HCI Test 3 Flashcards

(104 cards)

1
Q

Arrange elements in one layer

A

(1) sequence if there is one
(2) functional groups (if there are)
(3) frequency then alphabetic order

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2
Q

Layout analysis

A

Arrangement of methods in one layer:

(1) group elements by their functions
(2) arrange functional groups according to their importance/sequence/frequency of usage

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3
Q

Pos and neg of layout analysis

A

+: easy to use, low cost

-: low reliability

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4
Q

Link analysis

A

Goal is to reduce the eye or motor movement distance on the interface

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5
Q

Pos and neg of link analysis

A

+: easy to use

-: ?

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6
Q

Types of UIs (3)

A

Command, graphic ui, multimodal (wearable)

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7
Q

Command interface advantages/disadvantages

A

+: lower demand on hardware

-: higher memory load on user, non-intuitive, poorer human performance

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8
Q

Graphic UI advantages/disadvantages

A

+: lower memory load on users, intuitive, better human performance
-: higher demand on hardware

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9
Q

Multimodal UIs (3)

A
  • Pen gesture recognition
  • Speech recognition
  • Multimedia (movies, animations…)
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10
Q

Multimodal UIs advantages/disadvantages

A

+: utilize human’s capacity

-: higher requirement on hardware

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11
Q

Multiple Resource Theory

A

Wickens…

(1) Responses: Verbal, Spacial, Manual, Vocal
(2) Modalities: Visual, Auditory
(3) Codes: Spacial Verbal
(4) Stages: Encoding, Central Processing, Responding

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12
Q

Input devices (4)

A

(1) hands
(2) voice
(3) eyes
(4) other (foot, brain?)

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13
Q

Hand input devices (2)

A

(1) keyboards (qwerty, dvorak)

(2) handwriting

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14
Q

qwerty keyboard

A

sacrifice human performance because of usage habits

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15
Q

problems with qwerty keyboards

A

(1) workload: lh>rh

(2) some frequently used letters (eg. e) are not on the same row, but some non-freq used ones are on home row

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16
Q

dvorak keyboard

A

(1) infrequent keys leave the home row

(2) workload: rh>lh

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17
Q

handwriting and voice recognition - how it works

A

match characteristics of the input stream with stored patterns, many for each possible word

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18
Q

Handwriting and voice recognition - technical difficulties (4)

A

(1) segmentations - separate into letters, recognize
(2) individual differences -> program training
(3) voice - noise
(4) voice - privacy

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19
Q

Handwriting and and voice recognition - spatial and temporal segmentation issues

A

temporal - optimal waiting time

  • spatial - optimal number and size of -windows
  • recognition accuracy
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20
Q

Recognition accuracy vs. task completion time

A

downward slope, horizonal asymptote

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21
Q

Eye-direct control usage

A

(1) people with disabilities

(2) hands are busy

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22
Q

Dr. Hawking

A
  • pneumonia
  • tracheotomy
  • machine that synthesized speech based on vibrations in trachea
  • Siemens recently made new eye-direct control UI
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23
Q

