between width and height
– 4:3 for most screens, 16:9 for wide-screen TV

A

Aspect Ratio

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61
Q

– how many different colours for each pixel?
– black/white or greys only
– 256 from a pallete
– 8 bits each for red/green/blue = millions of colours

A

Colour Depth

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62
Q

– diagonal lines that have discontinuities in due to horizontal raster scan process.

A

Jaggies

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63
Q

– Stream of electrons emitted from electron gun, focused and directed by magnetic fields, hit phosphor-coated screen which glows
– used in TVs and computer monitors

A

Cathode Ray Tube

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64
Q

– Smaller, lighter, and … no radiation problems.
– Found on PDAs, portables and notebooks, and increasingly on desktop and even for home TV
– also used in dedicated displays:
 digital watches, mobile phones, HiFi controls

A

Liquid Crystal Displays (LCD)

65
Q

– draw the lines to be displayed directly
– no jaggies
– lines need to be constantly redrawn
– rarely used except in special instruments

A

Random Scan

66
Q

– Similar to random scan but persistent => no flicker
– Can be incrementally updated but not selectively erased
– Used in analogue storage oscilloscopes

A

Direct View Storage Tube

67
Q

– used for meetings, lectures, etc.
– plasma – usually wide screen
– video walls – lots of small screens together
– projected – RGB lights or LCD projector
– hand/body obscures screen
– may be solved by 2 projectors + clever software
– back-projected
– frosted glass + projector behind

A

Large Displays

68
Q

– displays in ‘public’ places
 large or small
 very public or for small group

A

Situated Displays

69
Q

– thin flexible sheets
– updated electronically
– but retain display
– small spheres turned
– or channels with coloured liquid
and contrasting spheres

A

Digital Paper

70
Q

 steering wheels, knobs and dials … just like real!

A

– cockpit and virtual controls

71
Q

 six-degrees of movement: x, y, z + roll, pitch, yaw

A

– the 3D mouse

72
Q

 fibre optics used to detect finger position

A

– data glove

73
Q

 detect head motion and possibly eye gaze

A

– VR helmets

74
Q

 accelerometers strapped to limbs or reflective dots and video processing

A

– whole body tracking

75
Q

– ordinary screen, mouse or keyboard control
– perspective and motion give 3D effect
– seeing in 3D

A

Desktop VR

76
Q

– small TV screen for each eye
– slightly different angles
– 3D effect

A

VR Headsets

77
Q

– time delay
 move head … lag … display moves
 conflict: head movement vs. eyes
– depth perception
 headset gives different stereo distance
 but all focused in same plane
 conflict: eye angle vs. focus
– conflicting cues => sickness
 helps motivate improvements in technology

A

VR Motion Sickness

78
Q

– scenes projected on walls
– realistic environment
– hydraulic rams!
– real controls
– other people

A

Simulators and VR Caves

79
Q

 dials, gauges, lights, etc

A

– analogue representations

80
Q

 small LCD screens, LED lights, etc.

A

– digital displays

81
Q

 found in aircraft cockpits
 show most important controls … depending on context

A

– head-up displays

82
Q

– beeps, bongs, clonks, whistles and whirrs
– used for error indications
– confirmation of actions e.g. keyclick
– also see chapter 10

A

Sounds

83
Q

– touch and feeling important
 in games … vibration, force feedback
 in simulation … feel of surgical instruments
 called haptic devices
– texture, smell, taste
 current technology very limited

A

Touch, Feel, Smell

84
Q

– for controlling menus
– feel small ‘bumps’ for each item
– makes it easier to select options by feel
– uses haptic technology from Immersion Corp.

A

BMW iDrive

85
Q

– image made from small dots
 allows any character set or graphic to be printed,
– critical features:
 resolution
 size and spacing of the dots
 measured in dots per inch (dpi)
– speed
 usually measured in pages per minute

A

Printing

86
Q

 use inked ribbon (like a typewriter)
 line of pins that can strike the ribbon, dotting the paper.
 typical resolution 80-120 dpi

A

 Dot-Matrix Printers

87
Q

 tiny blobs of ink sent from print head to paper
 typically 300 dpi or better

A

 Ink-jet and Bubble-Jet

88
Q

 like photocopier: dots of electrostatic charge deposited on drum, which picks up toner (black powder form of ink) rolled onto paper which is then fixed with heat
 typically 600 dpi or better.

