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
Q

traditional … dials and knobs
now … screens and keypads

A

Industrial interface

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26
Q

cheaper, more flexible,multiple representations,precise values
not physically located,loss of context,complex interfaces

A

Glass interface

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27
Q

direct manipulation
user interactswith artificial world

A

Office

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28
Q

indirect manipulation
user interactswith real worldthrough interface

A

Industrial

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29
Q

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

A

Command line interface

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30
Q

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.

A

Command line interface

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31
Q

is the only way of communicating with the system, especially for remote access using telnet

A

Command line interface

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32
Q

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

A

Menus

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33
Q

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

A

Natural language

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34
Q

user led through interaction via series of questions
suitable for novice users but restricted functionality
often used in information systems

A

Question/answer interfaces

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35
Q

used to retrieve information from database
requires understanding of database structure and language syntax, hence requires some expertise

A

Query languages

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36
Q

Primarily for data entry or data retrieval
Screen like paper form.
Data put in relevant place
Requires
good design
obvious correctionfacilities

A

Form-fills

37
Q

followed by Lotus 1-2-3MS 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

A

Spreadsheets

38
Q

default style for majority of interactive computer systems, especially PCs and desktop machines

A

WIMP interface

39
Q

used in ..
multimedia
web browsers
hypertext

just click something!
icons, text links or location on map

minimal typing

A

Point and interfaces

40
Q

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

A

Point and click style

41
Q

virtual reality
‘ordinary’ window systems
highlighting
visual affordance
indiscriminate usejust confusing

A

Three dimensional interface

42
Q

use for extra virtual space
light and occlusion give depth
distance effects

A

3d workspaces

43
Q

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)

A

Windows

44
Q

allow the user to move the contents of the window up and down or from side to side

A

Scrollbar

45
Q

describe the name of the window

A

Title bar

46
Q

small picture or image
represents some object in the interface
often a wi

A

Icon

47
Q

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

A

Pointers

48
Q
  • mouse hold and drag down menu
A

Pulldown menu

49
Q
  • mouse click reveals menu
A

Drop down menu

50
Q

mouse just moves over bar!

A

Fall down menu

51
Q

appears where you are

A

Contextual menu

52
Q


actions for selected object

A

Pop up menu

53
Q

arranged in a circle

•easier to select item (larger target area)

•quicker (same distance to any option)
… but not widely used!

A

Pie menus

54
Q

hierarchical menu structure
menu selection opens new menu
and so in ad infinitum

A

Cascading menu

55
Q

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 !!!

A

Keyboard accelerators

56
Q

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.

A

Menu items

57
Q

individual and isolated regions within a display that can be selected to invoke an action

A

Buttons

58
Q

set of mutually exclusive choices

A

Radio buttons

59
Q

set of non-exclusive choices

A

Check boxes

60
Q

long lines of icons
fast access to common actions
often customizable:

A

Toolbar

61
Q

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. .

A

Palette

62
Q

information windows that pop up to inform of an important event or request information.

A

Dialogue boxes

63
Q

is the defining feature of an interactive system.

A

Interactivity

64
Q

rapidly improving … … but still inaccurate

A

Speech driven interfaces

65
Q

come and won’t go away!
good for errors, essential steps
but use with care

A

Modal dialogue boxes

66
Q

Interaction affected by social and organizational context

A

Context

67
Q

desire to impress, competition, fear of failure

A

Other people

68
Q

fear, allegiance, ambition, self-satisfaction

A

Motivation

69
Q

cause frustration and lack of motivation

A

Inadequate systems

70
Q

not enough that people can use a system
they must want to use it!

A

Home, entertainment, shopping

71
Q

flow (Csikszentimihalyi)
balance between anxiety and boredom

A

Psychology of experience

72
Q

zone of proximal development
things you can just do with help

A

Education

73
Q

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.

A

Zone of proximal development

74
Q

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!

A

Physical design

75
Q

constraints are contradictory …
need trade-offs

A

Design tradeoffs

76
Q

do external physical aspects reflect logical effect

A

Fluidity

77
Q

yes/no buttons

‘joystick’

also left side control

A

Inverse actions

78
Q

one-shot buttons
joystick
some sliders

good – large selection sets
bad – hidden state

A

Spring back controls

79
Q

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

A

Minidisk controller

80
Q

controls:
logical relationship ~ spatial grouping

A

Physical layout

81
Q

state evident inmechanical buttons
rotary knobs reveal internal state and can be controlled by both user and machine

A

Compliant reaction

82
Q

people use something ONLY IF it has perceived value AND value exceeds
exceptions (e.g. habit)
value NOT necessarily personal gain or money

A

Managing value

83
Q

value
helps me get my work done
fun
good for others
cost
download time
money £, $, €
learning effort

A

Weighing up value

84
Q

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 barriersand high perceived present value

A

Discounted feature

85
Q

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

A

Hci book search

86
Q

tell people what to do!
value = keep your job

A

Coercion

87
Q

explain corporate values
establish support (e.g share options)

A

Enculturation

88
Q

design process so thatindividuals value  organisational value

A

Emergence