2 types of brain-computer interfaces

A

(1) non-intrusive - outside of scalp

(2) intrusive - implanted

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24
Q

3 types of output devices

A

(1) visual
(2) auditory
(3) tactile

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25
2 types of visual output devices
(1) traditional (CRT, LCD) | 2) non-traditional (VR - immersive, augmented - semi-immersive
26
Traditional visual display
wide screen to fit pictures
27
non-traditional visual display - adv/disadv
+: 3D depth perception, tracking head motion | -: motion sickness, ?
28
auditory display type
3D sound system - applicaiton - truck driver warning system
29
3D sound system - truck driver warning system
(1) modality | (2) beep - voice might take time to process
30
Tactile display examples
frozen wind, lane departure warning system
31
Benefits of auditory and tactile display
(1) when visual modality is occupied or very busy, auditory and tactile information will utilize the other modalities to convey information (2) you may neglect to see it, but it is hard to neglect to hear it (3) in some circumstances, it is more natural than visual display (e.g. the departure warning example)
32
3 types of I/O types
(1) traditional (2) VR (3) Auditory and tactile
33
Motivations to model
(1) predict and generate human behavior (2) evaluate and improve interface design efficiently (save time and expense of experiment) (3) unify many experimental studies (4) model can be integrated into intelligent system design
34
KLM
Keystroke level model by Card, prediction of user performance time by adding each step's time up
35
Elements of KLM
``` K - key P - point mouse H - home on keyboard M - mentally prepare R - system response time ```
36
assumption of KLM
single task and there is no overlap
37
KLM's pos/neg
+: easy to learn, quick to use | -: no practice effect, no overlap among steps, no hierarchical structure, no fatigue effect
38
GOMS
Goals, Operators/Methods, and Selection Rules by Card, Moran Newell, a hierarchical analysis of task steps and estimation of performance time
39
founders of AI and cognitive science
Newell and Simon
40
Variation of GOMS
NGOMSL - natural GOMS language - Kieras
41
NGOMSL
Method for goal - followed by steps (procedure) Selection rules for goal - followed by if/then statements (if text is word, then accomplish goal: Highlight arbitrary text.) Major improvement - add if...then, and return
42
GOMS/NGOMSL pos/neg
+: hierarchical analysis, more flexible (e.g. if-then rule) | -: single task, affected by different user strategies
43
CPM-GOMS
Critical Path Method-GOMS
44
GOMS setup
``` Goal:... [select: Goal:... - .... - ...] Goal:... ```
45
CPM-GOMS setup
Visual Perception Cognitive Operators Eye Movement
46
CPM-GOMS pos/neg
+: Multiple Tasks | -: Only at the time domain, time consuming
47
Classifications of Modeling
(1) KLM/GOMS - procedure modeling (2) Simulation - production systems modeling (3) Math Modeling - Deterministic, Stochastic
48
Production Systems Theory guy
Herbert Simon
49
HAM/ACT-R founder
John Anderson
50
SOAR founder
Allen Newell
51
EPIC and GOMS founder
David Kieras
52
Discrete x Serial Stages models
Subtractive, Additive, General Gamma
53
Discrete x Network Configurations models
Critical Path Network
54
Continuous x Serial Stages models
Cascade, Queue series
55
Continuous x Network Configurations models
Queuing network
56
Discrete x Procedure Models and Methods
CPM-GOMS
57
Continuous x Procedure Models and Methods
QN-MHP
58
Discrete x Production Systems
SOAR
59
Continuous x Production Systems
CAPS
60
4 types of simulation models
(1) EPIC (2) ACT-R (3) CAPS (4) QN-MHP
61
EPIC
Executive Process-Interactive Control - Simulation Model - Core Assumption: No processing limit in the cognition part, limit is in the motor part - Certain parameters come from MHP
62
ACT-R
Adaptive Control of Thought - Rational - Simulation Model - Core Assumption: Cognitive System works in serial manner - Perceptual/Motor from EPIC
63
ACT-R progression
HAM -> ACT-R 1.0 (no motor/perceptual) -> ACT-R/PM (Motor Perceptual from EPIC)
64
SOAR
An architecture for general intelligence - Simulation model - Core Assumption: AI model - no processing limit - Used in many systems as AI rather than cognitive model of human (e.g. missiles system)
65
QN-MHP
Queuing network Model Human Processor | - Human behavior emerges naturally as entities are presented in the different routes in the network
66
AI versus cognitive modeling
AI: Realize the function as human, but don't care how human actually does it Cog model: focus on how human actual performs Ex: dish washer
67
2 types of math models
SEEV, model verification
