Part 6, Crossing boundaries Flashcards

1
Q

what is an “interface”

A

this is essentially the boundary between the user and computer

it is this that a user interacts with to communicate with or use the computer

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2
Q

give three examples of an interface

A
  1. mouse
  2. keyboard
  3. touch screen
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3
Q

this is essentially the boundary between the user and computer

it is this that a user interacts with to communicate with or use the computer

A

“interface”

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4
Q

what are three reasons that make the input and output of a computer so important

A
  1. if the input/output is easy to understand more people will use it
  2. if the input/output is useful more people will use it to do things
  3. if the inputs/outputs always perform how they should this increases its reliability so people know what to expect when using the computer
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5
Q

what does HCI stand for

A

human-computer interaction

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6
Q

describe the discipline human-computer interaction (HCI)

A

this is a discipline that attempts to make computers more human centered

example:
binary input > text input > gui

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7
Q

what is an example of bad interface design that has made its way into modern technology

A

the QWERTY keyboard

the QWERTY design was made to overcome the issue that the most commonly used characters arms of a mechanical typewriter would hit and so they were placed further apart

in the 1960s the golf ball generation of typewriters were created which did not involve mechanical arms but QWERTY design was still used through expectation of the user

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8
Q

a HCI practitioner might use the term “feedback loop” when describing the interaction between a computer and a user

what would they mean

A

a feedback loop describes the constant flow of information between a user and the computer

example:
the act of moving a mouse to a user might seem like they move a mouse and the mouse goes to where they want it to when in fact

they move the mouse > the mouse position on the screen updates > the user asses the position and moves the mouse again if its not on there target

this process happens hundreds of times a second

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9
Q

what five aspects might a HCI practitioner look for to make computers more human centered

A
  1. the design
  2. safety while in use
  3. ease of use
  4. enjoyable to use
  5. functional
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10
Q

what does the user interface (UI) allow

A

this allows two way communication between the user and the computer

from a users perspective they are usually only concerned with or aware of the UI

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11
Q

what other term is user interface (UI) known as

A

human machine interface (HMI)

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12
Q

name five components that might be part of the UI on a mobile phone

A
  1. touch screen display
  2. microphone
  3. loudspeaker
  4. camera
  5. physical buttons
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13
Q

what does the term “separability” mean in terms of an interface

A

separability points out that the interface is truly the separation point

where either side can change without affecting the other

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14
Q

with the term “separability” in mind what two things are separated by the interface

A
  1. the interface separates the users model and the engineers model
  2. the interface separates how things work. this means either side can change without affecting the other
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15
Q

when designing an interface what are the five main design principles

A
  1. affordance
  2. perceivability
  3. feedback
  4. constraints
  5. flexibility
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16
Q

in the context of HCI what is “affordance” concerned with

A

affordance is concerned with how an object is used

example:
writing click me on a button or making it appear as a button shows good affordance as the user knows how that object is used

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17
Q

what is perceivability concerned with

A

perceivability is concerned with what an element of an interface is used for. this involves trying to display to the user what the element will do

example:
the play symbol in a media player is usually an arrow pointing right telling the user that it is used to pay media

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18
Q

this is concerned with how an object is used

example:
writing click me on a button or making it appear as a button shows good affordance as the user knows how that object is used

A

“affordance”

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19
Q

this is concerned with what an element of an interface is used for. this involves trying to display to the user what the element will do

example:
the play symbol in a media player is usually an arrow pointing right telling the user that it is used to pay media

A

perceivability

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20
Q

what is “feedback” concerned with

A

“feedback” is concerned with letting the user know that there input has had an effect

example:
a loading icon after a button is clicked

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21
Q

this is concerned with letting the user know that there input has had an effect

example:
a loading icon after a button is clicked

A

“feedback”

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22
Q

what are “constraints” concerned with

A

“constraints” are concerned with guiding the users experience or eliminating errors by limiting actions they can perform

example:
having a greyed out submit button until all parts of a form have been filled in

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23
Q

this is concerned with guiding the users experience or eliminating errors by limiting actions they can perform

example:
having a greyed out submit button until all parts of a form have been filled in

A

“constraints”

24
Q

what is “flexibility” concerned with

A

“flexibility” is concerned with allowing a user to use an interface or input data in different ways

example:
with speech recognition systems instead of a yes or no input it might allow any synonymous words

25
Q

this is concerned with allowing a user to use an interface or input data in different ways

example:
with speech recognition systems instead of a yes or no input it might allow any synonymous words

A

“flexibility”

26
Q

apart from the five main design principles what are three other design principles that are important for an interface

