L2 - HCI Fundamentals Flashcards
The (Human) Action Cycle (Norman, 1988)
- form/set a (new) goal (what do you want to do)
- intention to act (thinking about how to do it)
- planning to act (plan sequence of actions)
- execution of actions (follow sequence)
- feedback (indicating that step is processed)
- interpret feedback (did something go wrong?)
- evaluate outcome (up on feedback, did we fully reach the goal -> if not … re-think and starting over again -> either setting a new goal or performing new action)
- > our brains work like this, computers as well if they are designed for
Main idea of HCI principles and guidelines?
- designing is creative writhing guidelines, which help us to design well
- heuristics are guidelines which need to be adjusted for each purpose (balanced out for each need)
Schneiderman’s 8 golden rules (1987)
- strive for consistency
- enable frequent users to use shortcuts
- offer informative feedback
- design dialogs to yield closure
- offer error prevention and simple error handling
- permit easy reversal of actions (enabling to undo actions)
- support internal locus of control (mechanisms)
- reduce short-term memory load
Norman’s 7 principles (1988)
- use both knowledge in the head and knowledge in the world (two sets of knowledge which can be used for design)
- simplify the structure of tasks
- make things visible
- get the mappings right (ex. order of buttons)
- exploit the power of constrains (guiding the user, stop user at what they should not do (ex. dialog box asking to stop the action)
- design for error (users will do unexpected actions which needs to be designed for)
- standardize - when all else fails (design does not always need to be novel)
Towards the two knowledge sets (head and world): Which one is more important than the other?
implicit over explicit (head knowledge over world knowledge)
world; procedural, facts, learned by demonstration and practice
head; memory, natural mapping, strategies, encoding, cognitive procedures
-> both combined; behavior, distinguish appropriate choice, natural/cultural constraints, “why” of particular knowledge more important than its precision
Nielson’s usability heuristic (“rules” only)
- Visibility of system status
- match between system and real world
- user control and freedom
- consistency and standards
- error prevention
- recognition rather than recall
- flexibility and efficiency of use
- aesthetic and minimalist design
- help user to recognize, diagnose, and recover from errors
- help and documentation
N.u.: Visibility of system status
- think about information user needs (need to see what’s happening -> do not overload)
ex. loading bars (see how far process is and how long it still takes)
N.u.: match between system and real world
- access function by knowledge of the world (using real-world knowledge to apply in computer system)
ex. trash-bin symbol on computer
N.u.: user control and freedom
- do not allow course of interaction user cannot escape from
ex. making undo action/option available (allow after control)
N.u.: consistency and standards
- signifiers
- ex. menu bars, human symbol (showing personal account), shopping car symbol (as in real world)
- ex. search sign -> user expectations of what is going to happen after it gets clicked)
- > humans are familiar with these
N.u.: error prevention
- providing pre-error messages
- ex. email: saying attached in text but actually have not attached something -> asking if that’s intended
- > no overload of these; identify suitable places carefully
N.u.: Recognition rather than recall
“Erkennen statt Erinnern”
- ex. getting suggestions of search box entries after typing in some letters
N.u.: Flexibility and efficiency of use
- allowing shortcuts
- hard to remember for novel
users but way easier for long-time users
-> creating a mental model/map
N.u.: aesthetic and minimalist design
- importance of information does matter (knowing the purpose)
- minimalistic design pointing out important informations (or usage tools)
- > tradeoff/balance
N.u.: help user to recognize, diagnose and recover from errors
- let user see made mistake -> recognize it
- ex. error message of wrong login details
- display recover possibilities
- > balance between detail of information and security for example (privacy by being to precise of what went wrong in login might be in danger)