Week 1 - Intro to HCI Flashcards

1
Q

Definition of HCI

A

Design, Evaluation, and Implementation of interactive computing systems for human use + major phenomena surrounding them.

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2
Q

Need of manual is

A

often considered as the result of bad design.

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3
Q

Because HCI is very broad, it is

A

multidisciplinary. People from different disciplines work on HCI research.

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4
Q

Pros and Cons of working in a multi-disciplinary team

A

Pros : More ideas & designs & combined knowledge => useful to solving problem

Cons: Communication Challenge

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5
Q

Important disciplines in HCI

A

Human Factors, Ergonomics
Social Science, Psychology / Cognition
Engineering, Computer Science

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6
Q

User Interface is crucial to
It is one of the most

A

the success of a product
critical parts of a system.

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7
Q

Bad user interfaces are costly in terms of

A

time, money, lives, etc.

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8
Q

Definition of Usability

A

Extent to which a product can be used to achieve specified goals by users with effectiveness, efficiency, and satisfaction.

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9
Q

Definition of User Experience

A

A person’s perceptions and responses that result from the use of a product (personal)

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10
Q

6 Usability Goals

A

Effectiveness - goal is achievable
Efficiency - quick & with ease
Safety - x promote risky actions & mistakes are recoverable
Utility - Useful Functions & shortcuts
Learnability - Self exploration (x manual)
Memorability - remembering functionalities, once learned

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11
Q

Some features of safe interfaces

A

Data are saved regularly and securely.
Removal actions are idiot-proof (confirm message, moving to bin before permanent deletion)

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12
Q

Some features of interfaces having good utility

A

Users are able to perform tasks in the way they want to
- advanced, customisable functionalities for experienced users

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13
Q

Achieving all usability goals in one design is

A

often difficult to achieve; hence we must understand trade-offs between usability goals and prioritise some over others.

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14
Q

When measuring performance of design,

A

it’s advised to provide quantitative indicators.

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15
Q

A usability matric assesses

A

how user-friendly & effective a design is. It can either be quantitative or qualitative.

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16
Q

Some common usability matrices are

A

tasks: (general vs advanced vs 1st attempt vs after a while)
(Effectiveness) = Task success rate
(Efficiency) = Time taken on task
(Satisfaction) = error rate, abandonment rate, cognitive load, rating on scale

17
Q

4 Design Rules

A

Design Standards
Design Guidelines
Design Principles
Design Patterns

18
Q

About Design Standards

A

Govern & Specific to large communities

Processes, specification, or definitions that are established based on concrete theories

19
Q

About Design Guidelines

A

Recommendations and good practices
- apple/iOS or google/android design themes
Schneiderman Eight Golden Rules
Nielsen 10 Usability Heuristics

20
Q

Schneiderman Eight Golden Rules

A
  1. strive for consistency (terms, layout, colour, font, etc)
  2. frequent users can use shortcuts
  3. offer informative feedback
  4. design dialogs to yield closure
  5. offer error prevention and simple error handling
  6. permit easy reversal of actions
  7. support internal locus of control
  8. reduce short-term memory load
21
Q

Design Principles

A

Derived from mix of theory, experience, and common sense
- visibility
- consistency
- affordances (possibility of action - intuitive)
- feedback
- constraints
- mapping

22
Q

Design Patterns

A

Common practices, not necessarily the best
Depreciates when outdated

23
Q

Dark pattern

A

Design to trick people, championing stakeholder value over user value

24
Q

Anti pattern

A

Collection of poor practices

25
Overview
HCI - surrounding disciplines - why important? Usability vs User Experience Goal (6) - how to achieve safety / utility - measuring usability Rule (4) - standard (community) - guideline (good practices, 8 golden) - principle (abstract, 6 *affordance) - pattern (common) .. dark / anti pattern)