HCI Examples Topics Flashcards

1
Q

Perceptual Task -
Discrimination

A

Telling whether a difference occurs in sensory stimulation.

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2
Q

Perceptual Task -
Detection

A

Telling whether an event of interest occurs, or not, in the environment.

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3
Q

Perceptual Task -
Recognition

A

Categorizing a stimulus as something.

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4
Q

Perceptual Task -
Estimation

A

Estimating a property of an object or event in the environment.

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5
Q

Perceptual Task -
Search

A

Localizing an object of interest.

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6
Q

Sensory modalities -
Vision

A
  • Fast
  • High bandwidth for parallel processing
  • Field of view of 180 degrees
  • Can interfere with primary task
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7
Q

Sensory modalities -
Hearing

A
  • Very fast
  • Field of hearing of 360 degrees
  • Serial presentation
  • Ineffective in a noisy environment
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8
Q

Sensory modalities -
Tactition

A
  • Fast
  • Limited to areas of physical contact
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9
Q

Fitts’ Law -
Considerations

A

Validity and implication of results highly dependent on biological and task constraints.

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10
Q

Design objectives

A
  • Efficiency
  • Learnability
  • Usability
  • Consistency
  • Accessibility
  • Explorability
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11
Q

Design objectives -
Efficiency

A

The speed-accuracy trade-off: performance

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12
Q

Design objectives -
Accessibility

A

Equivalent levels of usability across user groups

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13
Q

Design objectives -
Usability

A

Qualities of the user interface that allow users to achieve their goals effectively, efficiently and enjoyably

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14
Q

Design objectives -
Learnability

A
  • Easy to learn
  • Time to become proficient
  • How to allow optimal performance
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15
Q

Two-axis model of collaborative technology

A
  • Synchronous / Asynchronous
  • Co-located / Remote
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16
Q

Reality-based Interaction

A

A framework that provides aims for building interactive technology that better supports and exploits our capabilities (using skills and awareness)

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17
Q

Reality-based Interaction -
Aims

A
  • Naïve physics
  • Body-awareness and skills
  • Environment awareness and skills
  • Social awareness and skills
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18
Q

Collaboration

A

Collaboration emphasizes a joint construction of shared goals and ways of doing the work.

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19
Q

Cooperation

A

Cooperation implies division of labor between parties, where each party is responsible for a different aspect of problem solving.

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20
Q

Dimensions of coordination

A
  • Articulation work
  • Awareness
  • Boundary objects
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21
Q

Coordination factors -
Articulation work

A

Describes activities extraneous to the work itself.

Important to work in a way that is situationally more appropriate.

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22
Q

Coordinate factors -
Awareness

A

Collaborator’s ability to follow what others are doing, how their subtasks are progressing, and what they attend to.

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23
Q

Coordination factors -
Boundary objects

A

Objects that are shared among collaborators to help them coordinate or share information.

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24
Q

System boundary

A

Anything within the system boundary will be mapped out and anything outside the boundary is out-of-scope.

The boundary should encapsulate everything necessary for the system to operate.

