quiz1 Flashcards

1
Q

What is HCI?

A

Field of technology that focuses on how humans interact with technology.

Both an art and a science, to design technology that empowers users

HCI is the study of how people interact with and experience technology

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

What defines how much we love/hate a software

A

The UI (user interface)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

For an ATM: good design aspects

A

wide range of payment types
simple conceptual model
simple business model

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

For an ATM: bad design aspects

A

hard to find starting point
counterclockwise flow, or flow that jumps around
several inputs areas
different than standard ATMs -> poor transfer of knowledge

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

HCI is about:

A

How we perceive technology. Not just about GUI.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

What is design?

A

the process of planning for the implementation or construction of a product, system or process under constraints (e.g technical, environmental, financial, organizational, user-related etc)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

What is interactive design?

A

The design of interaction between users and products that enable them to achieve their objectives and or enrich their experience

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

What is user centred design?

A

The user is the focus/main design constraint. Focuses on their needs/thoughts.

-> creates highly usable and accessible products

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Good design is…

A

simple

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

HCI Colour:

A

start monochrome and then add emphasis

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

HCI Menu:

A

5-7 items/chunks

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Fitts Law

A
H = log2(2D/S) 
H = time to move to a spot
D = distance to object
S = width of object
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Usability Engineering

A

Set usability goals -> define measures
UI design
prototype
evaluate performance -> go back to prototype until done

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Usability principles

A

Learnability: easy to learn
Ease of use: effective at reaching goals without error in an efficient manor
Flexibility: adaptive to different circumstances and users
Satisfaction: leads to user satisfaction/enjoyment

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Describe learnability

A

Either from rule based reasoning or knowledge based reasoning.

Rule based reasoning: predictability and synthesizable
Done by providing constant feedback and having a UI that’s similar to previous interactions

K

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Usability goals

A
Effectiveness 
Efficiency 
Safety 
Good utility
Learnability 
Memorability
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

Is it always bad if a software is hard to learn?

A

No, some programs like photoshop expect expert users who spend a lot of time learning it

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

Ease of use

A

Accessibility
Observability (by good visibility of state, not just actions)
Responsiveness (receiving immediate response)
Recoverability (robust to user errors and tolerance, user mistakes can be reversed or prevented)
Task conformance (functionality completely covers user tasks and matches user needs)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

How to measure ease of use

A
Performance, time, errors (quantitative)
mental effort (questionnaires)
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

Flexibility

A

A system being adaptable to different circumstances and users

Dialogue initiatives, parallelism, task migratability

substitutivity, customizability for different user needs

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

How is flexibility similar to ease of use

A

It is similar, but measured across multiple situations

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
22
Q

User satisfaction

A

Lead to user satisfaction and or enjoyment. How the user perceives the system

  • emotional value
  • Environmental factors
  • Aesthetics
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
23
Q

How to measure user satisfaction

A

Psychological (qualitative) and

Physiological (quantitative): measures stress, heat rate etc

24
Q

What if the design is not task-oriented and the goal is not system performance?

A

Usability engineering principles(learnability, ease of use, flexibility and satisfaction) focus more on performance rather than User experience, which changes with place, time, context and technology

So, use User Experience

25
Q

User experience should be:

A
Satisfying 
enjoyable 
engaging 
entertaining
surprising 
motivating 
pleasurable 
persuasive 
playful 
rewarding 
inclusive 
accessible 
creative 
togetherness 
provocative 
challenging 
cognitive stimulation 
embowering 
self-care 
self-awareness 
self-expression
self-reflection
sustainable 
emotionally fulfilling
26
Q

User experience should not be:

A
Boring 
Unpleasant 
Frustrating
annoying 
makes one feel guilty 
patronizing 
cutesy 
childish 
gimmicky: when not a game 
makes one feel stupid
27
Q

Example of guilty:

A

User must click on lick “no thanks, I’m not interested in affordable beauty products” to avoid giving their email address

28
Q

An amazon recommendation page is

A

motivating
satisfying
persuasive

29
Q

Udemy homepage

A

motivating
playful
persuasive

30
Q

Three components of HCI

A

Human -> Interface -> computer

Usability engineering goals are in-between the interface and computer. Access how useful or productive the interaction system is .

User experience goals: understand how people experience, live with and make sense of interactive designs

31
Q

Human cognition

A

act of knowing. Perception and recognition. Limited short-term memory

32
Q

give an example of poor design

A

showing 20 menu items.

