Quiz 1 Flashcards

1
Q

What is universal usability?

A

having more than 90% of all households as successful users of information and communications services at least once a week

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2
Q

What is usability?

A

Usability is the effectiveness, efficiency, and satisfaction with which the intended users can achieve their tasks in the intended context of product use

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3
Q

What is HCI?

A

Human Computer Interaction. Design, Implementation and Evaluation of interactive systems for HUMAN use.

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4
Q

Why study HCI?

A

Virtually all real systems have HCI, UIs a major part of most systems, Bad UIs cost money and safety, and interfaces are hard to get right.

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5
Q

When is the product successful?

A

When it is useful, usable, and used.

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6
Q

Usability is?

A

Functionality, ease of learning, ease of remembering, productivity/ task efficiency, understandability, user satisfaction

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7
Q

What are the golden rules?

A

Place the user in control, reduce the user’s memory load, make the interface consistent

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8
Q

Place the user in control?

A

Minimize unneeded or undesired actions.

Flexibile, undoable, interruptible actions

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9
Q

Reduce the user’s memory load?

A

Meaningful defaults, intuitive shortcuts, real world metaphors, progressive information disclosure.

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10
Q

Make the interface consistent?

A

Meaningful and consistent context, product families, migration compatibility.

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11
Q

Types of system defect?

A

Program error, missing functionality, ease-of-use problem.

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12
Q

What factors influence Design?

A

Stakeholders and user requirements, the application domain, the business and system problems to be solved AND interactive computing environments, interactive paradigms

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13
Q

What are the computing environments?

A

Physical, Social, Cognitive.

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14
Q

Physical Computing Environment?

A

Safety, Efficiency, User Space, Work Space, Lighting, Noise, Pollution

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15
Q

Social Computing Environment?

A

Personal - solitary activity done in an office or an isolated corner of the house. Mobile computing is done outside and in public places. Professional computing is an office layout. Public computing as with a kiosk.

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16
Q

Cognitive Computing Environment?

A
  • Age, Disabilities, Degree of technical knowledge, Degree of focus, Cognitive stress (personal leisure versus providing a professional service)
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17
Q

Interactive Paradigms

A

A model of human-computer interaction that encompasses all aspects of interaction, including physical, virtual, perceptual, and cognitive such as large-scale computing, personal computing, networked computing, mobile computing, collaborative environments, embodied virtuality, virtual reality.

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18
Q

What is a framework?

A

It’s a structure that provides a context for conceptualizing something. Think .net

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19
Q

What is an interaction framework?

A

How do people perceive and interact with their environment?

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20
Q

What is the value of conceptual HCI abstraction?

A

Conceptualize the problem space (envision the problem from user’s persepctive), starting point to identify and understand interactions, structure the design process, and identify progrlematic areas within the design.

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21
Q

What is the Execution/Evaluation Action Cycle?

A

Goals (What we want to happen) -> Execution (What we do to the world) -> WORLD -> Evaluation (comparing what happened with what we wanted to happen). -> BACK TO GOALS.

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22
Q

What are the four basic parts of the Execution/Evaluation Action Cycle?

A

Goals: We begin with some idea of what we want to happen; this is our goal.
Goals do not specify particular actions
Execution: We must then execute an action in the world.
World: To portray execution and the action, objects are manipulated in the world.
Evaluation: Finally, we must validate our action and compare the results with our goal.

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23
Q

What are the gulfs of execution and evaluation?

A

Many problems in interaction are due to gaps in how the HCI interaction is designed NOT the user. The gap in the user’s mental representation and

  • The system’s design/feautres available to accomplish an intension ( Gulf of Execution)
  • The ability to interpret the system’s state (Gulf of Evaluation).
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24
Q

How do people cope with abstraction and complexity?

A

Mental Models, Mapping, Semantic and articulatory distance, Affordances

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25
Q

What is a mental model?

A

How we think of things. Designs that align with a user’s mental model will be easier for him or her to use. Transparent object expose their functions. Opaque objects hide their function. They are unscientific, partial, unstable (can evolve and adapt to context; not static), Inconsistent, Personal.

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26
Q

What is a Mapping?

A

Describes how we make connections between things; patterns.

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27
Q

What is semantic distance?

A

Mental distance between what people want to do and the meaning of interface elements. Gulf of Execution: Complexity between user’s intention and what the user must specify to the system to satisfy the intention. Gulf of evaluation: Complexity between the system output and the users evaluation of it and subsequent actions

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28
Q

What is the articulatory distance?

A

Mental distance between an interface element’s physical appearance and what it actually means. Gulf of Execution: complexity between the meaning of user specified output expression and form of output expression. Gulf of Evaluation: The complexity between the form of system output and the output meaning.

29
Q

What is affordances?

A

The purpose and usage of an interface object are intuitively understood by the user. Help make predictions about the results of actions and create usable mental models.