A

 Laser printer

89
Q

– dot matrix
– same print head used for several paper rolls
– may also print cheques

A

Shop tills

90
Q

– special heat-sensitive paper
– paper heated by pins makes a dot
– poor quality, but simple & low maintenance
– used in some fax machines

A

Thermal Printers

91
Q

– the particular style of text
– Size of a font measured in points (1 pt about 1/72”)
(vaguely) related to its height

A

Fonts

92
Q

 fixed-pitch – every character has the same width
 variable-pitched – some characters wider

A

o Pitch

93
Q

 sans-serif – square-ended strokes
 serif – with splayed ends (such as

A

o Serif or Sans-Serif

94
Q

– easy to read shape of words

A

Lowercase

95
Q

– better for individual letters and non-words

A

Uppercase

96
Q

– helps your eye on long lines of printed text
– but sans serif often better on screen

A

Serif Fonts

97
Q

– Take paper and convert it into a bitmap

A

Scanners

98
Q

paper placed on a glass plate, whole page converted into bitmap

A

 flat-bed:

99
Q

scanner passed over paper, digitising strip typically 3-4” wide

A

 hand-held

100
Q

– OCR converts bitmap back into text
– different fonts
 create problems for simple “template matching” algorithms
 more complex systems segment text, decompose it into lines and arcs, and decipher characters that way
– page format
 columns, pictures, headers and footers

A

Optimal Character Recognition

101
Q

– paper usually regarded as output only
– can be input too – OCR, scanning, etc.
– Xerox PaperWorks
 glyphs – small patterns of /\//\\
 used to identify forms etc.
 used with scanner and fax to control applications
– more recently
 papers micro printed - like watermarks
 identify which sheet and where you are
 special ‘pen’ can read locations
 know where they are writing

A

Paper – based Interaction

102
Q

– on silicon chips
 100 nano-second access time
 usually volatile (lose information if power turned off)
 data transferred at around 100 Mbytes/sec
– Some non-volatile RAM used to store basic set-up information
– Typical desktop computers:
 64 to 256 Mbytes RAM

A

Random Access Memory

103
Q

– floppy disks store around 1.4 Mbytes
– hard disks typically 40 Gbytes to 100s of Gbytes access time ~10ms, transfer rate 100kbytes/s

A

Magnetic Disks

104
Q

– use lasers to read and sometimes write
– more robust that magnetic media
– CD-ROM - same technology as home audio, ~ 600 Gbytes
– DVD - for AV applications, or very large files

A

Optical Disks

105
Q

– often use RAM for their main memory

A

PDAs

106
Q

– used in PDAs, cameras etc.
– silicon based but persistent
– plug-in USB devices for data transfer

A

Flash-memory

107
Q

– some sizes (all uncompressed) …
 this book, text only ~ 320,000 words, 2Mb
 the Bible ~ 4.5 Mbytes
 scanned page ~ 128 Mbytes
 (11x8 inches, 1200 dpi, 8bit greyscale)
 digital photo ~ 10 Mbytes
 (2–4 mega pixels, 24 bit colour)
 video ~ 10 Mbytes per second
 (512x512, 12 bit colour, 25 frames per sec

A

Speed and Capacity

108
Q

– reduce amount of storage required

A

Compression

109
Q

7-bit binary code for to each letter and character

A

– ASCII

110
Q
  • 8-bit encoding of 16 bit character set
A

– UTF-8

111
Q

 text plus formatting and layout information

A

RTF (rich text format)

112
Q

 documents regarded as structured objects

A

– SGML (standardized generalised markup language)

113
Q

 simpler version of SGML for web applications

A

– XML (extended markup language)

114
Q

 many storage formats :
 (PostScript, GIFF, JPEG, TIFF, PICT, etc.)
 plus different compression techniques
 (to reduce their storage requirements)

A

– Images

115
Q

 again lots of formats :
 (QuickTime, MPEG, WAV, etc.)
 compression even more important
 also ‘streaming’ formats for network delivery

A

– Audio/Video

116
Q

– Designers tend to assume fast processors, and make interfaces more and more complicated
– But problems occur, because processing cannot keep up with all the tasks it needs to do
 cursor overshooting because system has buffered keypresses
 icon wars - user clicks on icon, nothing happens, clicks on another, then system responds and windows fly everywhere
– Also problems if system is too fast - e.g. help screens may scroll through text much too rapidly to be read

A

Finite Processing Speed

117
Q

– computers get faster and faster, 1965 …
 Gordon Moore, co-founder of Intel, noticed a pattern
 processor speed doubles every 18 months
 PC … 1987: 1.5 Mhz, 2002: 1.5 GHz
– similar pattern for memory
 but doubles every 12 months!!
 hard disk … 1991: 20Mbyte : 2002: 30 Gbyte
– baby born today
 record all sound and vision
 by 70 all life’s memories stored in a grain of dus

A

Moore’s Law

118
Q

– Computation takes ages, causing frustration for the user

A

Computation Bound

119
Q

– Bottleneck in transference of data from disk to memory

A

Storage Channel Bound

120
Q

– Common bottleneck: updating displays requires a lot of effort - sometimes helped by adding a graphics co-processor optimised to take on the burden

