Human-Computer Interaction Module 2.2 Flashcards
When you’re designing for learnability, you have to be aware of ____________________
How people actually learn
The conventional model for human memory has two components:
Working Memory and Long-term memory
This memory is where you do your conscious thinking.
Working Memory
This memory is probably the least understood part of human cognition.
Long-Term Memory
This is the act of repeating the items to yourself, which fends off this eventual decay of working memory, but doing this requires attention. So, distractions can easily destroy working memory.
Maintenance Rehearsal
The elements of perception and memory are called
Chunks
In one sense, chunks are defined ________; in another sense, a chunk represents the _______________.
symbols; activation of past experience.
Our ability to form chunks in working memory depends strongly on how. . . ?
the information is presented.
This is remembering with the help of a visible cue
Recognition
This is remembering something with no help from the outside world.
Recall
We can think about __________ (and __________ and _________) in terms of a generalized cognitive model for how people use a computer system
learnability, visibility, efficiency
This has been one of the major goals in the evolution of graphical user interfaces over the last few decades.
Better learnability
The earliest computer interface
Command Languages
This interface presents a series of menus or forms to the user.
Menu/Form Interface
the preeminent interface style for graphical user interfaces.
Direct Manipulation
Direct Manipulation is defined by three principles
A continuous visual representation; Physical actions or labeled button presses (clicking on virtual objects and manipulating them via drag and drop type actions); The effects of actions should be rapid, incremental and reversible.
Why is direct manipulation so powerful?
It exploits perceptual and motor skills of the human machine – and depends less on linguistic skills than command or menu/form interfaces. So it’s more natural in a sense, because we learned how to manipulate the physical world long before we learned how to talk, read, and write.
3 Types of Interaction Styles
Command Language, Menu/Form Interface, Direct Manipulation
Comparison of the interaction styles in terms of Learnability?
CL requires significant learning. Users must put a lot of knowledge into their heads in order to use the language, by reading, training, practice, etc. The MF style puts much more information into the world, i.e. into the interface itself. DM also has information in the world, delivered by the affordances, feedback, and constraints of the visual metaphor. Since recognition is so much easier than recall, this means that MF and DM is much more learnable and memorable than CL.
Comparison of interaction styles in terms of Error messages?
CL and MF often have error messages (e.g. you didn’t enter a phone number), but DM rarely needs error messages. There’s no error message when you drag a scrollbar too far, for example; the scrollbar thumb simply stops, and the visual constraints of the scrollbar make it obvious why it stopped.