L3 - Feedback cycles: In- and Output Flashcards

1
Q

Why feedback?

A

informing the user about what has happened in order to let him know what to do next

  • > computer “talks” to user
  • > it’s cyclic (consider the human action cycle)
  • > interaction between computer and user over interface: do something, observe result, adjust behavior if necessary (computer does something and sends result of that - over interface)
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2
Q

How does HCI feedback take place (over which channels)?

A
  • visual (text, color change, …)
  • auditory (sounds)
  • tactile (vibration, …)
  • > combinations of these
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3
Q

How does feedback need to be?

A
  • prompt (immediate, timely)

- clear to understand

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4
Q

Between which parts of the (human) action cycle does the Gulf of Execution take place? (going from user (task goal) to computer system)

A
  • intent to act (identify goal in terms of the computer system)
  • plan action(s) (identify necessary actions to accomplish goal)
  • execute action(s) (within the interface)
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5
Q

Between which parts of the (human) action cycle does the Gulf of Evaluation take place? (going from user (task goal) to computer system)

A
  • perceive system state (perceive form of output)
  • interpret perception
  • evaluate the interpretation (evaluate feedback in terms of the task goals)
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6
Q

What is the Gulf of Execution?

A

difference between the intentions of the users and what the systems allows them to do (or how well the system supports those actions)

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7
Q

How can the Gulf of Execution be narrowed?

A
  • help pages, constrains, use conventions/standards
  • use affordances/real-world mapping (skeuomorphic design)
  • for novice user: make goal identification and actions to get there visible and discoverable
  • for expert user: reduce number of steps
  • > heuristic of flexibility (for different users)
  • provide feedforward; showing users what will happen if action continues
  • minimize effort needed to execute each action (execution as easy and useful as possible)
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8
Q

What is the Gulf of Evaluation?

A

difficulty of assessing the state of the system and how well the artifact supports the discovery and interpretation of that state

Googled:
Disparity between the user’s perception (or discovery) of the system state, and the actual system state.

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9
Q

How can the Gulf of Evaluation be narrowed?

A
  • giving feedback frequently (keeping updated about system status)
  • giving immediate feedback (right after action was taken)
  • balance feedback with actions (no overload or big feedback for tiny action)
  • vary the feedback (type and sensory change; makes context of feedback better understandable)
  • being specific
  • allowing direct manipulation (feeling that action is taken)
  • > use visible actions (signifiers), feedforward signals and feedback
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10
Q

Important to consider using the gulf of execution/evaluation concept …

A

it’s just a model to examining the principles -> there are different models available (may also contradict)

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11
Q

Actions and Feedback towards input and output - their relation?

A
  • input devices mediate input (actions) with a computer system; software gives affordance on how to use device (guides actions)
  • output devices mediate feedback from computer system (device feedback informs evaluation)
  • > feedback in computer systems mich more constrained than in physical devices
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12
Q

what are characteristics of input?

A
  • size and shape
  • wireless or tethered (without or with cable, trade off between their pros and cons)
  • degrees of freedom (describes how many different types of input it can accept, allowing for direct mapping (more action possibilities) -> more intuitive)
  • relative vs. absolute (concerning how precisely one is tracked in space)
  • hand-based (ex. glove, controller, …)
  • body-worn
  • world- grounded (ex. washing machine, treadmill, bike, …)
  • > choice which one is used depends on device (object)
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13
Q

VR: why and how - tracking and sensing?

A

most VR input relies on special sensors to keep track of user’s behavior

  • head tracking (detect head turning)
  • full body capture (detecting surroundings)
  • hand worn/held
  • tracked controllers
  • physical input (ex. shacking the phone)
  • position/orientation (VR is real world oriented and user expects that as well (things represented as in real world))
  • eye tracking
  • HR, EMG, GSR etc (muscle signals, skin measures to see stress for example)
  • > every part of input created has to be evaluated by the software in order to generate and appropriate response (happens inside the system)
  • > it’s not the computer giving the signal, it’s the software
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14
Q

what are characteristics of output?

A
  • sensory channel(s)
  • resolution/range
  • spatialization (sounds from different directions enriches the experience)
  • head mounted (ex. headphones, AR glasses, …)
  • world fixed (ex. computer screen, speaker, …)
  • hand-held
  • body-worn (ex. smart watch)
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15
Q

What is meant by passive haptics and substitutional reality?

