UI and UX shit Flashcards
what is human computer interaction
The study of people, computer technology and the ways these influence each otherach other.
User: Anyone trying to accomplish something
Computer Any technology
Interaction: any communication between a user and computer
What are the aims of HCI
Enhance quality of interaction between humans and technology
ensure the technology is safe to use, has good utility, is effective and efficient
Gives users the best possible experience
Types of interactions
Direct: Dialog with a feedback loop
Indirect: Background processing
What are the consequences of bad user interface?
Time wasted of learning a system
Users may ignore the use of systems full functionality
Users may use an alternative system
What is the importance of HCI and UX
- Avoid design/development of bad systems/products
- Design develop good systems/products
Poor interface can turn a good system bad
Good interface is important
Core concepts of HCI: UCD
- iTERATIVE DESIGN PROCESS WITH A FOCUS ON USERS CONTEXT AND THEIR NEEDS
iNCLUDES A MIXTURE OF INVESTIGATE AND GENERATE METHODS TO UNDERSTAND USERS NEEDS.
aPPLICABLE TO ANY SERVICE OR PRODUCT
User characteristics that influence interaction with technology
Perception
Memory
Attention
Perception
Using our sensors to detect information
Using white spaces in texts makes it easier to perceive and locate
Attention
The process of selecting something to focus on in a specific point in time.
May involve the use of other sensors: visual sense, auditory sense.
Peoples attention span is different
Memory
The process of recalling a variety of knowledge so we can act appropriately:
LTM, STM
STM
Short retention period
limited capacity
easy to retreive information
LTM
High capacity
store information over a longer period
access is much slower than stm
Implications for design
Make important information stand out
Avoid clutter
use colour graphics, underlining and FONT SIZES for different information Include ICONS/GUI elemants
Dont overload users memory
Support recognition over recall
support external recognition
Usability and the usability components
The extent to which a product can be used by specified users to
achieve specified goals with effectiveness, efficiency &
satisfaction in a specified context of use” (ISO, 1998)
▪ Usability components:
▪ Effectiveness: A measure of the extent to which specified users can use
the system to achieve a specific goal
▪ Efficiency: The resources expended to achieve a specific goal.
▪ Satisfaction: Acceptability of the system to users & others affected by its
use
Design principles
Affordance: Attributes of an object that tells the user how the object
could be used
▪ Perceived affordance: The appearance that tells the user how to use
an interface object
Mapping: Shows the relationship between controls & their effect
▪ Feedback: Providing information about the user’s action & the effect
of that action
Visibility: signs that give the user clues as to what
actions are possible or required
▪ Constraints: Restrict the user’s behaviour to what is
allowable at a specific moment
Physical constraint: rely on the properties of the device
▪ Cultural constraint: rely on accepted cultural conventions
Consistency: using similar interface symbols to achieve
similar effec
User Experience (UX)
User Experience (UX)
* UX is a users’ subjective feeling about a product
* UX is related to the experience of using a system
* Includes users’ emotions, beliefs, & preferences
* Looks at the relationship between a user & the product
* UX is influenced by prior experience
* UX can be positive:
* (e.g., exciting; pleasurable; motivating; happy; etc.)
* Or negative:
* (e.g., annoying; frustrating; irritating; boring; etc.)
Dark patterns
Design features that subtly encourage or force users to perform
actions that benefit the company at the user’s expense
▪ Dark patterns take advantage of how users interact with an interface,
manipulating them to take certain actions
Dark patterns can deceive users to:
Dark patterns can deceive users to:
▪ Pay more for a product/service
▪ Subscribe or opt in to communications from the company
▪ Share personal data for the company’s use
▪ Agree to unpleasant terms and conditions
▪ Make ill-informed decisions based on vague or incorrect information
Why evaluate?
Why Evaluate?
* Users expect products that are usable & enjoyable to own & use
* It makes business sense…well-designed products is good for the
business bottom line!
* Allows designers to make informed decisions about the design
* Enables problems to be resolved before product deployment
Evaluation with Eye-Tracking Technology
Evaluation with Eye-Tracking Technology
* Provides objective measurement of users’ perception
of an object or screen
* Measurements carried out by an eye-tracker that
records position of the eyes and their movements
* Eye trackers direct near-infrared light to the center of
the eyes (pupil), causing detectable reflections in the
pupils & cornea (outer-most optical element of the
eye)
* These reflections are tracked by an infrared camera
* Tracking users’ eye movements on a screen allows us
to learn about what is good and bad about interface
design
Gaze plots
- Graphs showing a user’s sequence of fixation
- Gaze videos show an animated path of the
customer’s fixations
G
heat maps
Indicate which parts of an object users looked
at, & how intensely they looked
* Red denotes the most intense fixations, yellow
moderate ones, and green the least intense ones.
* Areas with no colour indicate that users did not
fixate on those parts of the stimulus.