ISI Flashcards

0
Q

Computers have become (improvements):

A

Cheaper
Smaller
More reliable
More powerful (faster + more storage

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1
Q

Early computer interfaces include:

A

Manchester Mark 1, IBM PC, BBC Micro

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2
Q

Features of modern GUI:

A

Use of: multiple overlapping windows,
icons to represent files & actions,
menus to display commands,
pointing device i.e. a mouse

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3
Q

Syntax is…

A

The structural or grammatical rules that define how symbols in a language are to be combined to form words, phrases & expressions. Language structure - how

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4
Q

Semantics is…

A

The meanings assigned to symbols and sets of symbols in a language. Language meaning - purpose

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5
Q

Possible future trends of user interface

A

More use of natural language integration, miniaturisation which will allow ‘wearable’ computing, 3D graphic interfaces, biological interfaces

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6
Q

Factors affecting development

A

Technical

Socio-economic

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7
Q

Technical factors affecting development

A

Hardware/software. Modern interfaces make big demands on hardware. They require: see sheet

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8
Q

Socio-economic factors affecting development

A

Expertise of users. Competition between companies e.g. Apple & Microsoft.

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9
Q

Interface modes

A

Graphical
Textual
Sensory
Multimodal

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10
Q

Graphical interfaces

A

Provide direct manipulation of objects e.g. Trash, save, open, print icons.

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11
Q

Textual interfaces

A

User enters commands by typing on keyboard. Results appear displayed as text

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12
Q

Advantages of textual interface over GUI

A

Less demands on system (processor time, memory requirements), precise commands can be made, which can be incorporated into a program (script), save time: user doesn’t need to move hands from keyboard to mouse

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13
Q

When is Textual interface more appropriate?

A

On small devices where GUI is impractical, for form-filling applications

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14
Q

Sensory interfaces e.g. Touch/sight

A

User receives information by seeing the screen and inputs information by touching the keyboard or pointing device

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15
Q

Touch-based devices

A

Touch pads (on laptops), Touch sensitive switches (on domestic appliances), Touch sensitive screens (on palmtop devices and public information devices)

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16
Q

Haptic interface

A

Used to describe interfaces that are based on the sense of touch

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17
Q

Sensory interface: sound

A

Sound can be used for alerts, speech output, speech input (natural language)

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18
Q

Speech output

A

Easily implemented, can be important for blind/partially sighted users, spoken alert to give additional emphasis to visual output

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19
Q

Speech input (natural language)

A

Requires much more complex processing e.g. Siri

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20
Q

Multimodal interfaces

A

Interfaces which combine to or more modes of interface in an integrated way e.g. Some form of sensory & text, sensory & graphic (speech & graphical)

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21
Q

World-wide-web

A

Required more user-friendly interface so HTML was created and software to display HTML documents - browser

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22
Q

To describe an interface, you must:

A

List all hardware devices used for input/output (keyboard,mouse,touchpad/monitor,loudspeaker etc) and explain how they are used

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23
Q

Typical users of a system

A

Novice users
Knowledgeable intermittent
Expert/frequent user

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24
Q

Novice users of a system

A

Have no expertise relevant to the application, so need the system to provide easily accessible advice and help

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25
Q

Knowledgeable intermittent of a system

A

Have used the system before, but may not do so often, so they may forget details of how to use it

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26
Q

Expert/frequent users of a system

A

Do not need the system to give them help unless they are accessing some unfamiliar section

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27
Q

Physical constraints

A

Size, weight, power requirements etc

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28
Q

Comparing mobile phones

A

Size, weight, output display, price, features

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29
Q

Describing the interface of a mobile phone

A

Mode, methods of input and output, typical users, physical constraints

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30
Q

PDA stands for:

A

Personal digital assistant

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31
Q

Examples of PDA Operating Systems

A

Palm OS
Windows mobile
Blackberry

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32
Q

Bluetooth is:

A

A technical industry standard that facilitates communication between wireless devices such as mobile phones, PDAs, handheld computers, laptops/desktops

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33
Q

Other interfaces

A

ATMs

kiosks

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34
Q

Where/How are kiosks used?

A

Corporate
Shopping Mall
Entertainment & Leisure
Libraries

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35
Q

Kiosks used in Corporate

A

Reception areas, visitor sign in, company introduction for visitors, multiple information pads

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36
Q

Kiosks used in Shopping Malls

A

Shop & floor layouts, product locator within mall, virtual “try-on” of personal goods, advertising video when not accessed, forthcoming shopping mall events, special offers from specific shops

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37
Q

Kiosks used in Entertainment & Leisure

A

Museum exhibit enhancement, sound & vision, FAQ interrogation, on request detailed info of museum exhibits

38
Q

Kiosks used in libraries

A

Search for books, search for books via subject matter, reserve books not presently in library, self-serve ticket purchase system

39
Q

Features of an intelligent interface

A

Adapt to needs of different users, learn new concepts & techniques, anticipate needs of user, take initiative & make suggestions to user, provide explanation of its actions

40
Q

We need intelligent interfaces because:

A

Interfaces and software are becoming to complex, most current interfaces are inflexible, interfaces need to change when the user’s needs change

41
Q

Intelligent interfaces

A

Predictive text messaging, spell & grammar checkers, adaptive menus, agents

42
Q

Active agents

A

Appear as life-like characters, plan interactive behaviour autonomously, can initiate interaction

43
Q

Interactive agents

A

Understand the user’s requests, answer clarification questions

44
Q

Re-active agents

A

Respond immediately to interruptions

45
Q

Proactive agents

A

Anticipate the user’s needs, adopt the user’s goals, provide unsolicited comments

46
Q

NLP

A

Natural Language Processing

47
Q

What is Natural Language Interaction?