Aim for 5 and avoid more than 7

33
Q

What color should you start with

A

Start with black and white and then add color for focal points

34
Q

Does font size depend on color

A

Yes. For example, blue fonts should be 10% larger as there are fewer blue text boxes.

35
Q

The brain groups similar items together based on:

A

closure: incomplete figures are perceived as complete or whole. Eg (a circle with a triangle cut out, still looks like a circle)

Similarity: objects with similar attributed(size, colour, brightens, orientation, speed, direction)

Proximity: objects close to each other in space

Continuity (think of star connotations): Objects along a curve are perceived as belonging to the simplest path

symmetry: objects are perceived over group or symmetry around a central axis

Common fate: objects moving together are perceived to belong to each other

36
Q

Weber’s law

A

delta I/ I = k
where delta I is the amount changed
I is the total size
k is the ratio

Noticeable difference is 0.16. So, delta I must increase such that k is greater than 0.16 for you to notice the difference

37
Q

what are the two theories as to how we perceive things:

A

Top down (by Gregory in 1970): What we see if based off of sensory input, knowledge in our brain, and what we perceive. EG, a pencil sketch of a cow’s head may not look like a cow’s head until you zoom out,

Bottom up: perception is direct, because the information we sense from the environment gives enough information about it. The pattern of light known as the optical array that reaches the eye contains all of the necessary information

38
Q

When seeing a vague image…

A

context allows you to recognize the image, eg you may know it’s an animal.

Response time depends on how much you know

39
Q

Eye movement during reading

A

Eyes focus on about 8 words at a time to extract meaning.

They do not go straight, instead they often jump backwards. These jumps are called saccades, and 20% are backwards

40
Q

How to utilize eye fixation

A

Use titles and bullet points. Big words draw more fixation. Top left draws more fixation as well.

41
Q

what were early human information processing models based on?

A

Computer analogies.

We now know it’s not as simple. But old models are still useful.

42
Q

Information processing time is based on three phases to determine time

A

Perception processor cycle time (tp): varies inversely with stimulation intensity

cognition processing cycle time (tc): shorter under pressure, shorter with more (appropriate) information.
Shorter with practice
Movement processor cycle time(tm)

overall response time
RT = Tp +Tc + Tm

43
Q

To design a Ui you must first understand your users by:

A

User characterization
Personas
Task modelling
scenarios

44
Q

What is user characterization:

A

age and ability: age can have impacts on vision, hearing, memory and motor abilities

gender:

education and experience: people’s interaction with technology varies according to their education

Culture backgrounds: user interaction with technology varies according to their culture characteristics

45
Q

Describe how vision can impact user characterization

A

more than 80% of people over 70 have 20/40 vision activity or worse

decrease peripheral vision

increase time to adjust to changes in illumination

46
Q

describe how hearing can impact user characterization

A

10% of adults in middle age experience hearing loss inhibiting social interaction; up to 30% by age 56

especially high pitch sounds

consonants are more impacted than vowels

47
Q

describe how memory can impact user characterization

A

decreased capacity of working memory
slower memory
difficulty forming new memories

48
Q

Describe how old age can impact user characterization

A

difficulty to attend to multiple tasks simultaneously

with older age, time required to switch tasks increases

49
Q

Describe how education impacts user characterization

A

There are one billion illiterate people in the world.

Using images instead of text to can solve this problem

50
Q

Describe how culture can impact user characterization

A

Somethings may be offensive to one culture but not offensive to another. EG, for a city builder game some cultures may not like discarding instead of reusing.

51
Q

Structured interview

A

interview users in target user group

Prepare questions in advanced

record answers

inexpensive and valid way of obtaining knowledge

52
Q

What should you ask yourself before performing a structured interview

A

what do I want to know?
Study existing system
study environment and place of activity

53
Q

How do you identify which user knows best for a structured interview

A

Not always the person in charge.

Could be the person operating the tools, eg the truck driver

54
Q

Describe breadth and depth of interview questions

A

breadth: start with open questions,
depth: end with yes/no questions

55
Q

How should you pick a location for an interview

A

Typically try to pick the location in which they perform the activity

56
Q

What kind of questions should you ask first

A

General questions:

what kind of work do you perform?
Can you please explain to me what you do?Could you tell me how you do that?

57
Q

How to obtain information about tasks

A

Ask why and how questions.

Why questions lead to info on super-tasks
how questions lead to info on sub-tasks

open-ened questions are richer than yes/no questions

end with “is there anything else I should know”