Intro Flashcards

1
Q

Human-Computer Interaction

A

Everything you see, touch, feel, do … to exchange information with a technical system

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2
Q

What is interactive systems design about?

A
  • Design - how to do it
  • Technologies - what can technology do? What content does something have?
  • People - who will use it, who will be affected by it?
  • Activities and contexts - what will people have to do in what circumstances?
  • Evaluation - how does is it really experienced?
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3
Q

Design

A
  • the creative process of specifying something new
  • the representations that are produced along the way
    it typically involves interation - both problem and solution evolve during desing
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4
Q

Spectrum of Design activities

A
  • engineering design - using scientific principles
  • artistic - creative design where imagination is key
  • design as craft
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5
Q

what HCI is not about

A
  • non-information processing
  • non-interactive systems
  • computer-computer interaction
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6
Q

Definition: HCI

A

Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them

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7
Q

The user interface

A

Input:

  • some methods are needed to enter commands
  • we also need to be able to navigate through the commands and the content of the system
  • we need to enter data or other content into the system

Output:

  • so the system can tell us what is happening - provide feedback
  • so the system can display the content to us.
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8
Q

User Interface Aspects

A
  • physical (pressing a button)
  • perceptual (things we see)
  • conceptual (mappings)
  • logical (input and output or only one)
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9
Q

being human-centered

A

we take a human-centered approach to designing interactive systems. that means:

  • thinking about what people wnat to do rather than just what the technology can do
  • designing new ways to connect people with people
  • involving people in the design process
  • designing for diversity / inclusion
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10
Q

PACT method

A

People
Activities
Contexts
Technologies

People undertake activities, in contexts using technologies

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11
Q

How People are different from one another

A

Physical differences
* Height, weight, different capabilities in sight, hearing, touch, ….

Psychological differences
* Different ays of working; different memory abilities, spatial ability; different amounts of attention at different times; ability to recognize tings or remember things; Different ‘mental models’

Usage differences
* Experts versus novices, discretionary users of technologies, differences in designing for a heterogeneous group or a homogeneos group

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12
Q

Mental models

A

Also known as conceptual models

Mental models describe the ways in which we think about things - about how we conceptualize things.

a key aspect of the design of technologies is to provide people with a clear model,

  • so that they will develop a lear mental model
  • but of course that depends on what they know already, their background, experiences, etc.

Mental models

  • fill in the details that people don’t tell you
  • are incomplete in that they don’t include all the details
  • can be ‘run’ in that you use them in reasoning or remembering
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13
Q

Characteristics of different activities

A
  • temporal aspects
  • co-operation and complexity
  • safety critical
  • content
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14
Q

Temporal aspects of activities affect designs

A
  • How regular or infrequent are the activities?
  • Busy times vs quiet times
  • Continuous set of actions, or can be interrupted?
  • Response time from the system
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15
Q

Different Contexts

A

activities always take place in some context
‘context’ sometimes means things that surround an activity and sometimes what glues an activity together

  • physical environment
  • social context (help from others, acceptability of certain designs)
  • organizational context (power structure, changes in life style, etc)
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16
Q

Different Technologies

A

Hardware and software to consider

  • Input:
    how to enter data and command into the system. suitability of medium for different contexts / activities
  • Output:
    characteristics of displays - ‘streamy’ media versus ‘chunky’ media. Characteristics of the content. Also feedback is important
  • Communication
    Between person and technology. Bandwidth, speed. Communication between devices
  • Content
    Functional systems versus systems more focused on content
17
Q

Scenarios

A

Scenarios are good for evaluation and envisionment

  • Scenarios are stories about people undertaking activities using technologies in contexts
  • Develop conceptual scenarios that cover the main activities that the technology has to support (pete logs onto the computer)
  • Develop concrete versions of these for specific designs of the technology (pete clicks on the “log on” icon)
18
Q

Personas in example scenarios

A
  • A persona is a profile of an archetypical person in the domain
  • Personas are synthesized from knowledge of real people in the domain
  • Personas need to have goals - describe what they are trying to achieve
  • Like scenarios, conceptual personas are abstract types - students, lecturers, etc.
    For design it is best to develop a few concrete personas who have hard characteristcs such as age, interests, a name, etc.
  • Try to bring the character alive - perhaps include a picture or two