midterm HCI Flashcards

1
Q

how humans use computer in general

A

HUMAN COMPUTER INTERACTION

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2
Q

study of HCI began in FACTORIES

A

1980

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3
Q

provided an in depth interactions between humans and weapons

A

WWII

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4
Q

start of the HCI study

A

1949

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5
Q

prioritization of task over work

A

DERIVE THEORY

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6
Q

3U Principle

A

USEFUL
USABLE
USED

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7
Q

accomplish what it requires

A

USEFUL

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8
Q

doing it naturally and easily

A

USABLE

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9
Q

make the user wants to use it

A

USED

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10
Q

MODEL HUMAN PROCESSOR - 3 sub systems

A

Perpetual System
Motor System
Cognitive System

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11
Q

controls actions; joints, muscles, tissues, etc.

A

Motor System

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12
Q

process information that connects the perpetual and motor system

A

Cognitive System

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13
Q

eyes are the primary source of information; process/interpret what you see

A

VISION

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14
Q

VISUAL PERCEPTION - process elements
⁃ FACTORS:

A
  1. Size and Depth
    ⁃ 2. Brightness
    ⁃ 3. Color
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15
Q

processing of text/ identification of visual patterns

A

READING

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16
Q

identification of the vibrations of the sound waves

A

AUDITORY

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17
Q

AUDITORY FACTORS

A

⁃ 1. Pitch - frequency; highness/lowness
⁃ 2. Loudness - volume of the sound
⁃ 3. Timbre - combination if pitch and loudness

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18
Q

touch; vital information about the environment

A

HAPTICS

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19
Q

joints

A

MOVEMENT

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20
Q

SENSORY MEMORIES
⁃ Ionic
⁃ Echoic
⁃ Haptic
⁃ If you give attention to sensory memory you will get a short term memory
⁃ If you give rehearsal, you will get a long term memory

A

HUMAN MEMORY

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21
Q

3 TYPES OF REASONING

A

. DEDUCTIVE
INDUCTIVE
ABDUCTIVE

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22
Q

deriving logically necessary conclusions from the given premise

A

DEDUCTIVE

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23
Q

generalization

A

INDUCTIVE

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24
Q

presumed until proven otherwise

A

ABDUCTIVE

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25
Q

no steps, based on experience

A

GENERALIZATION

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26
Q

step by step

A

PROCEDURALIZATION

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27
Q

response to the evaluation of the entire situation

A

EMOTIONAL

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28
Q

easily learned

A

Learnability

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29
Q

the system should be able to accommodate variety of people depending on user needs

A

Flexibility

30
Q

“usable”, used easily and effectively

A

Efficiency

31
Q
  • easily remembered
A

. Memorability

32
Q

inform user about where they had lapses in using the system

A

Error Handling

33
Q
  • the user should enjoy the system he/she used
A

User Satisfaction

34
Q

available for the general public, available to all users with different abilities

A

Accessibility

35
Q

the theme, motif that the user requires

A

USER INTERFACE REQUIREMENT (UI REQ)

36
Q

model, diagrams, process flows
⁃ validates that all your process will be suitable to the system

A

GUIDELINE DOCUMENT AND PROCESSES

37
Q

for presenting the prototypes

38
Q

the system is launched
⁃ this is where they will determine if the system is HCI friendly based on the 7 principles

A

EXPERT REVIEW AND USER TESTING

39
Q

cannot compute bigger processes, there is a delay/lag

A

Computation bound

40
Q

full storage affects system performance

A

Storage bound

41
Q

some systems need dedicated gpus to function normally

A

Graphics bound

42
Q

sending of data

A

Network capacity

43
Q

easier for the user to use and navigate through the system

A

. Functional

44
Q

next, previous, etc.
by sequence
⁃ from one control to another, continuation of the other

A

Sequential

45
Q

frequently used controls

46
Q

process of creating interactive applications easy to use for users

A

INTERACTION DESIGN

47
Q

DESIGN PRINCIPLES

A

CONSISTENCY
CENTER OF INTEREST
BALANCE
CONTRAST

48
Q

maximization/utilization of the design process for it to be accessible to most people

A

UNIVERSAL DESIGN

49
Q

during the early days, there are no things like wheelchairs; this is where we considered disabled people started

A

Disability-Specific Design

50
Q

the things we cannot do before, we can do it now; innovation allows us to do this

A

Assistive Technology

51
Q

caters the specific needs of the user

A

User Centric Design

52
Q

Principles in IT

A

Perceivable - all things should be seen
0. Operable - nagagamit
0. Understandable - can be understood by use
0. Robust - compliant with coding standard

53
Q

4 PILLARS OF INTERFACE DESIGN

A
  1. Clarity - elements are well-understood
    0. Consistency - e.g. all throughout it should be blue
    0. Responsiveness - navigation
    0. Simplicity - ui minimizes the number of events/things that the user needs to do
54
Q
  • evaluation of the intended user to your product
    ⁃ can be alpha or beta testing
A

USER TESTING

55
Q
  • they can give you a professional opinion in your development and technicalities of your system
A

ALPHA TESTING

56
Q
  • they only evaluate the functions of your system
A

BETA TESTING

57
Q

covers interactive systems

58
Q

usability of interactive system (use and efficiency)

59
Q

usability, efficiency, presentation of information (usability, input, and response)

60
Q

design process pertaining to the usability of the system

61
Q
  • design principles (consistency, typography, etc)
62
Q

effectiveness, efficiency, satisfaction

63
Q
  • 8 quality characteristics
    ⁃ functionality, reliability,
    ⁃ security and compatibility
    ⁃ software quality evaluation
64
Q
  • same as 25010 but without compatibility and security
65
Q

after you finish, you test the code
⁃ “code build test”

A

Unit testing

66
Q

if the approach is modular and needs integrated

A

Component Testing

67
Q

done after the integration of one testing to another

A

Integration Testing

68
Q

test the availability of system

A

Performance Testing

69
Q

the system is done, you are just adding new system and you must be able to test it first if the changes are suitable to your existing components

A

. Sanity Testing

70
Q

all the buttons of your system must be clickable

A

Smoke Testing