68
SEEV
- Salience (bottom-up processing) - Effort - Expectancy (top-down factor calibrated to bandwidth of events that occur at location) - Value (importance and relevance)
69
SEEV formula
P(A) = S + Ex + V - Ef
70
How to verify model's prediction
trajectory of eye movement
71
2 indices to judge a model
R squared, RMS
72
R squared
square of correlation coefficients (trend/pattern)
73
RMS
Root Mean Square | sqrt(sum of xi^2/n) where xi is Model value - Data value and n = number of conditions
74
SATO
T = a + blog2(D/W)
75
Why evaluate and test?
to get a mental model of the user
76
Where to evaluate and test?
- usability testing room (easy to control variables, subjects may change their real behavior) - natural task setting
77
How to evaluate and test?
usability evaluation methods, usability testing methods
78
usability evaluation methods
(1) cognitive walkthrough (2) think aloud method (3) cooperative evaluation (4) checklist
79
4 questions for cognitive walkthrough
(1) do users have a goal in mind (2) do users notice that there are cues to complete their goals? (3) can users link the correct cue with their goal? (4) if users perform a correct/wrong action, do they get feedback?
80
4 notes for cognitive walkthrough
(1) take the perspective from users (2) consistent with design principles (3) very easy to use and no subjects needed (4) can only find 40% of usability problems
81
3 notes for think aloud method
(1) one of the most effective ways to explore users' real-time thoughts (2) only use small amount of subjects (3) subjects "say while doing"
82
pos/neg for think aloud
+: discover what's going on in users' minds | -: intrusive, difficult to conduct for large number of subjects
83
3 notes for cooperative evaluation
(1) need a small number of subjects/users (2) an experimenter and subject/user cooperatively explore the UI and complete several tasks (3) subject/user think aloud during the process
84
cooperative evaluation pos/neg
+: very natural way to find usability problems | -: users' verbal response and behavior might be affected by experimenter, only a few subjects
85
QUIS
- questionnaire for user interface satisfaction - developed by Chin et al. - can be used either by designers or users - a detailed implementation of design principles - categorized evaluation - not only usability, but some perception of hardware issues
86
QUIS pos/neg
+: quick and easy | -: sometimes not able to provide specific design suggestions
87
SUMI
- Software Usability Measurement Inventory - developed by Kirakowski - mainly for software
88
SUMI pos/neg
+ easy and relatively quick, free | -: for software only, has only 3 choices, no room for open-ended comments
89
Usability testing - two major ways
(1) test UI prototypes without formal experimental design (identify usability problems, improve the interface design quickly (2) Test UI prototypes with formal experiment design (find optimal design, benchmark/products, comparisons, etc
90
Steps to testing UI prototypes without formal experimental design
(1) build prototypes (2) design tasks (3) invite a few potential or target users (4) ask users to carry out these tasks (either with or without thinking aloud) (5) recording all actions and verbal activities (6) simple analysis of the results
91
Without experimental design - pos/neg
+: quick and natural -: do not know the exact causal relationship among variables with enough data support, cannot formally use results in publications, test reports, etc.
92
With experimental design - pos/neg
+: relatively clean causal relationship, formal usage of the data -: designing and running experiment is time consuming
93
Independent variables
variables manipulated by the researcher or usability experts
94
Dependent variables
variables observed by the researcher or usability experts
95
One of the keys of a successful design
Controlling confounding variables
96
Within subjects design
levels of a certain variable experienced by each subject
97
between-subjects design
levels of certain variables only experienced by some of subjects/users
98
Why number of subjects is an important issue
determines validity and how strong your conclusion is
99
Equation for number of subjects
NX where N is a natural number and X is combinations of all between subjects variables OR can be calculated by estimated variability of data
100
OC Curves
Operating Characteristic Curve
101
x axis of OC curve
d = abs(mu - mu0)/sigma where mu is the average of the data, mu0 is the standard
102
Statistical power
beta; should be greater than or equal to .6
103
standard deviation
sqrt(sum of (xi-avg(x))^2/(n-1))
104
Power
1- beta; should be greater than or equal to 7