Lecture 3 - HCI Flashcards

1
Q

What does HCI focus on in the ACP model in terms of environment

A

Environment:
* Product
* Website
* Tools

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

What does HCI focus on in the ACP model in terms of Cognition

A
  • Memory
  • Attention
  • Flexibility
  • Inhibition
  • Motivation
  • Enjoyment
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

What does HCI focus on in the ACP model in terms of Goals

A
  • Productivity
  • Performance
  • Happiness
  • Safety
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

What does HCI focus on in the ACP model in terms of indicators

A
  • Speed
  • Accuracy
  • Sales
  • Production
  • Errors
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

What are the levels of HCI

A
  1. Utility: It is useful to me, it meets my needs
  2. Usability: I am able to use the product easily
  3. Desirability: I like the way the product looks and feels
  4. Brand Experience: My overall feeling about the brand/product is good
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

What are displays?

A

Displays: human-made artifacts designed to
support the perception of relevant system
variables and facilitate the further processing of
that information

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

What are GUIs (Graphical User Interface)

A

GUIs: graphics, controls and responses used to
manipulate the display

  • Microsoft Windows
  • Apple iOS
  • Linux
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Design principles of HCI

A
  • Physical properties: controls, layout, environment
  • Task: processes, monitoring, positioning
  • Human user: strengths, weaknesses
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Perceptual properties of design

A
  1. Legibility: can you read it
  2. Absolute judgement: Geel is een andere kleur dan paars
  3. Top down expectation
  4. Redundancy gain: easy, faster, more accurate
  5. Discriminability: 1 euro is minder dan 2 euro
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Mental model of design

A
  1. Pictorial realism
  2. Moving part
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

What is pictorial realism?

A

You can ‘see’ the proces (e.g. sound bars on DJ table)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

What is a moving part

A

You can move the ‘stuurknuppel’

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

What are the design principles of attention?

A
  1. Information access
  2. Proximity compatibility: A, B en C zijn dicht bij elkaar net als Q, R en S
  3. Multiple resources
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

What are the design principles of memory?

A
  1. Knowledge in world: you know which button to click to give a command
  2. Predictions: buienradar
  3. Consistency
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

What is an example of the design principle of conflict?

A

That each button is different and does not interfere with the functionality of other buttons

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

What are the design principles of alerts?

A
  1. Warnings
  2. Cautions
  3. Advisories
17
Q

What are the design principles of labels, icons?

A
  1. Visibility
  2. Discriminability
  3. Meaningfulness
  4. Location
18
Q

Usability

A

The extent to which a product can be used by
specified users to achieve specified goals with
effectiveness, efficiency and satisfaction in a specified
context of use.

19
Q

What are usability goals?

A

Effectiveness
Efficiency
Safety
Utility
Learnability
Memorability

20
Q

Example of UG Effectiveness

A

Accuracy and completeness with which users achieve specified tasks

21
Q

Example of UG Efficiency

A

Resources expended in relation to the accuracy and
completeness with which users achieve goals

22
Q

Example of UG Safety

A

Avoid danger of carrying out unwanted actions
accidently; means of recovery when they happen

23
Q

Example of UG Utility

A

Right functionality

24
Q

Example of UG Learnability

A

Easy to learn, easy to master

25
Example of UG Memorability
Retention over time
26
What are the three factors of system development
* Understanding * Design * Evaluation --> understanding --> design --> evaluation
27
What are the 7 stages of action
1. Goals 2. Intentions 3. Action specification 4. Interface mechanism 5. Interface display 6. Interpretation 7. Evaluation There is an evaluation bridge between step 5 interface display and step 7 evaluation
28
Metaphores
A mental model
29
What are HCI guidelines
1. Match real world 2. Consistency and standards Visibility of system status 3. User control and freedom 4. Error prevention, recovery 5. Memory 6. Flexibility, efficiency 7. Simplicity and aesthetics