A

Allows computer systems to work with natural language rather then the formal language it is designed to be able to use.

48
Q

Formal languages

A

Include high level programming languages e.g. Pascal and low level machine languages. Straightforward, small vocab, meanings of words are unambiguous, rules (syntax) of language are defined very precisely.

49
Q

Stages of natural language processing

A

Converting sound into digital data, splitting sound into phonemes, identifying words, extracting meaning, generating a response

50
Q

Applications of NLP

A

Machine translation, database query systems, speech-driven word processors, command & control systems, natural language search engines

51
Q

Reasons why good user interface design is important

A

User satisfaction, user efficiency & productivity, reduced maintenance & support costs, safety, legal requirements

52
Q

Design methodologies

A

System-centred design
User-centred design
“No design” methodology

53
Q

System-centred design

A

Design team thinks about what can be built easily on this platform, what can be created using existing tools etc. Focus on on hardware/software & designer. User is thought about later

54
Q

User-centred design

A

What does user need to be able to do, what is user’s level of ability? User must be included in design process. Partnership between user & design team throughout the whole design process

55
Q

“No design” methodology

A

Developers muddle along without any clear principles or jump straight into implementation without doing the necessary analysis and design work first

56
Q

LUCID Methodology

A

Envision, discovery, design foundation, design detail, build, release

57
Q

Stages included in envision

A

See sheet

58
Q

Envision stage completed when:

A

See sheet

59
Q

Purpose of discovery stage:

A

To develop a clear and detailed understanding of: the users of the application, user requirements, user environment

60
Q

Design foundation is concerned with…

A

Establishing the major design decisions including: design metaphor, key screen layouts, navigation between layouts, colour scheme & key graphics

61
Q

Design detail

A

See sheet

62
Q

During the build stage…

A

Developers carry out all the coding to create the system, modules are tested as they are developed, usability evaluation is carried out, user documentation is written

63
Q

Classes of user

A

Novice
Knowledgeable intermittent
Expert/frequent

64
Q

Low fidelity prototyping

A

Usually paper-based, provide paper mock-up of the look, feel & functionality of the proposed interface. Simple quick & cheap to prepare/modify

65
Q

Purpose of low fidelity prototyping

A

Brainstorming ideas for layout, illustrating design ideas, getting customer or user feedback on ideas, choosing from a variety of possible designs

66
Q

Horizontal prototype

A

Represents in detail all the visible aspects of the use interface - all details of colour, fonts, layout, menus, actin buttons etc.

67
Q

Vertical prototypes

A

Include some functionality but on,y for one or two selected features. From a particular form or screen there may be several options leading to other forms/screens. May have in-depth functionality for one of these

68
Q

High fidelity prototype

A

Will often be written using the software development environment (programming language) which will be used for the final version.

69
Q

Usability

A

Ease of learning, efficiency of use, memorability, error frequency & severity, subjective satisfaction

70
Q

Ease of learning

A

How fast can a user who has never seen the user interface before learn it sufficiently well to accomplish basic tasks?

71
Q

Efficiency of use

A

Once an experienced user has learned to use he system, how fast can they accomplish tasks?

72
Q

Memorability

A

If a user has used the system before, can they remember enough to use it effectively the next time or does the user have to start over learning everything

73
Q

Error frequency & severity

A

How often do users make errors while using the system, how serious are these errors, how do users recover from these errors?

74
Q

Subjective satisfaction

A

How much does the user like using the system?

75
Q

Qualitative techniques

A

Thinking aloud protocol
Co-discovery method
Question-asking protocol
Eye tracking

76
Q

Thinking aloud protocol

A

Participant performs a task using the system. Whilst doing the task, they speak aloud their thoughts, feelings & opinions whilst interacting with the product

77
Q

Co-discovery method

A

2 participants attempt to perform tasks together while being observed

78
Q

Question asking protocol

A

Tester/developer prompts a user performing a task on the system by asking direct questions about the product. The ability or lack of ability to answer questions highlights areas of the interface which require improvement

79
Q

Eye tracking

A

Allows testers to identify what users look at during the course of a usability test. A beam of light is projected into the user’s eye; a sophisticated camera picks up the difference between the pupil reflection and known reference points to determine what the user is looking at

80
Q

Quantitative techniques

A
Time to learn
Speed of task performance
User error rates
User retention of commands
User satisfaction
81
Q

Time to learn

A

Users want easy to learn software and so when considering time for learn, previous training/knowledge should be considered.

82
Q

Speed of task performance

A

Clearly defined tasks can be set up & average time to complete them can be measured. Most useful when 2 alternative designs are being considered

83
Q

Error rates

A

How often does a user make an incorrect choice

84
Q

User retention of commands

A

How long can elapse before a user forgets how to carry out a task

85
Q

User satisfaction

A

Can be judged qualitatively or quantitatively

86
Q

Quality Inspection Methods

A

Heuristic evaluation, walkthroughs, feature sets, consistence inspections, adherence to standards

87
Q

Heuristic evaluation

A

Small groups of experts are asked to evaluate every element of an interface against an agreed set of usability heuristics (generally agreed principles of good interface design)

88
Q

Walkthroughs

A

When an expert adopts the role of a potential user & works their way through a task using the system. The expert records any problems that arise

89
Q

Feature sets

A

Once major design decisions have been made further evaluations can be made of specific feature sets e.g. In word processing application - related to common tasks such as editing features, layout control features etc. Each set can be evaluated separately & independently to ensure they meet requirements

90
Q

Consistency inspection

A

Ensure consistency across multiple products from the same company.

91
Q

Questionnaire

A

Sent out to users who complete it by themselves by answering all the questions and then return it to sender

92
Q

Survey

A

Completed during a one-to-one interview with user. Researcher asks questions and fills in the user’s responses. Can be done on phone or face-to-face