Lecture 1 Flashcards

1
Q

What is HCI?

A

Interaction between users and systems occurs at the User Interface (or simply interface)

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2
Q

Hardware Interface?

A
  • Not limited to IT product interface
  • Can be generalized to the interfaces of any interactive products
    ex. laptop, cell phone, printer, desktop, VR-glasses, apple watch
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3
Q

Software Interface?

A

Windows, Max OS, Microsoft Word, Browser etc

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4
Q

Intangible interface?

A

E.g. voice recognition interface

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5
Q

Process of Interaction Design?

A
  • Identifying needs and establishing requirements for the user experience.
  • Developing alternative designs that meet those requirements
  • Building interactive version of the design so that they can be communicated and assessed
  • Evaluating what is being built throughout the process and the user experience it offers
  • Iterate, iterate, iterate
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6
Q

User-Centered Design

A
  • Ensure that the design match the needs and capabilities of the people for whom they intended
  • Evaluation is at the heart of interaction design
  • Equally important is to understand user and user behavior

+ Key to this module is to understand the user- centered design in a theoretical way, while to learn to use specific software skills is secondary.

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7
Q

Design objective I: Usability

- What is the Usability goals? (5)

A
  • Effectiveness
  • Efficiency
  • Safety
  • Learnability
  • Memorability
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8
Q

Design Objective II: User Experience

- What is the experience goals? (7)

A
  • Satisfying
  • Enjoyable
  • Engaging
  • Entertaining
  • Attentive
  • Aesthetically pleasing
  • Flow
  • More….
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9
Q

What is Design Tradeoffs?

A
  • Functionality vs. complexity
  • Function vs. form
  • Changes to interface in a new version vs. remaining consistency with the previous version
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10
Q

Important Design Concepts (6)

A
  1. Affordance
  2. Visibility
  3. Mapping
  4. Feedback
  5. Consistency
  6. Contraints
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11
Q

Explain “Affordance” design concept

A

Affordance refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used.
– Chair is for sitting
– Knobs are for turning – Button is for pushing
• It provides strong clues to the operations of things.

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12
Q

Example of Virtual Affordance

A
  • How do the following screen objects afford?
  • What if you were a novice user?
  • Would you know what to do with them?

Arrows like front/back

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13
Q

Explain “Visibility” design concept

A
  • The user should be able to tell the state of device and the alternatives for action.
  • When functionality is hidden, problems in use occur
  • When capabilities are visible, it does not require memory of how to use
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14
Q

Example of visibility

A

Physical: Själva handtaget som reglerar varmt/kallt
HCI: a single button to do two things

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15
Q

Explain “Mapping” design concept

A
  • It is possible to determine the relationships between actions and results, between the controls and their effects, and between the system state and what is visible.
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16
Q

Explain “Feedback” design concept

A
  • The user receives full and continuous feedback about the results of actions in time.
  • Can be sound made, or change in physical state – Button pushing and key pressing
17
Q

Explain “Consistency” design concept

A

• To have similar operations and use similar elements for achieving similar tasks.
– For example: always use ctrl key plus first initial of the command for an operation – ctrl+C, ctrl+S, ctrl+O
• One benefit of consistency is to make it easier to learn and use.
• It is problematic to apply the concept of consistency to complex interfaces and applications.
• Consistency vs. variety

18
Q

Explain “Constraints” design concept

A
  • Constraint refers to determining ways of restricting the kinds of user interaction that can take place at a given moment.
  • E.g. in a graphical user interface, a deactivated certain menu option is often dimmed.
  • One advantage of constraining is to prevent the user from selecting incorrect options and reduce the chance of making mistakes. (Make it logically for the user)
19
Q

Key to Interaction Design (ID)

A

• ID is concerned with designing interactive products to support people in their everyday and working lives
• ID is multidisciplinary, involving many inputs from wide-reaching disciplines and fields
• ID is big business
• ID involves taking into account a number of interdependent factors including context of use, type of task and kind of user
• Need to strive for usability and user experience goals
• Designandusabilityprinciplesareusefulheuristics
for analyzing and evaluating interactive products