Quiz 3 Flashcards

1
Q

translations between user and system

A

Interaction models

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2
Q

physical characteristics of interaction

A

Ergonomics

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3
Q

the nature of user/system dialog

A

Interaction styles

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4
Q

social, organizational, motivational

A

Context

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5
Q

*The System’s(computerized application) language we will refer to as the

A

Core language

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6
Q

the User’s language refer to as the

A

Task language

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7
Q

involves at least two participants: the user and the system

A

Interaction

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8
Q

help us to understand what is going on in the interaction between user and system.

A

Interaction models

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9
Q

Area of work understudy
defines an area of expertise and knowledge in some real-world activity.

A

domain

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10
Q

How you go about doing it
are operations to manipulate the concepts of a domain.

A

Task

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11
Q

What you want to achieve
is the desired output from a performed task

A

Goal

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12
Q

is a specific action required to meet the goal

A

Intention

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13
Q

Seven stages
user establishes the goal
formulates intention
specifies actions at interface
executes action
perceives system state
interprets system state
evaluates system state with respect to goal
concentrates on user’s view of the interface

A

Donald Norman’s model

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14
Q

user’s formulation of actions allowed by the system
is the difference between the user’s formulation of the actions to reach the goal and the actions allowed by the system

A

Gulf of execution

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15
Q

user’s expectation of changed system state actual presentation of this state
is the distance between the physical presentation of the system state and the expectation of the user

A

Gulf of evaluation

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16
Q

extension of Norman…
their interaction framework has 4 parts
user
input
system
output

each has its own unique languageinteraction  translation between languages

problems in interaction = problems in translation

A

Abowd and beale framework

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17
Q

user intentions  translated into actions at the interface  translated into alterations of system state  reflected in the output display  interpreted by the user

A

Abowd and beale’s model

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18
Q

general framework for understanding interaction

not restricted to electronic computer systems
identifies all major components involved in interaction
allows comparative assessment of systems
an abstraction

A

Abowd and beale’s model

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19
Q

is presented as a means to judge the overall usability of an entire interactive system

A

Interaction frame work

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20
Q

Study of the physical characteristics of interaction

Also known as human factors – but this can also be used to mean much of HCI!
good at defining standards and guidelines for constraining the way we design certain aspects of systems

A

Ergonomics

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21
Q

,*how the controls are designed, the physical environment in which the interaction takes place, and the layout and physical qualities of the screen.

A

Ergonomics

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22
Q
  • are organized so that those that are functionally related are placed together;
A

Functional controls

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23
Q

are organized to reflect the order of their use in a typical interaction (this may be especially appropriate in domains where a particular task sequence is enforced, such as aviation);

A

Sequential Controls

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24
Q
  • are organized according to how frequently they are used, with the most commonly used controls being the most easily accessible.
A