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25
Types of automation
- Acquisition - Analysis - Action - Decision - Adaptive
26
Types of automation - Action
The machine is partially or fully executing an action choice.
27
Types of automation - Acquisition
System sensing and registering of input data
28
Types of automation - Analysis
Automation of information analysis. i.e. extrapolation or prediction of data or integrating multiple sources of input data.
29
Types of automation - Decision
Deciding and selecting appropriate actions among decision alternatives.
30
Types of automation - Action
The machine is partially or fully executing an action choice.
31
Types of automation - Context
The type and level of automation is allowed to vary depending on context.
32
Automation levels (1-10) - Computer control
- 10: decides everything - 9: informs human only if it decides - 8: informs human only if asked - 7: executes automatically and informs the human - 6: allows restricted time before automatic execution - 5: acts automatically if user approves - 4: selects one alternative action - 3: narrows selection to a few - 2: offers complete set of alternatives - 1: offers no assistance
33
User-centric evaluation criteria for automation
- Can increase or decrease mental workload - Can affect situational awareness - Can cause complacency due to overconfidence or excess trust - Can cause skill degradation
34
Mixed-initiative interface principles
- Developing significant value added automation - Considering uncertainties in a user's goals - Considering timings in the status of a user's attention - Infer ideal action in light of costs, benefits, and uncertainties - Employing dialogue to resolve key uncertainties - Allow safe and efficient termination - Minimize cost of poor guesses and timing - Mechanisms for efficient agent-user collaboration - Continued learning through observation - Maintain working memory of recent interactions
35
Risk assessment methods
- SWIFT - FMEA - Fault Tree
36
Structured What-If Technique (SWIFT)
A team based risk assessment method that prompts teams to ask what-if questions to stimulate thinking about possible risks and hazards in a system.
37
SWIFT Approach
- Based on a vocabulary which serves as prompts. - Words used as facilitators to discuss possible scenarios - Focus on deviations like "failure to detect", "wrong message / time / delay" - Columns: identifier - what-if question - risk/hazard - relevant control - risk ranking - action notes
38
Failure mode and effects analysis (FMEA)
Used to analyse human error at both the individual and team level.
39
FMEA Approach
- Identifier - Component - Failure mode - Causes - Probability - Severity - Risk - Recovery - Action notes
40
Fault Tree
- Diagrammatic method for identifying and analyzing factors to a fault - unintended behaviour. - Created by starting with the fault as the top-level event and then progressively analyzing factors contributing to the fault. - Highlights interrelationships between components in the system and users.
41
Needs according to SDT
- Autonomy: the sense that actions are performed willingly - Competence: the feeling of achieving mastery and controlling the outcomes of actions - Relatedness: the sense of reciprocal belonging in relation to other humans
42
Types of human error
- Mistakes due to formulation of an incorrect intention. - Slips due to failure to carry out the action correctly.
43
Skills, Rules, and Knowledge (SRK) Model
A framework for understanding the performance of skilled users.
44
SRK Model - Skill-based behaviour
Behaviour has high automaticity and happens without conscious control.
45
SRK Model - Rule-based behaviour
Behavior characterized by the user employing stored procedures or rules of the type ”if X then Y”: such rules can be learned or acquired by experience.
46
SRK Model - Knowledge-based behaviour
The user is faced with unfamiliar situations where the user has not developed any rules or knowledge for how to control the system. User explicitly formulates a goal and develops a plan to achieve this goal, evaluated through trial-and-error or consideration of consequences.
47
Risk management
- Hazard identification - Risk estimation - Risk evaluation - Risk control - Risk monitoring
48
Research strategy principles
- Bounded: choice of research method bounds empirical results - Trade-offs: there are often trade-offs to consider between essential criteria, i.e. realism, precision and generalizability - Triangulation: using multiple research methods to observe the same phenomena
49
Research strategy principles - Bounded
No fully accurate method of user research, and therefore the goals of the system need to be clarified before user research can take place.
50
Research strategy principles - Trade-offs
- Realism concerns how similar the situation being studied is to the situations that the researcher wants to gather insights about. - Precision involves how much detailed, accurate information is possible to collect, and how the lack of this would affect user research. - Generalizability concerns how well findings generalize to other people or situations.
