Human Computer Interaction Flashcards

1
Q

Why study usability

A

We want to support and enhance human activity, so we should design with the users in mind. Technology is not useful unless it is usable! Usable systems lead to increased productivity and greater satisfaction.

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2
Q

HCI

A

Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of the major phenomena surrounding them.

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3
Q

Measurement of Usability

A

In order to measure the usability of an interface we can measure five attributes:

Learnability
Memorability
Efficiency of Use
Error
Subject Satisfaction

These attributes can be used to define measures of a system’s usability and to measure the success of a system interface.

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4
Q

Learnability

A

How fast can a user learn to use an interface sufficiently well to accomplish basic tasks?
“Easy to learn” refers to a novice user’s experience
Measurement of this attribute involves measuring the increased proficiency reached by users completing tasks after a specified period of training

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5
Q

Memorability

A

If a user has used the system at some earlier date, can he or she remember enough to use it effectively next time? The system (metaphor) should be easy to remember. Casual users can return to the system after some period of time without much relearning!
Measurement can be done on users after a period of no use, or a memory test can be conducted after a test session
Built-in methods of reducing the need to remember e.g. email addresses

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6
Q

Efficiency of use

A

Once an experienced user has learned to use the system, how fast can he or she accomplish tasks? High level of productivity is possible. Once a user reaches expert status, one can measure how much faster that user can complete a task, compared with the time they took before they were provided with the system

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7
Q

Errors

A

Error-related factors: How often do users make errors while using the system, how serious are these errors, and how easy is it to recover from a user error? An error is any action which inhibits the accomplishing of a desired goal. One can measure the error rate – the number of errors that occur while performing a specified task. Catastrophic errors should NEVER occur!

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8
Q

Subject Satisfaction

A

Systems should be pleasant to use. Entertainment value can be more important than the speed with which things get done. This is measured by asking users for their subjective opinions of the system after they have experienced its use

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9
Q

Heuristics

A

Heuristics are strategies using readily accessible, though loosely applicable, information to control problem solving.
Heuristics can be mental shortcuts that ease the cognitive load of making a decision. A rule of thumb or aneducated guess.

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10
Q

Interface design heuristics

A

Usability statements that guide a developer’s design efforts. Derived by evaluating common design problems across many systems

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11
Q

10 Interface Design Heuristics/Principles

A

LANGUAGE

CONSISTENCY

MEMORY

FEEDBACK

EXITS

SHORTCUTS

ERRORS

HELP

SCREEN DESIGN

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12
Q

Use Simple and Natural Dialogue

A

Use the user’s conceptual model. Match the users’ task in as natural a way as possible – minimise mapping

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13
Q

Be consistent

A

Consistency of effects
Same words, commands, cause the system to perform the same actions in similar situations (predictability)

Consistency of language and graphics
Same formation/controls in same location

Same visual appearance across system

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14
Q

Speak the users language

A

Use terminology based on the users’ language. Use meaningful mnemonics, icons, and abbreviations. Cater for multiple interaction styles (eg File/Save – Save Icon, Menu, Ctrl +S)

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15
Q

Minimise the users memory load

A

Promote recognition over recall.

Affordance
An aspect of an object which makes it obvious how the object is to be used.

Icons - symbolise computer actions

Menus - Menus provide a variety of prompts to help the user

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16
Q

Provide feedback

A

Continuously inform the user about:

  • What’s being done
  • How the user’s input is interpreted
  • User must be aware of what’s going on
17
Q

Provide clearly marked exits

A

Users don’t like to feel trapped by the computer!

  • Strategies
  • Cancel button
  • Universal UNDO-
  • Interrupt
  • Quit
  • Defaults
18
Q

Provide shortcuts

A

Experienced users should be able to perform frequently used operations quickly

  • Keyboard and mouse accelerators
  • Type-ahead
  • Navigation jumps
  • Shortcut methods (toolbars/F# keys)
  • History systems
19
Q

Deal with Errors in a Positive Helpful Manner

A
Provide meaningful error messages with multiple responses such as 
Do nothing
Self-correct
Lets talk about it!
Teach me
20
Q

Provide Help

A

Tutorial and/or getting started manuals

Short guides

Online “tours”, and demos

Reference manuals

Reminders (reference card/keyboard template/tooltips)

Context-sensitive help

Wizards (walk through typical tasks)

Tips

21
Q

Screen design

A

Easiest to read dark text on a light background

Use Colour carefully

Attention or status
Flashing fields
Change of colour

Few fonts

Association by positions and zoning

22
Q

Eyetracking

A

Eye tracking is the process of measuring either the point of gaze or the motion of an eye relative to the head. An eye tracker is a device for measuring eye positions and eye movement, often used when observing the response of users to a display (e.g. a website) on a computer screen