A

use real world objects to convince people VR experience is real
thereby, texture is important
-> a certain point of divergence is ok (tricking the brain)

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16
Q

What is understood under direct manipulation?

A
  • natural end point of good feedback cycles
  • > user should feel as if they directly interact with the task (ex. zooming), even though they actually interact with the interface and all the background happenings/processes are not displayed
  • > similar time natural behavior (therefore, cognitive load should be kept low)
17
Q

Difference between visible and invisible interface

A

invisible: no thinking about interaction with system (interface invisible)
- > goal of HCI
- > less consciousness involved -> more confidence user has with interaction
- > interfaces can become invisible over usage time (repeated use) -> learning it (takes time and effort)

18
Q

HCI is best if it is ____? (and why?)

A

-> invisible

leverage prior experience, offer responsive feedback and understand the user

19
Q

How is feedback expected in VR?

A
  • user is grounded in real-world (not expected to feel button it sense if self-motion)
  • > user fully immersed in simulation; expecting sensory experience veridical (wahrheitsgetreu) to real-world
20
Q

What is meant by sensory integration?

A
  • we perceive world through multiple sensory channels
  • we integrate sensory information to interpret meaning
  • > let’s us understand ongoing situation
  • > if they come into conflict it results in discomfort or cyber sickness
  • > VR creates discomfort if feedback conflicts with user expectation
21
Q

How to minimize sensory conflict in VR?

A
  • use steady velocity (for translations and rotations)
  • no strafing (side-stepping movements, not natural)
  • orient user, give landmarks (steady passive motion or fading in and out) (for teleportation)
  • reduce view range (60 degree where information should be kept) (accommodation vs. convergence (visual strain))
22
Q

definition of skeuomorphic

A

obsolete design elements which are retained for familiarity or out of tradition

23
Q

definition of veridical

A

pertaining to an experience, perception or interpretation that accurately represents reality

24
Q

What is world and head knowledge and which characteristics do each of these have?

A

world: includes affordance and signifiers, also mappings
head: logical, physical, semantic, cultural, … experience

25
Q

Which 4 kinds of constraints can be defined?

A
  1. Physical
  2. Cultural
  3. Semantic
  4. Logical

-> reducing chance of making a mistake

26
Q

Physical constraints (also, legacy problem and resistance)

A
  • properties of physical world
  • > limiting number of actions

+ legacy problem; many devices using same standard, changing to impactful
+ resistance; avoiding expense of massive change

27
Q

cultural constraints

A
  • rules set by society (ex. about behavior)
  • are likely to change over time
  • differ over cultures
  • > making universal convention hard
28
Q

logical constraints

A
  • relationships between spatial or functional layout of components
  • > natural mappings
29
Q

semantic constraints

A
  • about meanings; rely on knowledge of situation and the world
  • can change over time
30
Q

Why is it important to consider cultural norms?

A

knowing and implementing them creates comfort and harmony

not knowing them leads to discomfort and confusion -> people won’t use application

31
Q

Task analysis (human-centered design)

A

a usable design starts with careful observations of how tasks being supported are actually performed, followed by a design process that results in a good fit to the actual ways the task gets performed

32
Q

activity-centered controls

A

-> everything needed at the same time is at one place

33
Q
  1. Forcing functions, 2. interlocks, 3. lock-ins and 4. lockouts
A
  1. failure at one stage preventing next step from happening (safety engineering)
  2. guiding in a proper sequence
  3. perfect compatible actions
  4. preventing the entering of a “dangerous” place (need to be kept passive and should i annoy user)
34
Q

Advantage and Disadvantage of conventions

A

+ provide valuable guidance for novel situations

  • difficult to enact change
35
Q

Is a change of a device (it’s usage) always good (obviously just if it’s beneficial)?

A

no, because people dislike adjusting to new things
-> merits of change need to strictly overweight difficulties if change

  • > psychological perceptions (conceptual models) matter not the physical consistency
  • > therefore, adjustments take time and need to be worth it
36
Q

sound as signifiers (basic ideas?)

A
  • can provide information on another way as over display
  • trade off between its aid and its annoyance
  • > if sound feedback is expected, silence is a problem
37
Q

What helps to bring new things in the market? (comfort users)

A
  • letting it look like the old

- > rather standardize than individualize to enable rising intuitiveness