51
Methodological Qualities
- Validity - Reliability - Transparency - Ethics
52
Methodological Qualities - Validity
Concerns whether conclusions obtained from user research are warranted/accurate.
53
Methodological Qualities - Reliability
Concerns whether user research results are consistent or reproducible.
54
Methodological Qualities - Transparency
The researcher should make sure that designs, data, analysis and derivation of conclusions are accessible and inspectable.
55
Methodological Qualities - Ethics
The researcher should carefully consider what is right and wrong when collecting, analyzing and reporting data.
56
Contextual inquiry principles
- Context: being close to the interviewer and activity - Partnership: collaboration to understand user's actions - Interpretation: attempt to create meaning of activity - Focus: should aim for depth
57
Personalisation
User making non-functional (i.e. appearance) changes to the interactive system. Can lead to cognitive, social and emotional effects.
58
Tailoring
User intentionally modifies the functionality of the system. Types are customization, integration, and extension.
59
Appropriation Guidelines
- Allow interpretation - Provide visibility - Expose intentions - Support, not control - Pluggability and configuration - Encourage sharing - Learn from appropriation
60
Appropriation Guidelines - Allow interpretation
Avoid fixing meanings, but include elements in the system that allow users to add their own meanings.
61
Appropriation Guidelines - Provide visibility
Providing extra visibility about a system's functionality and status can help users understand how to develop appropriations.
62
Appropriation Guidelines - Expose intentions
Tell to users the intended purpose of a function for clarity. Guards against subversion or use for the opposite purpose than intended.
63
Appropriation Guidelines - Support, not control
The design should not force users to do tasks in a particular way (control), but should allow for flexible variation.
64
Appropriation Guidelines - Pluggability and configuration
The design should allow users to create their own systems or modify systems for their own purposes.
65
Appropriation Guidelines - Encourage sharing
By encourage users to share their appropriations, they can be reappropriated by others.
66
Appropriation Guidelines - Learn from appropriation
Observing the ways users appropriate technology can provide a source of insights for product development.
67
Factors that affect appropriation
- Designers are unlikely to understand all the tasks or environments in which a product is used. - Users' needs and situations change
68
Appropriation moves
- Actively champion the use of an interactive system - Use a different way of accomplishing work due to a perceived deficiency in the system - Criticizing the interactive system by comparing it to other methods - Interpreting the system, by explaining the meaning to others - Attempt to make others reject using the interactive system, or prevent its usage - Being slow in taking up the system or otherwise contributing to inertia in its uptake.
69
Goal-directed interaction
Goal-directed action interaction is viewed as a dialogue where the user wants to achieve a goal in the system.
70
Gulf-of-execution
1. Goals 2. Form intention 3. Specify action 4. Execute action 5. Environment
71
Gulf-of-evaluation
1. Environment 2. Perceive world 3. Interpret state 4. Evaluate state 5. Goals
72
Cognitive dimensions of notation
- Viscosity: resistance to change - Visibility: ability to view components easily - Premature commitment: constraints on order of doing things - Hidden dependencies: important links between hidden entities - Role-expressiveness: purpose of an entity is readily inferred - Error-proneness: notation invites mistakes and gives little protection to system - Consistency: similar semantics are expressed in similar syntactic forms - Diffuseness: verbosity of language
73
System-centrical evaluation criteria for automation
- Automation reliability - Costs of decisions and action outcomes
74
System-centrical evaluation criteria - Automation reliability
- Extent to which the system is effective in automation - True positive rate (sensitivity) - False positive rate (false alarm rate) - A high false alarm rate can cause fatigue among users and foster distrust in the system
75
System-centrical evaluation criteria - Cost of D&AO
Potential benefits of automation has to be compared with and weighted against any possible disadvantages
76
Solution neutral problem statement
Expresses overall objective as a problem statement that avoids framing it in solution-dependent terms.
77
High-level verification methods
- Demonstration - Inspection - Test - Analysis
78
Deriving a solution neutral problem statement
1. Remove requirements and constraints that have no direct relationship to addressing the problem statement. 2. Transform quantitative statements into qualitative statements.
