Human Computer Interaction Flashcards
Examples of human computer interaction
Moving a mouse, touching a screen, typing into a keyboard, using a scroll wheel, swiping upwards or downwards, viewing information on a screen.
Interfaces
Interfaces are parts of a computer which the user interacts with. A computer can have a physical, graphical or virtual interface. The purpose of a user interface is to clearly communicate information and hide the inner workings of the computer.
(Eg. Computer mouse, keyboard, speakers, screen, webcam, virtual reality headset)
Clients
Clients are devices used to access browsers and websites.
Interacting with an interface
Humans can use movement, sight, speech and hearing to interact with an interface. These interactions function as either ‘input’ or ‘output’.
User needs
Different users have different needs. Some features for more accessible web content for many users in many different situations are…
- Video captions
- Good colour contrast
- Voice recognition
- Text to speech
- Clear layout and design
- Notifications and feedback
- Large links, buttons and controls
- Understandable content
Aim of computer interaction
Information flows from the human, through the computer system, then back to the human again in a feedback loop. The aim of this human-computer interaction is to make it as efficient as possible.
Active and passive interaction
Humans can interact with computers passively or actively. For example, even if no physical movement is made by the user, interaction can still occur by sight as the user reads the information being displayed.
Cognitive walkthrough
A cognitive walkthrough helps to explicitly identify each step of an interaction between a human and computer, highlighting how many steps are involved.
Fit for purpose
Being ‘fit for purpose’ refers to the different features which are included in the design of products to function efficiently.
Trade off
A ‘trade off’ is a situation where designers compromise one feature to gain another.
Eg. Simple versus powerful interface
Simple interfaces are easier to learn, but less efficient to use due to the user constantly returning to menus or tabs (a solution could be to ease the user into the application by releasing more advanced features once the user is familiar with it).
Powerful interfaces are more difficult to learn, but more efficient to use due to its large variety of functions available for use.
What is a usability heuristic
‘Usability heuristics’ are a set of guidelines used by HCI designers to test an interface practically and cost-effectively.
The 10 usability heuristics
- Visibility of system status
- Match between system and the real world
- User control and freedom
- Consistency in standards
- Error prevention
- Recognition rather than recall
- Flexibility and efficiency of use
- Aesthetic and minimalist design
- Help and documentation
- Error recovery
- Visibility of system status
“The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.”
• An interface should indicate to users when it has started something, how long they must wait, and when it has completed something.
- Match between system and the real world
“The system should speak the users language with words, phrases and concepts familiar to the user, rather than system orientated terms. Follow real world conventions, making information appear in a natural and logical order.”
• Users should be able to recognise features such as designs and labels which follow a convention and are familiar to them.
- User control and freedom
“Users often choose system functions by mistake and will need a clearly marked ‘emergency exit’ to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.”
• Interfaces should enable users to make choices and have the freedom to change their mind if necessary, giving them the ability to undo an action by going back one or more steps.