Frequency controls

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25
traditional … dials and knobs now … screens and keypads
Industrial interface
26
cheaper, more flexible, multiple representations, precise values not physically located, loss of context, complex interfaces
Glass interface
27
direct manipulation user interacts with artificial world
Office
28
indirect manipulation user interacts with real world through interface
Industrial
29
Way of expressing instructions to the computer directly function keys, single characters, short abbreviations, whole words, or a combination suitable for repetitive tasks better for expert users than novices offers direct access to system functionality command names/abbreviations should be meaningful
Command line interface
30
was the first interactive dialog style to be commonly used and, in spite of the availability of menu-driven interfaces, it is still widely used.
Command line interface
31
is the only way of communicating with the system, especially for remote access using telnet
Command line interface
32
Set of options displayed on the screen Options visible less recall - easier to use rely on recognition so names should be meaningful Selection by: numbers, letters, arrow keys, mouse combination (e.g. mouse plus accelerators) Often options hierarchically grouped sensible grouping is needed Restricted form of full WIMP system
Menus
33
Familiar to user speech recognition or typed natural language Problems vague ambiguous hard to do well! Solutions try to understand a subset pick on key words
Natural language
34
user led through interaction via series of questions suitable for novice users but restricted functionality often used in information systems
Question/answer interfaces
35
used to retrieve information from database requires understanding of database structure and language syntax, hence requires some expertise
Query languages
36
Primarily for data entry or data retrieval Screen like paper form. Data put in relevant place Requires good design obvious correction facilities
Form-fills
37
followed by Lotus 1-2-3 MS Excel most common today sophisticated variation of form-filling. grid of cells contain a value or a formula formula can involve values of other cells e.g. sum of all cells in this column user can enter and alter data spreadsheet maintains consistency
Spreadsheets
38
default style for majority of interactive computer systems, especially PCs and desktop machines
WIMP interface
39
used in .. multimedia web browsers hypertext just click something! icons, text links or location on map minimal typing
Point and interfaces
40
has been popularized by world wide web pages, which incorporate all the above types of point-and-click navigation: highlighted words, maps and iconic buttons
Point and click style
41
virtual reality ‘ordinary’ window systems highlighting visual affordance indiscriminate use just confusing
Three dimensional interface
42
use for extra virtual space light and occlusion give depth distance effects
3d workspaces
43
Areas of the screen that behave as if they were independent can contain text or graphics can be moved or resized can overlap and obscure each other, or can be laid out next to one another (tiled)
Windows
44
allow the user to move the contents of the window up and down or from side to side
Scrollbar
45
describe the name of the window
Title bar
46
small picture or image represents some object in the interface often a wi
Icon
47
important component WIMP style relies on pointing and selecting things uses mouse, trackpad, joystick, trackball, cursor keys or keyboard shortcuts wide variety of graphical images
Pointers
48
- mouse hold and drag down menu
Pulldown menu
49
- mouse click reveals menu
Drop down menu
50
mouse just moves over bar!
Fall down menu
51
appears where you are
Contextual menu
52
• actions for selected object
Pop up menu
53
arranged in a circle •easier to select item (larger target area) •quicker (same distance to any option) …  but not widely used!
Pie menus
54
hierarchical menu structure menu selection opens new menu and so in ad infinitum
Cascading menu
55
key combinations - same effect as menu item two kinds active when menu open – usually first letter active when menu closed – usually Ctrl + letter usually different !!!
Keyboard accelerators
56
should be ordered in the menu according to importance and frequency of use, and opposite functionalities (such as ‘save’ and ‘delete’) should be kept apart to prevent accidental selection of the wrong function, with potentially disastrous consequences.
Menu items
57
individual and isolated regions within a display that can be selected to invoke an action
Buttons
58
set of mutually exclusive choices
Radio buttons
59
set of non-exclusive choices
Check boxes
60
long lines of icons fast access to common actions often customizable:
Toolbar
61
little windows of actions shown/hidden via menu option is usually a collection of icons that are reminiscent of the purpose of the various modes. .
Palette
62
information windows that pop up to inform of an important event or request information.
Dialogue boxes
63
is the defining feature of an interactive system.
Interactivity
64
rapidly improving … … but still inaccurate
Speech driven interfaces
65
come and won’t go away! good for errors, essential steps but use with care
Modal dialogue boxes
66
Interaction affected by social and organizational context
Context
67
desire to impress, competition, fear of failure
Other people
68
fear, allegiance, ambition, self-satisfaction
Motivation
69
cause frustration and lack of motivation
Inadequate systems
70
not enough that people can use a system they must want to use it!
Home, entertainment, shopping
71
flow (Csikszentimihalyi) balance between anxiety and boredom
Psychology of experience
72
zone of proximal development things you can just do with help
Education
73
is those things that you cannot quite do yourself, but you can do with some support, whether from teachers, fellow pupils, or electronic or physical materials.
Zone of proximal development
74
ergonomic – minimum button size physical – high-voltage switches are big legal and safety – high cooker controls context and environment – easy to clean aesthetic – must look good economic – … and not cost too much!
Physical design
75
constraints are contradictory … need trade-offs
Design tradeoffs
76
do external physical aspects reflect logical effect
Fluidity
77
yes/no buttons ‘joystick’ also left side control
Inverse actions
78
one-shot buttons joystick some sliders good – large selection sets bad – hidden state
Spring back controls
79
series of spring-back controls each cycle through some options –natural inverse back/forward twist for track movement pull and twist for volume – spring back – natural inverse for twist
Minidisk controller
80
controls: logical relationship ~ spatial grouping
Physical layout
81
state evident in mechanical buttons rotary knobs reveal internal state and can be controlled by both user and machine
Compliant reaction
82
people use something ONLY IF it has perceived value AND value exceeds exceptions (e.g. habit) value NOT necessarily personal gain or money
Managing value
83
value helps me get my work done fun good for others cost download time money £, $, € learning effort
Weighing up value
84
in economics Net Present Value: discount by (1+rate)years to wait in life people heavily discount future value and future cost hence resistance to learning need low barriers and high perceived present value
Discounted feature
85
value for people who have the book helps you to look up things chapter and page number value for those who don’t … sort of online mini-encyclopaedia full paragraph of context
Hci book search
86
tell people what to do! value = keep your job
Coercion
87
explain corporate values establish support (e.g share options)
Enculturation
88
design process so that individuals value  organisational value
Emergence