Midterm 1 Flashcards

1
Q

What does HCI stand for

A

Human-Centered Interaction

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2
Q

What are the 6 usability goals? (short)

A

1) Safety
2) Utility
3) Learnability
4) Memorability
5) Efficiency
6) Effectiveness

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3
Q

What are the 6 usability goals? (textbook)

A

1) Effective to use
2) Efficient to use
3) Safe to use
4) Have good utility
5) Easy to learn
6) Easy to remember how to use

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4
Q

What is HCI? (definition)

A

the study of interaction between people and computers

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5
Q

What are the 6 Design principles

A
Discovery
Affordance
Signifiers
Feedback
Constraints
Mapping
Conceptual Model
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6
Q

What are the 5 Gestalt Principles

A
Symmetry
Continuity
Similarity
Proximity
Closure
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7
Q

What does Proximity mean?

A

Grouping by distance or location

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8
Q

What does Similarity mean?

A

Grouping by type

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9
Q

What do Symmetry mean?

A

Grouping by meaning

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10
Q

What does Continuity mean?

A

Grouping by flow of lines (alignment)

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11
Q

What does Closure mean?

A

Perceiving shapes that are not completely there.

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12
Q

What are the three Constructivism theories

A

We filter information
Context plays a role
Figure and Ground

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13
Q

What does conceptual models allows the user to do?

A

Understand, predict, and interpret

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14
Q

What is the relation between the Developer, System, and User?

A

Developer has Developer model and creates System model

User gets User model from System model

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15
Q

What is figure and ground?

A

Figure is the foreground (positive space)

Ground is the background (negative space)

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16
Q

What is mind set?

A

Factors that we know and bring to a situation

17
Q

What are the three basics we need to know about humans?

A

Perception, Cognition, Memory

18
Q

What is an interface metaphor?

A

Relate interface concept to physical entity

Develop model similar aspects, but different behaviour and properties.

19
Q

What is the basic goal for HCI?

A

improve interaction between user and computers, by making computers more user-friendly and easier to use

20
Q

What is Usability?

A

Interface can be operated with ease, efficiently and without danger

21
Q

What is Appeal

A

Interface is attractive, engaging, fun – People want to use it and do use it.

22
Q

What is Intuitive

A

interface which allows a user to draw information that he/she requires in a manner that is natural and immediately understandable

23
Q

What are the 4 benefits of HCI?

A

Gaining a competitive edge
Reducing development and maintenance costs
Improving productivity
Lowering support costs

24
Q

What are the 4 things safety aspects?

A

Prevention of Errors
Data Recovery
Security
Privacy

25
Q

What are the two types of design specializations?

A
Interaction Design (Usability) - computer systems
Experience Design (enjoyment, emotional impact)
26
Q

What is Discoverability?

A

discovering:
what a product does
how it works
what operations are possible

27
Q

What does affordance mean? Example

A

How the object can be used.

ex. scissors AFFORD cutting

28
Q

What is percieved affordance? Example

A

Affordances that can be figured out by us through our sense.

ex. trees can be climbed

29
Q

What is Ambiguous percieved affordance?

A

presenting an object with perceived affordance, but does not actually exist.
ex. glass

30
Q

What is anti-affordances?

A

an object cannot be used for something. Does not afford.

Ex. We can’t walk or pass objects through a glass

31
Q

What are the two types of signifiers?

A

Unintentional: thumbprint/ trial in snow/bookmark
Intentional: push/pull signs on a door

32
Q

What are the two types of feedback?

A

Acknowledgement: sound, highlighting, animation; click sound when you click on button
Reporting: light comes on when we flick switch

33
Q

What are the two types of mappings?

A

Mapping to Spatial correspondence

Mapping to Culture (or conceptual model)

34
Q

What are the two types of contraints? example.

A

Physical: eg. key into a lock/ 3 prong plug
Cultural: red for stop, green for go/ red triangle for warning