HCI Part 1 Flashcards

1
Q

The Memex
Year
Concept
Who

A

The Memex was a machine concept developed by Vannevar Bush in 1945. It was essentially a device that allowed people to store, organize, and access information. This concept was a precursor to the modern idea of hypertext, which forms the basis of the World Wide Web.

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2
Q

Sketchpad
Year
Concept
Who

A

Sketchpad was a computer program developed by Ivan Sutherland in 1963. It was one of the first programs to use a graphical user interface, which allowed users to interact with the computer using a mouse to manipulate objects on the screen. This technology was the precursor to modern computer-aided design (CAD) software.

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3
Q

Mother Of All Demos
Year
Concept
Who

A

The Mother of All Demos was a presentation given by Douglas Engelbart in 1968. It showcased many new computer technologies, including the mouse, hypertext, video conferencing, and collaborative document editing. This demo is considered a seminal event in the history of computing and had a profound impact on the development of modern computer technology.

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4
Q

Xerox Star
Year
Concept
Who

A

Xerox Star was a computer system developed by Xerox in 1981. It was one of the first systems to incorporate a graphical user interface, which included icons, windows, and menus. This system was the precursor to modern operating systems such as Windows and Mac OS.

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5
Q

SIGCHI
Year
Concept

A

SIGCHI is the Special Interest Group on Computer-Human Interaction. It is a professional organization dedicated to the study of human-computer interaction (HCI). It was founded in 1982 and has been instrumental in advancing the field of HCI through research, education, and advocacy.

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6
Q

Empirical Research

A

Involves collecting data through direct observation or experimentation.

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7
Q

Analytical Research

A

Analysing existing data to draw conclusions.

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8
Q

Qualitative Research

A

Collecting and analysing non-numerical data such as interviews, observations, and case studies

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9
Q

Quantitative Research

A

Collecting and analysing numerical data through methods such as surveys, experiments, and statistical analysis.

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10
Q

Observational Research

A

Observing and recording behaviour or phenomena without manipulating them

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11
Q

Experimental Research

A

Manipulating one or more variables to observe the effect on another variable.

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12
Q

Correlational Research

A

Examining the relationship between two or more variables without manipulating them.

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13
Q

Independent Variables

A

Variables manipulated or changed in an experiment

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14
Q

Dependant Variables

A

Variables that are observed and measured.

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15
Q

Nominal Data

A

Categories or labels that have no inherent order or value.

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16
Q

Ordinal Data

A

Categories or labels that can be ranked or ordered.

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17
Q

Interval Data

A

Numerical values that have a consistent unit of measurement, but no true zero point.

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18
Q

Ratio Data

A

Numerical values that have a consistent unit of measurement and a true zero point.

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19
Q

Data Normalisation

A

Transforming data to have a standard scale or range. This is often done to facilitate comparison between different sets of data.

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20
Q

Thermoception

A

Sense of heat and cold. It helps us detect changes in temperature and regulate our body temperature.

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21
Q

Nociception

A

Sense of pain. It helps us detect potential damage to our body and protect ourselves.

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22
Q

Equilibrioception

A

Sense of balance and orientation. It helps us maintain our posture and stability.

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23
Q

Proprioception

A

Sense of our body’s position and movement. It helps us control our movements and maintain balance.

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24
Q

Fixations

A

Pauses in eye movement to focus on a specific point

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25
Q

Saccades

A

Rapid eye movements between fixations

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26
Q

Smooth pursuit

A

Tracking a moving object

27
Q

Intensity

A

Amplitude or loudness of a sound

28
Q

Frequency

A

Pitch or the number of cycles per second

29
Q

Timbre

A

The quality of the sound, which helps us distinguish between different types of sound sources

30
Q

Envelope

A

How the loudness of a sound changes over time.

31
Q

Weber’s Law

A

The just noticeable difference (JND) between two stimuli is proportional to the magnitude of the stimuli. This means that the JND is a constant fraction of the stimuli, regardless of the actual magnitude. I.e. The stronger the stimulus, the larger the difference between two stimuli needs to be in order to be perceived as different.

32
Q

Stevens’ Power Law

A

The relationship between the perceived magnitude of a stimulus and its physical intensity. It suggests that perceived magnitude is proportional to the physical intensity raised to a certain exponent.

33
Q

Human short-term memory capacity

A

Seven items at a time +-2

34
Q

Perception

A

Interpreting sensory information

35
Q

Experiential cognition

A

Processing information through direct experience.

36
Q

The sensory and motor homunculi

A

Representations of the body in the brain. They depict the relative amount of brain space dedicated to processing sensory and motor information from different body parts.

The size of each body part in the homunculus is proportional to the amount of brain space dedicated to processing information from that body part.

37
Q

Voice user interfaces (VUIs)

A

Advantage of being hands-free and allowing for natural language input. However, they may have difficulty recognising speech accurately in noisy environments, and users may feel uncomfortable speaking aloud in public.

38
Q

Eye-gaze user interfaces

A

Allow for natural and intuitive interaction, but they may require users to maintain a certain posture and may be affected by factors such as lighting and user variability.

39
Q

Selected attention

A

Focusing on one task or stimulus while ignoring others.

40
Q

Divided attention

A

Attending to multiple tasks or stimuli simultaneously.

41
Q

Hard controls

A

Physical buttons or switches.

42
Q

Space multiplexing

A

Dividing a display into distinct regions, each with its own set of controls.

43
Q

Spatial congruence

A

The alignment between the spatial layout of controls and the corresponding display.

44
Q

Physical control-display relationships

A

Mapping between physical properties of controls and corresponding display movements.

45
Q

Dynamic relationships

A

How control movements change over time in response to changes in the display.

46
Q

Control-display ratio

A

The relationship between control movement and display movement.

47
Q

Clutching

A

Use of discrete movements to control display movement.

48
Q

Overshooting

A

Moving the control beyond the desired position to compensate for lag or delay.

49
Q

Fitts’ Law

A

States that the time required to move a pointing device to a target is a function of the distance to the target and the size of the target. This law has implications for designing controls and displays to optimise movement and accuracy.

(THIS DOES NOT FACTOR IN HEIGHT)

50
Q

Direct manipulation

A

Directly manipulating objects on the screen.

51
Q

Natural relationships

A

The relationship between the physical world and the virtual world on the screen.

52
Q

Population stereotypes

A

Assumptions or generalisations about certain groups of users.

53
Q

Degrees of freedom

A

The number of independent axes or dimensions of movement.

54
Q

Order of control

A

The sequence of control movements required to produce the desired display movement.

55
Q

Cognition

A

Higher-level mental processes such as memory, attention, and problem-solving.

56
Q

Reflective cognition

A

Processing information through reflection and analysis.

57
Q

Soft controls

A

Virtual buttons or touchscreens.

58
Q

Spatial transformation

A

The mapping between control movement and display movement.

59
Q

Property sensed

A

The physical property of the control that is used to manipulate the display, such as position or orientation.

60
Q

Indirect manipulation

A

Using menus or other intermediate steps to achieve the desired action.

61
Q

Time multiplexing

A

Displaying different sets of controls sequentially over time.

62
Q

Learned relationships

A

The conventions and expectations that users have developed through prior experience.

63
Q

Cultural conventions

A

The shared values and practices of a particular culture.