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
Fact of Life #3?
We don't figure out how things work. We muddle through?
26
FoL #3 Why?
It's not important to us | If we find something that works, we stick to it.
27
Mandel's Golden Rules?
Place Users in Control Reduce Users' Memory Load Make the Interface Consistent
28
Place Users in Control?
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
Reduce User's Memory Load?
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
Make the Interface?
Consistent Sustain the context of users' tasks (continuity) Maintain consistency within and across products (experience) Keep interaction results the same (expectations)