Part 6, Crossing boundaries Flashcards
what is an “interface”
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
give three examples of an interface
- mouse
- keyboard
- touch screen
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
“interface”
what are three reasons that make the input and output of a computer so important
- if the input/output is easy to understand more people will use it
- if the input/output is useful more people will use it to do things
- if the inputs/outputs always perform how they should this increases its reliability so people know what to expect when using the computer
what does HCI stand for
human-computer interaction
describe the discipline human-computer interaction (HCI)
this is a discipline that attempts to make computers more human centered
example:
binary input > text input > gui
what is an example of bad interface design that has made its way into modern technology
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
a HCI practitioner might use the term “feedback loop” when describing the interaction between a computer and a user
what would they mean
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
what five aspects might a HCI practitioner look for to make computers more human centered
- the design
- safety while in use
- ease of use
- enjoyable to use
- functional
what does the user interface (UI) allow
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
what other term is user interface (UI) known as
human machine interface (HMI)
name five components that might be part of the UI on a mobile phone
- touch screen display
- microphone
- loudspeaker
- camera
- physical buttons
what does the term “separability” mean in terms of an interface
separability points out that the interface is truly the separation point
where either side can change without affecting the other
with the term “separability” in mind what two things are separated by the interface
- the interface separates the users model and the engineers model
- the interface separates how things work. this means either side can change without affecting the other
when designing an interface what are the five main design principles
- affordance
- perceivability
- feedback
- constraints
- flexibility
in the context of HCI what is “affordance” concerned with
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
what is perceivability concerned with
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
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
“affordance”
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
perceivability
what is “feedback” concerned with
“feedback” is concerned with letting the user know that there input has had an effect
example:
a loading icon after a button is clicked
this is concerned with letting the user know that there input has had an effect
example:
a loading icon after a button is clicked
“feedback”
what are “constraints” concerned with
“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