A
  1. grouping
  2. consistency
  3. simplicity
27
Q

what is “grouping” concerned with

A

“grouping” is concerned with making sure that items that have a relationship or are relevant to each other should be grouped together

example:
the buttons of a media player that control the media should be grouped together

28
Q

this is concerned with making sure that items that have a relationship or are relevant to each other should be grouped together in an interface design

example:
the buttons of a media player that control the media should be grouped together

A

“grouping”

29
Q

what is “consistency” concerned with

A

“consistency” is concerned with making sure your interface follows consistent patterns or follows norms of what the user would expect

example:
1. make sure all buttons look the same
2. follow norms such as a navigation bar of a website being at the top of the page

30
Q

this is concerned with making sure your interface follows consistent patterns or follows norms of what the user would expect

example:
1. make sure all buttons look the same
2. follow norms such as a navigation bar of a website being at the top of the page

A

“consistency”

31
Q

what is “simplicity” concerned with

A

“simplicity” is concerned with making sure an interface is simple to use and understand. commonly used elements should be simple to use and locate

32
Q

this is concerned with making sure an interface is simple to use and understand. commonly used elements should be simple to use and locate

A

“simplicity”

33
Q

this is concerned with making sure the user is at the center of an interface design

A

user-centered design (UCD)

34
Q

what is user-centered design (UCD) concerned with

A

this is concerned with making sure the user is at the center of an interface design

35
Q

why is UCD so important

A

user-centered design (UCD) is important

because of the separation between the user model and the programmers model. it can be easy for the programmer to believe they are the user and so make the interface how they see it should be without really understanding or taking into account the real user

36
Q

what three techniques can be used to implement UCD

A
  1. early focus on users
  2. empirical measurements (observable)
  3. an iterative design process
37
Q

when implementing UCD what are two possible ways to have an early focus on users

A
  1. conduct interviews with users

2. create questionnaires for users to complete

38
Q

when implementing UCD what are two possible ways to gather empirical measurements

A
  1. observe how many errors a user makes

2. observe how many steps a user took to complete their goal

39
Q

when implementing UCD what four processing might you use as an iterative design process

A
  1. user
  2. design
  3. build
  4. implement

loop back to 1

40
Q

what is “usability” concerned with

A

“usability” is concerned with how well or useful an interface can be used by a specific user to perform a specific task

basically
good usability of an interface does not mean it has to be usable for everyone but it must be usable for its intended users to compete their intended goal

41
Q

this is concerned with how well or useful an interface can be used by a specific user to perform a specific task

A

“usability”

42
Q

what five principles might you look at to asses whether an interface is usable

A
  1. effectiveness
  2. efficiency
  3. satisfaction
  4. learnability
  5. recoverability
43
Q

when assessing whether an interface is usable what does “effectiveness” describe

A

“effectiveness” is concerned with the users goal being completed accurately and fully

44
Q

this is concerned with the users goal being completed accurately and fully

A

“effectiveness”

45
Q

when assessing whether an interface is usable what does “efficiency” describe

A

“efficiency” is concerned with how quickly a user can complete their goal. this includes the time and effort of the user interacting with the interface and any processes the computer must make such as loading or sending/receiving data

46
Q

this is concerned with how quickly a user can complete their goal. this includes the time and effort of the user interacting with the interface and any processes the computer must make such as loading or sending/receiving data

A

“efficiency”

47
Q

when assessing whether an interface is usable what does “satisfaction” describe

A

“satisfaction” is concerned with the users comfort with the interface and there feelings towards it

bad design or low effectiveness or efficiency can degrade the satisfaction

48
Q

when assessing whether an interface is usable what does “learnability” describe

A

“learnability” is concerned with how easy an interface is to learn and accomplish basic tasks especially on the first encounter

49
Q

this is concerned with how easy an interface is to learn especially on the first encounter

this could be

  1. locating elements
  2. understanding functionality
A

“learnability”

50
Q

when assessing whether an interface is usable what does “recoverability” describe

A

“recoverability” is concerned with how easy it is for a user to recover from errors they make

51
Q

this is concerned with how easy it is for a user to recover from errors they make

A

“recoverability”

52
Q

if an interface is “accessible” what does this mean

A

this means that the interface can be used by anyone regardless of physical or cognitive limitations

53
Q

this means that the interface can be used by anyone regardless of physical or cognitive limitations

A

“accessible”

54
Q

how can you make your interface more accessible

A

ensuring that elements of your interface are compatible with “assistive technologies” and can be viewed in different ways such as visually and auditory also there should be different ways of inputting data

55
Q

when evaluating “usability” what three techniques can be used

A
  1. user observation
  2. interviews
  3. questionaires