Lecture 2 Flashcards

1
Q

Design Claims

A

stating something to be true when it is still open to question

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2
Q

Conceptual Model

A

Is to do with Metaphors, Interaction types and Interface Types

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3
Q

Interface metaphors

A

Interface designed to be similar to a physical entity but also has own properties
Exploit user’s familiar knowledge, helping them to understand ‘the unfamiliar
Trash Can is a good metaphor for deleting data

Problems Associated with it:
Forces users to only understand the system in terms of the metaphor
Limits designers’ imagination in coming up with new conceptual models

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4
Q

Interface Types

A
command line (cli)
Like CMD
graphical user interface (GUI)
Like Word
menu driven (mdi)
Like ATM
form based (fbi)
Like Sign up page
natural language (nli)
Speaking to it, like Siri
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5
Q

Interaction Types

A

Instructing

issuing commands and selecting options

e. g. word processors, VCRs, vending machines.
- good for repetitive kinds of actions performed on multiple objects

Conversing

interacting with a system as if having a conversation
e.g. timetables, search engines, advice-giving systems, help systems
Range from simple voice recognition menu-driven systems to more complex ‘natural language’ dialogs

Manipulating

interacting with objects in a virtual or physical space by manipulating them
Involves dragging, selecting, opening, closing and zooming actions on virtual objects
Can involve actions using physical controllers (e.g. Wii) or air gestures (e.g. Kinect) to control the movements of an on screen avatar

Exploring

moving through a virtual environment or a physical space
Physical environments with embedded sensor technologies

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6
Q

Paradigm

A

Meaning: Inspiration for a conceptual model

The general approach adopted by a community for carrying out research
shared assumptions, concepts, values, and practices
e.g. ubiquitous computing, in the wild

Examples of new paradigms

Ubiquitous computing (mother of them all)
Pervasive computing
Wearable computing
Tangible bits, augmented reality
Attentive environments
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7
Q

Theory

A

Explanation of a phenomenon

e.g. information processing that explains how the mind, or some aspect of it, is assumed to work

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8
Q

Models

A

A simplification of an HCI phenomenon

intended to make it easier for designers to predict and evaluate alternative designs

abstracted from a theory coming from a contributing discipline, e.g. psychology, e.g. keystroke model

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