Interface Flashcards

1
Q

WIMP

A

Windows
Icons
Menus
Pointers

(contemporary GUIs)

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2
Q

Window Managers

A
  • are responsible for a common look-and-feel
  • This look-and-feel is either embedded into the operating system (windows, macOS) or kept separate (unix)
  • most windowing systems use standardized windows that look similar and behave consistently
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3
Q

Window arrangement

A
  • tiled windows afford drag-and-drop methods
  • overlapping windows use screen real estate efficiently, but they can become overwhelming
  • cascading windows use screen real estate efficiently and can be used to create visual organization
  • maximized windows are visually less complex, but they require easy navigation methods to get from window to window
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4
Q

The reading process

A
  • saccades : quick, jerky movements, about 8-10 letters
  • fixations : Intermittent pauses on areas of interest

Visual and cognitive processing occurs during fixation, but not during saccades.

experienced readers recognize word shapes

single letters are simpler identifiable if they are in uppercase

we read extended text passages more quickly in lowercase than uppercase - more distinctive shapes

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5
Q

Using text in Interaction Design - Commentary

A

Text that informs - the most common being help text

  • contextual help: provides immediate assistance to users without requiring them to leave the context in which they are working, such as pop-up menus
  • procedural help: provides the steps necessary for carrying out a task
  • Reference help: serves as an online reference book
  • conceptual help: provides background information, feature overviews, or processes
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6
Q

Using text in Interaction Design - Instrumental

A

Text that does work - controls

the control’s function and its label are viewed as one entity

  • buttons
  • checkboxes
  • radio buttons
  • icons
  • hyperlinks
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7
Q

using text - design issues

A

legibility:
* age, context - size, contrast, etc

readability :
*comprehension is affected by: line length, line spacing, formatting, marin width, scrolling, grammar, semantics, syntax

physical factors

  • font size (!!)
  • line length
  • margin width
  • vertical line spacing
  • alignment
  • contrast
  • scrolling versus paging
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8
Q

fonts

A

serif fonts :
guide the reader. suitable for long text lines

non-serif fonts: less complex to recognize. more suitable for cases where fast recognition is important

cursive: similar to hand written text. requires high-resolution screens

There are good and cheap fonts - it’s a science

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9
Q

Information Architecture

A

The information architecture structures the presented information, thus influencing the conceptualization of the user

Ontologies define the concept of information

how we group things together / classify them is the concern of taxonomy

Information should be presented consistently, but we know that in practice several taxonomies can coexist

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10
Q

two general ways for structuring information

A

Coarse-grained

  • the general information structure provides many objects to be selected
  • this reduces the number of steps until you reach the object in question

Fine-grained
* there are fine-grained objects, that are reached through a sophisticated, often multi-step process

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11
Q

how to build information structure

A

Volatility
* select an ontology that stays stable

Size
* decide if moving in an object is more suitable that moving between objects

Conceptual / physical mapping
* information must be suitable to all input output devices

Topology

  • determines how easy it is to move through information space
  • distance: number of clicks needed for navigation
  • direction: plays a role for navigation
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12
Q

Interaction styles

A
  • command line
  • menu-based interface
  • form fill-in
  • question and answer
  • direct manipulation / metaphors
  • web navigation
  • three-dimensional environments
  • zoomable interface
  • natural language
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13
Q

interaction styles - command line

A
  • you need to recall information, not recognize
  • we need a very good concept of use
  • steep learning curve, thus better for expert users
  • repetition of tasks is simpler
  • complexity can be handled easy through concatenation. In general faster for complex tasks.
  • higher error rate, higher cognitive load
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14
Q

interaction styles - Menu based interface

A
  • functions can be recognized, position / structure recalled
  • menus may be graphical or textual
  • much better for seldom used functions, self explanatory
  • range of possible options shown : constraints

Menu types:

  • single
  • sequential
  • hierarchical
  • network / meshed
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15
Q

interaction styles - form fill-in

A
  • special for gather strings of information
  • linear, not related to navigation
  • important:
  • users must know how long the form will be and where he is
  • errors are problematic, annoy the user
  • input formats may vary
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16
Q

Wizards

A

Also called Questions and Answers

  • Form with flow for beginners
  • often represents “most used” design flow
  • present only very restricted information at one time
  • very restricted in control flow, thus inappropriate for any input where a great variety of control flow exists
  • BUT: Today omnipresent in many applications, because most users are beginners at some point for programs
17
Q

Direct manipulation

A

continous representations of objects and actions of interest with meaningful visual metaphors

simple physical actions to perform manipulations

rapid incremental reversible actions whose effects on objects are visible immediately

Metaphors:

  • allow a user to understand a concept without or with reduced learning
  • often using real-world associations
  • not always consistent, simplifying
18
Q

Object-action model

A

the user first selects an object and then selects the action to be performed on the selected object (e.g. MAC user interface)

19
Q

action-object model

A

the user first selects an action to be performed and then selects the objects on which this action will be performed (e.g. google office usage)