A

Graphic Bound

121
Q

– Many computers networked - shared resources and files, access to printers etc. - but interactive performance can be reduced by slow network speed

A

Network Capacity

122
Q

 lower level, packets (like letters) between machines

A

 TCP – Transmission Control protocol

123
Q

 reliable channel (like phone call) between programs on machines

A

 IP – Internet Protocol

124
Q

– the area of work under study

A

Domain

125
Q

– what you want to achieve

A

Goal

126
Q

– how you go about doing it
– ultimately in terms of operations or actions

A

Task

127
Q

– Seven stages
 user establishes the goal
 formulates intention
 specifies actions at interface
 executes action
 perceives system state
 interprets system state
 evaluates system state with respect to goa

A

Donald Norman’s Model

128
Q

 user’s formulation of actions
≠ actions allowed by the system

A

 Gulf of Execution

129
Q

 user’s expectation of changed system state
≠ actual presentation of this state

A

 Gulf of Evaluation

130
Q

translation between languages

A

 interaction

131
Q

translated into actions at the interface
 translated into alterations of system state
 reflected in the output display
 interpreted by the user

A

 user intentions

132
Q

– Study of the physical characteristics of interaction
– Also known as human factors – but this can also be used to mean much of HCI!

A

Ergonomics

133
Q

– traditional … dials and knobs
– now … screens and keypads

A

Industrial Interface

134
Q

– cheaper, more flexible, multiple representations, precise values
– not physically located, loss of context, complex interfaces

A

Glass interface

135
Q

direct manipulation
 user interacts with artificial world

A

o Office

136
Q

indirect manipulation
 user interacts with real world through interface

A

o Industrial

137
Q

– Way of expressing instructions to the computer directly
 function keys, single characters, short abbreviations, whole words, or a combination
– suitable for repetitive tasks
– better for expert users than novices
– offers direct access to system functionality
– command names/abbreviations should be meaningful!

A

Command Line Interface

138
Q

– Set of options displayed on the screen

A

Menus

139
Q

– Familiar to user
– speech recognition or typed natural language

A

Natural Language

140
Q

 user led through interaction via series of questions
 suitable for novice users but restricted functionality
 often used in information systems

A

o Question/answer interfaces

141
Q

 used to retrieve information from database
 requires understanding of database structure and language syntax, hence requires some expertise

A

o Query Languages

142
Q

– Primarily for data entry or data retrieval
– Screen like paper form.
– Data put in relevant place
– Requires
 good design
 obvious correction facilities

A

Form-fills

143
Q

– first spreadsheet VISICALC, followed by Lotus 1-2-3, MS Excel most common today
– sophisticated variation of form-filling.
 grid of cells contains a value or a formula
 formula can involve values of other cells
 user can enter and alter data spreadsheet maintains consistency

A

Spreadsheets

144
Q

– default style for majority of interactive computer systems, especially PCs and desktop machines

A

WIMP (Windows Icons Menus Pointers) Interface

145
Q

– used in ..
 multimedia
 web browsers
 hypertext
– icons, text links or location on map
– minimal typing

A

Point and Click interfaces

146
Q

 highlighting
 visual affordance
 indiscriminate use just confusing!

A

ordinary’ window systems

147
Q

 use for extra virtual space
 light and occlusion give depth
 distance effects

A

o 3D workspaces

148
Q

 Areas of the screen that behave as if they were independent
 can contain text or graphics
 can be moved or resized
 can overlap and obscure each other, or can be laid out next to one another (tiled)
 Scrollbars
 allow the user to move the contents of the window up and down or from side to side
 Title Bars
 describe the name of the window

A

o Windows

149
Q

– small picture or image

A

o Icons

150
Q

 important component
 WIMP style relies on pointing and selecting things
 uses mouse, trackpad, joystick, trackball, cursor keys or keyboard shortcuts
 wide variety of graphical images

A

o Pointers

151
Q

 Choice of operations or services offered on the screen
 Required option selected with pointer

A

o Menus

152
Q

 hierarchical menu structure
 menu selection opens new menu
 and so in ad infinitum

A

 Cascading menus

153
Q

 key combinations - same effect as menu item

A

 Keyboard accelerators

154
Q

 individual and isolated regions within a display that can be selected to invoke an action

A

o Buttons

155
Q

 fast access to common actions

A

o Toolbars

156
Q

 information windows that pop up to inform of an important event or request information.

A

o Dialogue Boxes

157
Q

minimum button size

A

 ergonomic

158
Q

high-voltage switches are big

A

 physical

159
Q

high cooker controls

A

 legal and safety