Introductory Flashcards

1
Q

What is the ACM definition of HCI?

A
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2
Q

What is the definition of User Interface?

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3
Q

What is an interface?

A

User interface

A program that controls a display for the user and that allows the user to interact with the system.

Apps, Web browsers, e-mail clients, productivity applications

You don’t necessarily need a computer or a screen

Microwave, Fridge, Chair

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4
Q

List the things that can contribute to bad design

A
  • Working in groups - The team might make the mistake
  • Constraints (being rushed
  • When you are not the typical user
  • Your own biases
  • Thinking “It’s just common sense…“Beware the Dunning-Kruger effect
    • People with zero training are much more confident than they should be (the less you know, the more you think you know about something or the more you know, the more you know you don’t know)
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5
Q

What are the core components of this course?

A
  • To get hands-on experience with multiple design methods: involcing users, prototyping, testing
  • How to design, build and evaluate
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6
Q

What are the main components of Design

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7
Q

What are the components of Build?

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8
Q

What are the components of Evaluate?

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9
Q

What is the difference between an interface and interaction?

A
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10
Q

Draw the Interactive Cycle

A
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11
Q

In the Interactive Cycle, what constitutes the interface?

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12
Q

In the Interactive Cycle, what constitutes the interaction?

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13
Q

What are the 5 steps of the Interactive Cycle?

A
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14
Q

In the Interactive Cycle, both the user and the system are required to make several translations, what are they?

A

From the user’s intention to system input language

From the input language to core system language

From cor system language to output channel

From output channel to user’s interpretation of output

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15
Q

What is the Gulf of Execution?

A
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16
Q

What is the Gulf of Evaluation?

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17
Q

In general, how does the interface impact the user’s task?

A
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18
Q

In the history of Interaction Paradigms, what are the paradigms? And who are the visionaries?

A
19
Q

What are Batch Interfaces, when were they used and why?

A
20
Q

What are Conversational Interfaces or Command-Line Interfaces, what was the years they were popular?

A
21
Q

In Conversational Interfaces, who are the users, what are the advantages and disadvantages?

A
22
Q

Who was Vannevar Bush and what was his key idea?

A
23
Q

What was Vannevar Bush’s memex machine?

A
24
Q

Who is Douglas Englebart and what is he known for?

A
25
Q

Who was Ivan Sutherland and what was he known for?

A
26
Q

What are Graphical Interfaces and what were their time period?

A
27
Q

What were the first commercial GUIs?

A
28
Q

What is the graphical interface interaction style?

A
29
Q

What is the goal of Ubicomp?

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30
Q

What are Ubiquitous Computing Approaches?

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31
Q

What are examples of Ubiquitous Computing’s range of input and output devices?

A
32
Q

What is the ultimate goal of Ubiquitous computing?

A
33
Q

Why is design hard?

A
34
Q

What is the designer’s fallacy?

A
35
Q

what are the core design skills?

A
36
Q

What is the definition of a usability goal?

A

Usability goal addresses the issue of meeting a specific usability criteria

37
Q

What is the definition of user experience goal?

A

A user experience goal is concerned with the quality of the user’s experience with the system.

38
Q

What is the definition of usability criteria?

A

Usability criteria: something that can be measured to determine if the goal is being met

39
Q

What are the most common usability goals?

A
  1. Effectiveness
    • Is the system going what it is supposed to do?
  2. Efficiency
    • Is the user saving time/being productive with the system
  3. Safety
    • does it prevent users from making/recoving from serious errors? does it jeopardize the well-being of the user or otheres?
  4. Utility
    • does it provide suifficient functionality for users to carry out tasks as naturally as possible
  5. Learnability
    • can primary (core) and secondary tasks be learned quickly and easily
  6. Memorability
    • will users remember all the steps to carrying out a task?
40
Q

What are some User Experience Goals?

A
41
Q
A
42
Q

The following are potential criteria for the usability goals of a cinema ticket dispenser:

A

The following are potential criteria for the usability goals of a cinema ticket dispenser:

Learnability: can a user of the cinema’s automated ticket dispenser learn to use the system for the first time in less than 2-3 minutes?

Memorability: if a user has not used the dispenser in months, will he/she be able to use it properly again?

Efficiency: will the user be able to select, purchase and get a ticket in less than a couple of minutes?

Note: when you select a criteria for a particular goal, it has to be measurable or provide specific answers.

43
Q

In review what are usability goals?

A