QUIZ 1 & 2 Flashcards

prelims

1
Q

is an interdisciplinary
field focused on designing and improving the interaction
between people (users) and computers.

A
  • Human-Computer Interaction (HCI)
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2
Q

covers a wide array of interactions, including desktop
applications, mobile interfaces, voice-controlled devices,
augmented/virtual reality (AR/VR), and Internet of Things
(IoT) systems.

A
  • HCI
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3
Q

Interaction was limited to
text commands (e.g., Unix and DOS), requiring users to
memorize commands

A
  • 1960s: Command-Line Interfaces
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4
Q

Companies like Xerox, Apple, and Microsoft
introduced the use of graphical elements
like windows, icons, and menus.
The introduction of the mouse also played
a crucial role in improving interaction.

A

1980s: Graphical User Interface (GUI)
Revolution:

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5
Q

With the rise of personal computing, user-centered design
became critical. Jakob Nielsen’s _____ Heuristics and
Donald Norman’s work on ______ were essential
contributions during this era.

A

The Importance of Usability (1990s)
10 Usability, affordances

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6
Q

The focus has shifted toward __________ (e.g., mobile,
wearable tech, IoT). Interaction now goes beyond screens and
incorporates gesture, voice, and even brain-computer interfaces.

A

Modern Era (2000s-present)
ubiquitous computing

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7
Q

design has grown as an essential field
within HCI, emphasizing the emotional and psychological
experiences of users

A
  • User Experience (UX)
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8
Q

A design philosophy where the
needs, preferences, and limitations of users are given primary
attention at every stage of the design process. this includes
research on user behaviors, needs, and contexts to create
effective and enjoyable interfaces.

A

User-centered design

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9
Q

Refers to how easily and efficiently users can complete
tasks on a system.

A

Usability:

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10
Q

Coined by Don Norman, affordances refer to the
properties of objects that suggest how they can be used. For
example, a button “affords” pressing, or a door handle “affords”
pulling.

A

Affordances:

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11
Q

: Immediate response to users’ actions. Feedback can be
visual (e.g., a button changes color when clicked), auditory (e.g., a
sound when an error occurs), or haptic (e.g., a vibration when a
message is received).

A

Feedback:

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12
Q

Users form mental representations of how they
think a system works based on their experiences and knowledge.
Designers aim to align system operations with these mental
models to reduce confusion

A
  • Mental Models:
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13
Q

involves creating
simplified versions of a system or interface for testing and
gathering feedback. Iterative design refers to continuously
refining a design based on feedback from each prototype

A

Prototyping and Iterative Design:

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14
Q

Designing systems to be usable by people with
various disabilities. This includes screen readers for the visually
impaired, closed captioning for the hearing impaired, and making
interfaces that can be navigated with alternative input devices.

A
  • Accessibility:
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15
Q

HCI principles are
applied in creating intuitive mobile
apps that allow users to navigate with
gestures, tap, or swipe. The use of
touch interfaces and adaptive design
for different screen sizes falls under this
domain

A

Mobile Interfaces:

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16
Q

Devices
like Amazon Echo (Alexa), Google
Home, and Siri show the growing
trend of voice interfaces.

A
  • Voice-Activated Systems:
17
Q

The use of VR and AR
technologies has introduced
new challenges and
opportunities for HCI,
requiring innovations in 3D
navigation, spatial
orientation, and multi-modal
interactions (combining sight,
sound, and motion).

A
  • Virtual and Augmented
    Reality:
18
Q

Challenges

A
  • Designing for diverse user groups with varying skills and
    backgrounds.
  • Ensuring inclusivity and accessibility for all users, including those
    with disabilities.
  • The need for privacy and security in human-computer interactions,
    especially with voice assistants and IoT devices
19
Q

Future Trends

A
  • Emotion Recognition:
    Brain-Computer Interfaces (BCI):
  • AI in HCI:
20
Q

Directly linking human cognition
with computer systems, allowing users to control systems with
thoughts

A
  • Brain-Computer Interfaces (BCI):
21
Q

is an iterative design process
that focuses on the needs, wants, and limitations of the end
users at every stage of the design process.

A

User-Centered Design (UCD) i