30
Q

Interaction Styles

A

How we interact with computers. Command Line, menu navigation form info entry, question and response sequences, etc.

Apply interaction frameworks when evaluating interaction styles. Gulf of execution and Gulf of Evaluation. Consider tradeoffs for comping with complexity: mental models, mapping, semantic and articulatory distance, affordance.

31
Q

Command Line Pros and Cons

A

Efficient, powerful, simple, good for experts. However, learning curve, memorability, high error rate.

32
Q

Command Line and the Execution/ Evaluation Cycle

A

Intention formation, specification of the action, and the execution stages are complex. Requires a mental model of the computer’s internal processing.

33
Q

Command Line and the Interaction Framework.

A

Translating the user’s task language into the input language requires knowledge of the core language. The output language can be confusing for an inexperienced users.

34
Q

Command Line and Articulatory Distance

A

Articulatory distance is large as user is presented with only command prompt and no indication of functionality.

35
Q

What are Metaphors?

A

Visual representation of real world objects to create a mental model. Bad metaphors contradict user experiences or real world behavior.

36
Q

How do you design the interaction?

A
  • Choose the appropriate interaction styles
  • Design the details of the interaction
  • Avoid the gulfs of execution and evaluation
  • Achieve good usability in terms of learnability, memorability, understandability, etc.
  • Discover the problem, solution, users, …
37
Q

What is User Centered Design?

A

A philosophy and process for user interface design that emphasizes how the interface will be understood and used by a human user. Less emphasis on business goals, features, technology but on user experience. Who are the users, goals and tasks? experience, knowledge, and skill lelvels? what features do they need? what info do they need? how do they think the system should work?

Focus on the user’s goals and tasks leads to usability goals for the interface design that supports them.

Apply proven design pricinples to satisfy usability goals.

Develop project guidelines for the application of design pricniples.

38
Q

Generic Design Process Model

A

Discovery (Task Analysis, Storyboarding, Use Cases, Primary Stakeholder Profiles, Documenation) -> Design: Conceptual Design (personals, scenarios, flowcharts), Physical Design (Low Fidelity Prototypes, Wireframes, Functional Protopyes) -> Evaulatuon: Usability, Testing

39
Q

HCI Discovery and Design Model

A

Requirements (Discovery: req elicitation, user modeling, task modeling, specifications) -> Architecture and Design (Design): Conceptual design, physical design, interactive design models, -> Construction (usability testing) -> Deployment

40
Q

What fundamental knowledge is required to design an interface?

A

People involved, Things used, Processes involved, Information required, Constraints, Inputs required, outputs created, computing environments, mental models.

41
Q

Methods of Collection for Discovery?

A

Observation (Direct, Indirect). OR Elicitation (Direct: structured, unstructured, Indirect: Open-Ended, Constrained)

42
Q

What is the requirements discovery process?

A

A conversation between stakeholders, users, and software engineers, a negotation to achieve mutual understanding and consensus, a documentation of joint understanding and agreements.

43
Q

Why is elicitation challenging?

A

Domain learning curve, user and stakeholder diversity, user and stakeholder missions and needs anre constantly changing, new system will impact user needs, complex systems never fully understood, hard to understand the constraints of legacy systems and system environments.

44
Q

What is the requirements analysts role?

A

Identify stakeholders (especially users)
Discover and learn the problem domain and stakeholders’ point of view
Identify user goals, needs, and tasks
Observe and elicit requirements – what, when, where, who, why, and how
Identify the system boundaries and scope
Interpret to derive system requirements using analysis modeling techniques
Design and prototype the interface
Innovate - invent a better solution and interface

45
Q

What are some Elicitation Techniques?

A
Interviews
Surveys
Apprenticing
Ethnographic studies
Requirements workshops
Literature and competition research
Document archeology
46
Q

Who are stakeholders?

A

A stakeholder is any individual or organization which is materially affected by the outcome of the system

47
Q

Categorize stakeholders

A

Primary —directly uses the system
Secondary —either supplies input or receives output from the system
Facilitator—maintains or develops the system
Indirect — person affected by the use of the system but has no contact with it
E.g., the user’s superior or coworkers, or the customer who is paying for the project

48
Q

Decision Trees?

A

The tree root represents the initial problem statement
Each branch represents a decision
Each leaf represents a possible solution

49
Q

How to prepare interview questions?

A

User oriented questions:
Goal-oriented; e.g.; what is most important to you?
System-oriented; e.g., what are the most frequent things you do?
Workflow-oriented; e.g., what happens in a typical day?
Motivation and attitude-oriented; e.g., what do you enjoy most about your job?
Context free questions – more general questions about the process and system; e.g., what problem, solution, cost, etc
Meta questions – about the process itself; e.g., who else should I interview?

50
Q

What is the 5W+H Heuristic?

