Lecture 2 Flashcards

1
Q

Conceptual model

A

◼ A conceptual model is a high-level description of how a system is organized and operates.
◼ An abstraction that outlines what people can do with a product and what concepts are needed to understand in order to interact with the product.
- The designer should provide a good conceptual model for the user, presenting operations and results in a coherent, consistent system image.

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2
Q

People build their own…?

A

system of how things work, e.g. car. But the designer can help users foster an appropriate conceptual model.

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3
Q

How do the designer help the user foster an appropriate conceptual model?

A

Appearance, instructions, behavior

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4
Q

What should a conceptual model comprise? (4)

A
  • The major metaphors(used to convey to the user how to understand what a product is for and how to use
  • Concepts that users are exposed to through the product, including the task-domain objects they create and manipulate, their attributes, and the operations that can be performed on them
  • The relationships between those concepts
  • The mappings between the concepts and the user experience the product is designed to support or invoke
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5
Q

Why use metaphors?

A

Metaphor can facilitate learning by allowing users to dram upon the knowledge they already have about the reference system

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6
Q

Motstånd till metaphors?

A
  • break the rules, too constraining, not being able to understand the systems functionality beyond metaphor, limits the designer’s imagination in conjuring tup the new paradigms and models
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7
Q

Interactive Input Devices?

A
  • Input Device is any machine that feeds data info a computer
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8
Q

(Interactive Input Devices) Devices that rely on vision?

A
  • keyboards

- pointing device

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9
Q

Fitts’ Law?

A

Time (in msec) = a + b log2(D/S +1)

Where:
a, b = constants (empirically derived)
D = distance
S = size (width of the target)

Index of Difficulty (ID) = log2(D/S+1)

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10
Q

Voice recognition is a….?

A

Input device

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11
Q

Output devices?

A

◼ Output Device is a machine capable of representing data from a computer.
◼ Visual Display: data may take the form of graphic, tabular, text or other.
◼ Response time
◼ Interactive dialogue

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12
Q

Synthesized speech is appropriate when: (6)

A

◼ The required message is short and simple,
◼ The message needs an immediate response,
◼ The user/receiver is visually occupied,
◼ The environment is too brightly or poorly lit for ordinary visual displays to be used,
◼ The user is moving around too much to visually attend to a single screen, or
◼ No screen exists but an audio receiver does (e.g., telephone).

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13
Q

When Auditory Output-Nonspeech

A
  • Receiving calls, Windows Startup, shutdown
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14
Q

Advantages of Auditory Output-Nonspeech (5)

A
◼ Reinforcement of vision and hearing (dual coding theory) ◼ Faster reaction
◼ Reduction of visual load
◼ To simplify the screen
◼ To grab attention
◼ To support visually impaired users
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15
Q

Drawbacksof Auditory Output-Nonspeech (3)

A

◼ Inability to differentiate between similar sounds
◼ Transience
◼ Annoyance

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16
Q

Paradigms in HCI

A

Refers to a particular approach that has been adopted by a community in terms of shared assumptions, concepts, values and practices.

Ex. - Many new tech advances led to a new generation of user-computer environments. e.g., virtual reality, multimedia, collaborative interfaces, ubiquitous computing, internet of things

17
Q

Command Language Interface. Advantages? (4)

A

◼ Powerful
- Complex commands can get much done
- Complex procedures may be stored as scripts/macros
◼ Flexible, user controlled
- User can do anything in any order.
◼ Fast, efficient
- Can be very fast and efficient for experts despite required typing
◼ Uses minimal “screen estate”
- Only one line required for command entry

18
Q

Command Language Interface. Limitations? (4)

A

◼ Difficult to learn
- Cryptic command names and arbitrary syntactic delimiters must need rote memory.
◼ Difficult to remember
- Infrequent users won’t achieve mastery
◼ Assumes typing skill
◼ Error prone
◼ Enhancements are invisible
- The interface may not reflect any changes and enhancements made to the system

19
Q

Advantages - Menu-based Interaction (5)

A

◼ Self-explanatory
- Menu systems make clear what can be done (semantics) and how to do it (syntax).
◼ Requires little human memory ◼ Few keystrokes
◼ Easy error handling
◼ Outcomes are visible

20
Q

Limitations - Menu-based Interaction (4)

A
◼ Inefficient
◼ Inflexible
◼ Impractical for numerous choices - How to group options?
              - How to name options?
◼ Takes up screen “real estate”
21
Q

Button?

A

Simulated-3D raised aspect – visual affordance

22
Q

Butcons?

A

Icons that serve as buttons ( Easy to use and memorize)

23
Q

Toolbars

A

Visible, immediate commands.

24
Q

Toolbars: The Ribbon

A

Tabbed toolbar with textual labels for groups of functions & presentation of butcons and textual commands

25
Q

Graphical Direct Manipulation?

A

is one in which users perform actions directly on visible objects
- in contrast to interfaces in which users indirectly specify actions, parameters, and objects through languages or menu interfaces

26
Q

Example of Graphical Direct Manipulation

A
  • move & copy files by dragging.

- Google street view

27
Q

Graphical Direct Manipulation. Advantages? (7)

A
◼ Easy to learn and remember
◼ Direct, WYSIWYG
◼ Flexible, easily reversible actions
◼ Provides context and instant, visual feedback ◼ Exploits human use of visual spatial cues
◼ Less error prone
◼ Engagement
28
Q

Graphical Direct Manipulation. Limitations? (2)

A

◼ Not self-explanatory (interface user not necessarily obvious to first-time user)
◼ Can be inefficient

29
Q

Virtual Reality

A

◼ Computer-generated graphical simulations providing:
-“the illusion of participation in a synthetic environment rather than external observation of such an environment” (Gigante, 1993)
◼ A generic term that refers to the experience of interacting with an artificial environment, which makes it feel virtually real.
◼ Provide new kinds of experience, enabling users to interact with objects and navigate in 3D space
◼ Create highly engaging user experiences