Human Computer Interaction Flashcards
Fundamentally what is HCI?
- study, planning and design of interaction between people and computers
- how interactions evolve as people evolve
- community of communities (multidisciplinary)
- bigger than CS itself
- manages innovation to ensure human values and priorities are advanced and not diminished through new tech
How does HCI link with cognitive science?
- HCI is one of first examples of cognitive engineering
- cognitive science presented people, concepts, skills and a vision for addressing HCI needs through merge of sci and engineering
How does HCI link with usability and accessibility?
- Usability is open ended concept and can never be reduced to a fixed checklist
- usability is the original focus of HCI
- easy to learn, easy to use
- usability evolved to now associate with qualities such as fun, wellbeing, collective efficient and many more
- design of interfaces that allow people to do work without frustration
- understanding of what people are comfortable with
- systems need to be available to people regardless of disability circumstance, background etc
What is conceptual framework?
Designers model (model of how system SHOULD work) -> System image (how the system ACTUALLY works as portrayed through interface, manuals etc) -> user model (how the user understands the system) -does the user model match the design model?
What is social computing?
- computing used to communication, computer is not used to communicate it is used to host the communication platform
- Social media = used for communication + news + entertainment, expected user is everyone, no training required
- online shopping - used for shopping, used by people who may be disabled and cant go shopping or who live far away from shops, or ease of use
What is the messy desk metaphor?
- files and folders displayed as icons that could be scattered around the display surface
- eventually replaced with search due to clutter
How has HCI changed over the years?
- moving from expert systems to widely available tech
- closing gap between designer and user
- everyone in the world became a potential comp user in the early 80’s, not just IT profs and hobbyists
- pervasive in daily lives, necessary to participate in society
- way forward for computing entailed understanding and better empowering users
3 ways HCI has moved beyond the traditional desktop over time?
- social computing
- search feature
- continual diversification in ecology of computing devices
What challenges are emerging as HCI develops?
-who needs to use the device/software and what are the consequences if they cant?
What are some developments in HCI?
- increasingly sophisticated documentation considering human theories and testing
- software engineering began focusing on non-fundamental requirements, including usability and maintainability and empirical dev processes
- development in computer graphics began to recognise that interactive systems were the key to progressing
How did human abilities/features influence the development of HCI?
- need to design equipment and devices that fit the human body and cognitive abilities (pioneered by NASA and IBM)
- need to optimise human well-being and performance
- need to consider humans cognitive limitations (attention, memory, workload)
Why is user experience important?
- user needs to be put at centre of everything
- requirements, prototyping, development and evaluation all need to include user input
- dialogue is key - constant constructive talk between dev and end user
What is the task artefact cycle?
- simple terms = I have a task, I develop an artefact, this artefact opens new possibilities for new tasks etc etc
- Human activities have needs, preferences and design visions, artefacts are designed in response
- through course of artefact adoption and appropriations, new designs provide new possibilities for action and interaction
- the activities articulate further human needs, preferences and design visions
How has HCI developed in a design sense?
- used to be a design science or was thought of as pursuing guidance for designers
- HCI research and design were separate contributing areas of professional expertise
- from 90’s it assimilated and eventually spawned a series of design communities
What were original HCI theories?
-things such as GOMS (goals, operations, methods, selection rules) which were employed to model the cognition and behaviour of individuals interacting with simple displays, keyboards and pointing devices
What are more recent HCI theories?
- perceptual theories that explain how objects are recognised in a graphical display
- mental model theories appropriated to explain the role of concepts in shaping interactions
- active user theories explain how and why users learn and making sense of interactions
What are the 3 eras of theories?
- those that view HCI as information processing
- those that view interaction as initiative of agents pursuing projects
- those that view interactions socially and materially embedded in rich contexts
- eras of theories is idealised. People still work on GOMS etc
What is perception?
-how information is acquired from the environment via the different sense organs and transformed into experiences of objects, events, sounds and taste
What is cognition?
-how out mind works
-combines action, perception and memory
-deals with our perception, how we encounter the world, how we process information about it and how we store/recall it
Perception -> thinking and analysis -> memory -> action
What are the two types of cognition?
- experiential and reflective cognition
- experiential = how we act to events around us effortlessly (driving a car)
- reflective = involve mental effort, attention to judgement and decision making (writing a book)
What branches of cognition are relevant to HCI?
- perception and attention
- memory
- learning
- interdependent, and several may be involved for a given activity
What does the brains information processing depend on?
- motivation
- arousal
- individual differences
- cultural differences
What is attention?
- cognitive process of selectively concentrating on one aspect of the environment while ignoring other things
- allocation of processing resources (limited resources, we must chose wisely)
- focus on info thats relevant to the goals we want to achieve
- information has to be presented in correct way, at correct time, with little clutter to focus attention
What are some implications of perception?
- not perfect
- can be fooled
- when designing we must help users construct the correct interpretation