UI and UX shit Flashcards

1
Q

what is human computer interaction

A

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

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2
Q

What are the aims of HCI

A

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

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3
Q

Types of interactions

A

Direct: Dialog with a feedback loop
Indirect: Background processing

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4
Q

What are the consequences of bad user interface?

A

Time wasted of learning a system
Users may ignore the use of systems full functionality
Users may use an alternative system

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5
Q

What is the importance of HCI and UX

A
  • Avoid design/development of bad systems/products
  • Design develop good systems/products
    Poor interface can turn a good system bad
    Good interface is important
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6
Q

Core concepts of HCI: UCD

A
  • 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
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7
Q

User characteristics that influence interaction with technology

A

Perception
Memory
Attention

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8
Q

Perception

A

Using our sensors to detect information
Using white spaces in texts makes it easier to perceive and locate

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9
Q

Attention

A

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

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10
Q

Memory

A

The process of recalling a variety of knowledge so we can act appropriately:
LTM, STM

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11
Q

STM

A

Short retention period
limited capacity
easy to retreive information

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12
Q

LTM

A

High capacity
store information over a longer period
access is much slower than stm

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13
Q

Implications for design

A

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

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14
Q

Usability and the usability components

A

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

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15
Q

Design principles

A

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

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16
Q

User Experience (UX)

A

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.)

17
Q

Dark patterns

A

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

18
Q

Dark patterns can deceive users to:

A

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

19
Q

Why evaluate?

A

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

20
Q

Evaluation with Eye-Tracking Technology

A

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

21
Q

Gaze plots

A
  • Graphs showing a user’s sequence of fixation
  • Gaze videos show an animated path of the
    customer’s fixations
    G
22
Q

heat maps

A

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.