LESSON 3 Flashcards

1
Q

plays a crucial role in Human
Computer Interaction by examining how users perceive, think, and learn when interacting with digital systems

A

Cognitive psychology

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2
Q

refers to how users interpret and make sense of
sensory information

A

Perception

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3
Q
  • Cognitive psychology plays a crucial role in Human
    Computer Interaction ( by examining how users
    perceive, think, and learn when interacting with digital
    systems
  • Understanding these cognitive processes helps designers
    create interfaces that are __, __, and ___
A

intuitive, efficient, and user
friendly

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4
Q

Key aspects of perception in HCI
include:

A
  • Gestalt Principles
  • Visual Hierarchy
  • Affordance
  • Memory
  • Learning
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4
Q

These principles explain how users
tend to group elements (e g
proximity, similarity, closure)
to interpret interface layouts
as cohesive

A

Gestalt Principles

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5
Q

Gestalt principles

A

Good Figure
Similarity
Closure
Proximity
Continuation
symmetry

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6
Q

: Designers use
size, color, and contrast to guide
users’ attention to critical
elements.

A

Visual Hierarchy

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7
Q

Refers to how the design of an object implies its
function For instance, a button with a 3 D appearance suggests it can
be clicked

A

Affordance

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8
Q

Human memory is divided into different types that affect how
users interact with systems:

A

Short Term Memory (STM)
Long Term Memory (LTM)

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9
Q

Users rely on their past experiences with
similar systems Designers should ensure consistency across
interfaces to leverage users’ existing knowledge, improving usability
and reducing learning curves

A

Long Term Memory (LTM)

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9
Q

Users can only hold limited information
(about 5 9 items) at a time This influences interface design
avoiding cognitive overload by minimizing unnecessary information
on the screen

A

Short Term Memory (STM)

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10
Q

___ in HCI emphasize how users acquire
knowledge about using a system.

A

Cognitive learning theories or learning

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11
Q

: Systems can help users explore through feedback
mechanisms, reinforcing learning by showing correct and incorrect
actions.

A

Trial and Error

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12
Q

knowledge about using a system. Interfaces should facilitate:(LEARNING)

A

Trial and Error
Consistency and Predictability

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13
Q

: These elements help users form
mental models, allowing them to anticipate outcomes, leading to
faster learning and fewer mistakes.

A

Consistency and Predictability

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13
Q

Developed by Card, Moran, and Newell in 1983, the __ ___ ___ simulates human cognition as a combination of perceptual,
motor, and cognitive systems. It is based on three systems:

A

Model Human Processor (MHP)

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14
Q

aim to describe and predict user behavior when
interacting with computers. These models help designers understand
how users perform tasks, make decisions, and process information.

A

Cognitive models

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15
Q

Model Human Processor (MHP) three systems

A

Perceptual System
Cognitive System
Motor System

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16
Q

: Processes sensory inputs (visual, auditory)

A

Perceptual System

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17
Q

: Converts decisions into physical actions, like typing or
clicking

A

Motor System

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18
Q

: Controls memory, learning, and decision making.

A

Cognitive System

19
Q

__ emphasizes the time constraints imposed by human cognition,
guiding designers in creating interfaces that align with human reaction
times and attention spans

A

Model Human Processor (MHP)

20
Q

MHP in HCI Design This model helps HCI designers optimize user interfaces by:

A

Reducing cognitive load
Minimizing motor effort
Improving cognitive flow

20
Q

: Ensuring that key elements (like the search
bar) are easily perceivable and follow familiar patterns (e.g., a
magnifying glass symbol).

A

Reducing cognitive load

21
Q

: Using features like auto suggestions to reduce
the number of keystrokes required.

A

Minimizing motor effort

22
Q

: Providing clear visual hierarchy and reducing
distractions so users can quickly retrieve their goal and take action.

A

Improving cognitive flow

23
Q

The GOMS model, also developed by Card, Moran, and
Newell, breaks down user tasks into four components:

A

(Goals, Operators, Methods, Selection Rules)

24
Q

: The desired outcomes of a task (e.g., “send an email”)

A

Goals

25
Q

: Actions performed to achieve goals (e.g., “click on the
compose button”).

A

Operators

26
Q

: Procedures or strategies used to accomplish the task
(e.g., using a keyboard shortcut or mouse)

A

Methods

27
Q

: Criteria for choosing between different methods
(e.g., familiarity or efficiency)

A

Selection Rules

28
Q

This model helps designers identify and streamline task
workflows, reducing complexity and increasing efficiency.

A

GOMS Model

29
Q
  • is a cognitive model used to analyze the user’s interaction with
    a system.
    *
    It helps understand the user’s goals, the actions they take, and
    the reasoning behind their choices.
A

GOMS Model

30
Q
  • __ __ predicts the time required to move to and select a target
    based on its size and distance
  • This law is fundamental in UI/UX design, ensuring that frequently
    used elements (e g buttons or links) are larger and easily accessible
A

Fitts Law

31
Q

Norman’s Seven Stages of Action

A
  1. Forming the goal
  2. Forming the intention
  3. Specifying the action
  4. Executing the action
  5. Perceiving the state of the system
  6. Interpreting the state
  7. Evaluating the outcome
31
Q
  • The __ __ __ is a simplified version of GOMS,
    focusing on the physical actions involved in completing tasks,
    such as keystrokes and mouse clicks
  • __ estimates the time required to perform each action,
    helping optimize interface designs for speed and efficiency
A

Keystroke Level Model

32
Q

are the internal representations that users
form about how systems work

These models influence how users interact with interfaces and
predict system responses

A

Mental models

33
Q

: What the user wants to achieve

A
  1. Forming the goal
34
Q

: Determining which action is needed

A
  1. Specifying the action
35
Q

: How the user plans to achieve it

A
  1. Forming the intention
36
Q

: Understanding if the action worked.

A
  1. Interpreting the state
36
Q

: Performing the action (e.g., clicking a button)

A
  1. Executing the action
37
Q

: Observing feedback from the
system.

A
  1. Perceiving the state of the system
38
Q

: Assessing if the goal was achieved

A
  1. Evaluating the outcome :
39
Q

7 stage of shopping online

A

Set goals
Form intention
Specify what to do
Execute action sequence
Check what happens at the interface
Interpret it
Evaluate it with respect goal

40
Q

Understanding cognitive models allows HCI professionals to design better
interfaces by:

A
  • Reducing Cognitive Load
  • Providing Feedback
  • Consistency
  • Affordances and Cues
41
Q

: Minimizing unnecessary information and
simplifying decision making processes to prevent overwhelming users.

A

Reducing Cognitive Load

42
Q

: Clear and immediate feedback lets users know if their
actions were successful.

A

Providing Feedback

43
Q

: Ensuring that elements behave similarly across different parts
of the system helps users build accurate mental models, reducing the need
for re learning.

A

Consistency

44
Q

: Visual and interactive cues that clearly convey what
actions are possible help users form correct expectations.

A

Affordances and Cues