A

Template to structure and focus questions.
What/How
Where/When
Who/Why

51
Q

Organize 5W+H heuristic

A
Filter through four perspectives for how people work
Physical – objects and environment
Cultural – relationships among people
Functional – actual work activities
Informational – information required
What/How
  Functional
    Physical
       Informational
Where/When
  Physical
     Functional
Who/Why
   Cultural
     Functional
       Informational
52
Q

FURPS+

A

Functionality, Usability, Reliability, Performance, Supportability

53
Q

What is User Modeling?

A

Identify, analyze, and structure user goals, needs, domain knowledge and skills, problems and frustrations, behavioral relationship to the system, relationship to other users, work environment. Two techniques: personas and user roles

54
Q

What is a persona?

A
A descriptive model of a generic user 
Represent a class of users
Composite user archetypes based on behavioral data gathered from many actual users
Aggregate patterns of behavior
Specific work or lifestyle related roles
55
Q

What is a user role?

A

Represent the direct relationship between users and the system as roles (i.e., system context). Same thing as Actor.

56
Q

What is User Profiling?

A

Describe the characteristics of the user population in a structured manner – the user profile
Concentrate on the primary user roles
Want accuracy – analyze and refine profiles as needed

57
Q

Use Profile characteristics?

A

Context of use – personal motivation (goals), problems and frustrations, frequency of use, type of work and system interaction, social/physical/technical environment
Abilities – education, level of expertise, skills, domain knowledge, physical abilities and disabilities
Personal - age, gender, cultural ethnicity

58
Q

What is myopia?

A

“a narrow view of something

59
Q

What is a semantic network?

A

Represent information the way your brain stores it:
Concepts
Associations
Visually organize your thoughts through a combination of drawing and text
Emphasize diagrams to replace words and trigger easier memory recall
Useful for grouping related items, building menu structures
Use for note taking, planning, summarizing, exploring ideas
Mind Maps, fishbone diagrams

60
Q

What are some physical design options?

A

Low fidelity prototypes
Passive
Walk the user through scenarios, with a “When you do this, this happens” explanation
Electronic or paper - sketches, pictures, screen shots, storyboards, wireframes, PowerPoint slides, or sample application outputs
Functional prototypes
Active
Automated description of system behavior in typical scenarios
Interactive
Direct user experience as realistic as practical

61
Q

What are some advantages and disadvantages of low-fidelity prototypes?

A
Advantages
Can be used early and often.
Easy to create, modify and share
Make design ideas visual.
They don’t crash 
Complete enough to be useful but incomplete enough to limit expectations

Disadvantages
They are not interactive.
They cannot be used to evaluate performance
They do not deal with interface issues such as color or font size
They quickly become obsolete

62
Q

What is a model?

A

An abstract representation of reality and behavior

63
Q

What is Model Human Processor (MHP)

A

Model human information processing through a metaphor of a computational system
Input sensors – eyes and ears
Output motor subsystem – e.g., arm-hand-finger
Working and long term memory
Perceptual processor for processing input stimuli
Cognitive processor to transform inputs to output actions, and to move information into long term memory

64
Q

What is Keyboard Level Model (KLM)

A

A more tangible model of interaction performance to capture and calculate user performance for task completion based on physical actions
Execution time is estimated by listing the sequence operators and then summing the times of the individual operators.
Prediction is the time an expert user will take to execute the task using the system without error

Comprised of:
Operators
K Press a key or button (.2 s)
P Point with mouse (1.1 s)
H Home hands to keyboard or peripheral device (.4 s)
D Draw line segments (.9nD+.16lD; n = # of lines, l is length) in cm
M Mental preparation (1.35 s)
R System response (t)
Encoding methods
M 9K [ipconfig RETURN] (for DOS ipconfig command)
Heuristics for the placement of mental (M) operators
Before K’s and P’s *

65
Q

Limitations of the KLM?

A

The techniques does not address user fatigue.
The technique is very explicit about basic movement operations, but are generally less rigid with basic cognitive actions.
In reality slips happen, but the model does not allow for any type of error.
Most applicable to expert users.
User personalities, learning, recall and habits are not accounted for in the model. All users are assumed to be exactly the same.

66
Q

What is Hick’s Law?

A

Problem – breadth (number of choices in a given level) versus depth (number of levels) in menu tree
Hick’s Law states that increasing the number of choices has a logarithmic effect on decision time (T)

Studies show that, given all menu items are equally probable, breadth is better

67
Q

What is Fitts’ Law?

A

Model of human movement
The time taken to hit a target (e.g. a button, menu or icon on screen) is a function of the size of the target and the distance that has to be moved to the target
A larger target is easier to hit than a small one
A close target is easier to hit than a distant one

68
Q

What are the implications of Fitts’ Law?

A

Large targets and small distances between targets are advantageous
Screen elements should occupy as much of the available screen space as possible
The largest Fitts-based pixel is the one under the cursor (why?)
Screen elements should take advantage of the screen edge whenever possible
The edges of the screen have infinite depth and no targeting required
Large menus like pie menus are easier to use than other types