Week 1 Flashcards

1
Q

What is Human-Computer Interaction?

A

Man-Machine Interaction

Computer-Human Interaction

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2
Q

Definition of HCI?

A

Human-Computer interaction is a discipline concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them

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3
Q

What fields does HCI cover?

A
Computer Science
Psychology
Communication
Education
Anthropology
Design
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4
Q

Good HCI relies on?

A

Known design solutions

User feedback

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5
Q

When in the development process should HCI be considered?

A

Through the development process

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6
Q

User interfaces hard to get right?

A

People are unpredictable

Intuition of designers often wrong

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7
Q

Needs for Elderly?

A

Touch Screens
Larger fonts
Louder sounds

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8
Q

Goals for Children?

A

Educational Acceleration
Socialization with peers
Psychological - improve self-image, self-confidence
Creativity - art, music, exploration

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9
Q

Teenagers?

A
Requires safety
They:
* Like exploring
* Don't mind making mistakes
* Like familiar characters and repetition
* Don't like patronizing comments
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10
Q

Users with Disabilities?

A

Vision (Text to speech)
Hearing (Conversion of tones to visual signals)
Mobility (eye-gaze control, head-mounted optical mice)
Keyboard, mouse, color alternatives

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11
Q

Field of Anthropometry?

A

Basic data about human dimensions
Is no average user
Measures of what is 5-95% for weight, height, gender, culture.

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12
Q

You need to find a balance between?

A

Design and technology

Human-centered approaches and CS approaches

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13
Q

Human?

A

The end user of a program

The others they work or communicate with

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14
Q

Computer?

A

The machine the program runs on

Split between the clients and servers

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15
Q

Interaction?

A

User tells the computer what they want

Computer communicates results

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16
Q

Who creates UIs?

A
Graphic designers
Interaction Interface designers
Information Architects
Technical Writers
Marketers
Program Managers
17
Q

How to Design and Build Good UIs?

A
Iterative development process
Usability goals
User-centered design
Design discovery
Rapid prototyping
Evaluation
Programming
18
Q

User-Centered design “Know Thy User”?

A

Cognitive Abilities
Organizational / Educational Job Abilities
Keep Users Involved

19
Q

Cognitive Abilities?

A

Perception
Physical Manipulation
Memory

20
Q

Keep users involved throughout?

A

Developers working with target customers

Think of the world in user’s terms

21
Q

Fact of Life #1?

A

We don’t read pages. We scan them.

22
Q

Why do people scan pages?

A

We’re usually in a hurry
We know we don’t need to read everything
We’re good at it

23
Q

Fact of Life #2?

A

We don’t make optimal choices. We satisfice!

Scan and pick the best option

24
Q

Whys satisfice?

A

We’re in a hurry
There’s not much of a penalty for guessing wrong
Weighting options may not improve our chances
Guessing is more fun

25
Q

Fact of Life #3?

A

We don’t figure out how things work. We muddle through?

26
Q

FoL #3 Why?

A

It’s not important to us

If we find something that works, we stick to it.

27
Q

Mandel’s Golden Rules?

A

Place Users in Control
Reduce Users’ Memory Load
Make the Interface Consistent

28
Q

Place Users in Control?

A

Use models judiciously (modeless)
Allow users to use either the keyboard or mouse (flexible)
Allow users to change focus (interruptible)
Display descriptive messages and text (helpful)

29
Q

Reduce User’s Memory Load?

A

Relieve short-term memory (remember)
Rely on recognition, not recall (recognition)
Provide visual cues (inform)
Provide defaults, undo, and redo (forgiving)
Provide interface shortcuts (frequency)

30
Q

Make the Interface?

A

Consistent Sustain the context of users’ tasks (continuity)
Maintain consistency within and across products (experience)
Keep interaction results the same (expectations)