Human Computer Interface Flashcards

1
Q

Information visualisations allow people to?

A

Make sense and rapid decisions about masses of data

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2
Q

Cognition involves several processes such as?

A

Attention, memory, perception and learning

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3
Q

The way an interface is designed can greatly affect what?

A

How well users can perceive, attend, learn and remember how to do their tasks.

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4
Q

Theoretical frameworks such as external cognition provide ways of?

A

Understanding how and why people interact with products, which can lead to thinking about how to design better products

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5
Q

What are the three types of interviews?

A

Unstructured - Are not directed by a script. (Rich but not repeatable.)

Structured - Are tightly scripted. (Replicable but may lack richness.)

Semi-Structured - Guided by a script but interesting issues can be explored in more depth (Can provide a good balance between richness and replicability.)

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6
Q

What is Ethnography?

A

Involves immersing a researcher in the everyday activities of an organization or society, usually for a prolonged period of time.

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7
Q

What is an interface?

A

A layer of software, and/or hardware allowing the user toa ccess ther underlying computational functionality

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8
Q

What is interaction design?

A

Designing interactive prodcuts to suppoert the way people communicate and interact in their everyday lives.

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9
Q

Why is usability important?

A

Makes people’s work faster and easier

Makes people’s lives more enjoyable

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10
Q

The UI development process includes four main steps…

A

Requirements capture

Initial design & prototype

Implementation

Evaluation

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11
Q

Requirements capture invloves three main steps…

A

Find out what the user wants

Find out what the customer will pay for

Understand the tasks and context you are designing for

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12
Q

Advantaes of questionnaires

A

Answering specific questions

Can reach many people easily and cheaply

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13
Q

Advantages of interviews

A

Exploring issues

Interviewer can guide interviewee if necessary

Encourages contact between develoers and users

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14
Q

Advantages of focus groups

A

Collecting multiple viewpoints

Highlights areas of conseus and conflict

Encourages contact between developers and users

Brings out hidden features

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15
Q

Advantages of direct observation in the field

A

Understanding context of activity

Observing actual work/activity gives unique and grounded insight

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16
Q

Advantages of indirect observation

A

User doesn’t get distracted by the data gathering, automatic recording means that it can extend over long periods of time

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17
Q

Hierarchical Task Analysis is the…

A

Break down of tasks into subtasks, sub-sub tasks and so on

18
Q

Explain Iterative Design

A

Identfify and document specific goals for usabilty, bases on understanding use needs and requirements.

Iterate through design, prototype and evaluate

Users should be involved throughout the project, they are the judges.

19
Q

What is a Conceptual model?

A

A description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandbale by the users in the manner intended

20
Q

What is wizard of oz prototyping?

A

Prototype an interactive system by using human operators to simulate machine behaviour.

21
Q

Explain a bit about high fidelity prototyping

A

Uses materials that you would epect in the final product

Prototype looks more like the final system than low-fidelity

Don’t let user think it’s finished. You want them to be critical.

22
Q

What are some different approaches to evaluation?

A

Usability testing

Field studies

Analytical evaulation

23
Q

The main methods of evaltuation are…

A

Observing

Asking users

Asking experts

User testing

Inspection

Modelling of users task performance

24
Q

Triangulation in terms of software design involes…

A

Using a combination of techniques to gain different perspectives, or analysing data using different technieques

25
Q

DECIDE, a framework to guide evalutaion, stands for…

A

Determine the goals

Explore the questions

Choose the evalutation approach and methods

Identify the practical issues

Decide how to deal with the ethical issues

Evaluate, analyse, interpret and present the data

26
Q

Explain a bit about usability testing

A

Involves recording performance of typical users doing typical tasks

Done in controlled enviroment

Data could be recorded on video, key logs, etc…

27
Q

Give examples of typical data recorded in usability testing

A

Time to complete task

Number and type of errors per task

Number of navigations to help pages

Number of users completeing task sucessfully

28
Q

How many participants is good enough for user testing?

A

Typically 5 - 10

29
Q

Explain a bit about field studies

A

Done in a ‘natural’ setting

Aim is to understand what users do already

30
Q

Name the three main types of experimental design

A

Differtent participants

Same participants

Matched participants

31
Q

Name the three stages for Heuristic evaluation

A
  • Briefing session to tell experts what to do
  • Evaluation period of each expert dooing an analysis to get a feel for the product
  • Debriefing session in which experts work together to prioritise problems
32
Q

A few advantages of heuristic evaluation

A
  • Few ethical & practical issues to consider because users not involved
  • Best experts have knowledge of application domain as well as users
33
Q

A few problems with heuristic evaluation

A
  • Can be difficult & expensive to find experts
  • Important problems may get missed
  • Experts have biases
34
Q

Explain a cognitive walkthrough

A
  • Focus on ease of learning
  • Designer presents an aspect of the design & usage scenarios
  • One of more experts walk through the design prototype with the scenario
35
Q

What are the three questions explored in a cognitive walkthrough?

A
  • Will the correct action be sufficiently evident to the user?
  • Will the user notice that the correct action is available?
  • Will the user associate the system response from his/her action, and interpret it correctly?
36
Q

Explain a Pluralistic walkthrough

A
  • Variation on the cognitive walkthrough theme
  • Performed by a carefully managed team
  • The panel of experts begins by working separately
  • Then there is managed discussion that leads to agreed decisions
  • The approach lends itself well to participatory design
37
Q

What is Fitt’s Law? (1954)

A

Predicts that the time to point at an object using a device is a function of the distance from the target object & the object’s size

The further away & the smaller the object, the longer the time to locate it and point to it

38
Q

Advantages of A/B testing

A
  • They test for casual relationships, not just correlations
  • They reduce the effect of external factors
  • Overcome poor intuition, espeically with novel ideas
39
Q

Problems with A/B testing

A
  • Organisation has to agree on OEC (Overall Evaluation Criterion)
  • Quantitative metrics may not explain why a treatment is better or worse
40
Q

Explain the Serif Hypothesis

A

Serif typefaces are easier to read, and thereby preferable for long stretches of text — because the serifs provide anchors that guide the reader’s eye. Sans serif fonts lack these anchors, and are therefore inappropriate for long stretches of text.