79
Ill-defined problem
An ill-defined problem has no clear objectives, or has too many constraints that may be mutually dependent in some complex or unknown manner.
80
Ill-defined problem
An ill-defined problem has no clear objectives, or has too many constraints that may be mutually dependent in some complex or unknown manner.
81
Goal refinement
- Take perspectives to redefine the problem and reinterpret it in the light of a potential solution under consideration. - May involve relaxing assumptions, or refining them in light of knowledge and insight gained by considering a potential solution. - Study technical and organizational materials to understand the constraints, and discuss them with relevant stakeholders.
82
Well-defined design task
- Design decisions - Design space - Objectives - Constraints
83
Process models
- Human factors engineering - Agile methodology - Usability engineering
84
Human factors engineering
The design and construction of safe and reliable interactive technologies. Emphasis on safety and mitigation of human error.
85
User-centered design processes
- User research - Formation of design goals (from requirements) - Generation of design ideas - Evaluation
86
Usability engineering
A lifecycle model to help developers not only launch products but to keep them updated.
87
Usability engineering - Drawbacks
- Limited support for design as a creative activity - Glorified trial and error
88
10 phases of usability engineering
- Know the user - Competitive analysis - Setting usability goals - Design stage - Coordinated design - Guidelines and heuristics - Prototyping - Empirical user testing - Iterative design - Collecting feedback from the field
89
User research methods
- Open-ended interview - Contextual inquiry - Observation - Ethnography - Surveys - Diaries - Log file analysis - Analysis of archival data
90
Between-subjects design
- Participants are exposed to one condition in the experiment. - (+) No learning effect across conditions - (-) Individual error is not controlled -> more participants needed
91
Within-subjects design
- Participants exposed to all conditions in the experiment. - (+) need fewer participants and individual error is controlled within the participant - (-) learning effect across conditions -> if asymmetric then the design is invalid
92
Internal validity
The measured changes in the dependent variables are solely due to manipulations in the independent variables.
93
External validity
The experimental task is generalizable to a wide variety of usage contexts outside the experimental setting.
94
Closed-loop control
- The user is using visual feedback to guide interaction. - Slow, deliberate and accurate movements.
95
Open-loop control
- The user is recalling an action from motor memory to perform an action. - Fast but imprecise
96
Marking menu
A pie menu that has been augmented with a mechanism for performing a menu shortcut by articulating a gesture, a “mark”, which has the same movement pattern as a menu selection through the pie menu.
97
Morphological chart
A table in which the rows map specific functions to a set of candidate function carriers, often referred to as solutions.
98
GOMS Task Analysis
- Goals: aims of the user - Operators: performable actions in the interface - Methods: sequences of sub-goals/operators used to achieve a particular goal - Selection rules: rules used to choose a method to achieve a goal
99
Keystroke-level modeling (KLM-GOMS)
A simple mathematical model to assess the performance of tasks, be predicting task completion time of experienced users.
100
KLM-GOMS standard operators
- K: Key press (0.3 s) - T(n): Type sequence of n characters (n × K s) - P: Point mouse to display target (1 s) - B: Press/release mouse button (0.1 s) - BB: Click mouse button (0.2 s) - H: Move hands between mouse/keyboard (0.5 s) - M: Mental act of routine thinking or perception (1.2 s) - W(t): Wait time for system response (t s)
101
Limitations of KLM-GOMS
- Assumes error-free expert behaviour - Ignores learning curve effects - Assumes reliable fixed time estimates for all operators
102
Wicked problem
Not possible to identify a well-defined design task through goal refinement.
103
System-mapping techniques
- Process diagram - System diagram - Task diagram - Communication diagram - Organization diagram - Information diagram
104
Systems approach considerations/failures
- Consider the environment the system operates in. - Understand non-technical factors - Address planned and unplanned interactions between components in system and interactions with environment. - Part of wider user experience system.
105
Systems approach principles
- Define, revise, and pursue the project - Think holistic - Follow a systematic procedure - Be creative - Take account of the people - Manage the project and the relationship
106
User-centered design processes - Features
- HFA: focus on safety and managing human error - Agile: focus on rapid iteration and changing requirements - Usability engineering: largely trial and error