02 Understanding Interaction Flashcards

1
Q

Foundations of interaction design

A
Affordances
Visibility
Feedback
Mapping
Constraints
Consistency
Metaphors
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2
Q

What do most foundations of interaction design use?

A

Knowledge in the world

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3
Q

Affordance definition

A

Property of an object, which allows an individual to perform an action

  • actions that the design of an object suggests to the user
  • can be substituted with “is for”
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4
Q

Affordance physical examples

A

Chair: affords sitting and leaning back, stepping on it, moving it
Door knob: Push on handle, Pull handle, Push handle from the front
Teacup: Handle can be grasped, rotate cup
Subway door button: button can be pushed, slide door

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5
Q

Affordance bad examples

A

Faucet: rotate? push? maybe a sensor?

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6
Q

Instead of instructions, _ can provide strong clues

A

Affordances

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7
Q

Types of affordances

A

Real affordances: physical objects: grasp, push, pull -> Perceptually obvious
Perceived affordances: learned conventions of arbitray mappings

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8
Q

Affordance virtual examples

A

Scrollbar: move up and down
Trash paper bin: put objects inside
Button: to be pushed
Post-It: write on it, move and remove it

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9
Q

Visibility: Users should always be aware of … by ….

A

what is going on by providing visible clues, using knowledge in the world

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10
Q

Visibility is a major concern when

A

number of possible actions exceeds number of controls

there are invisible functions

there is a need for a reminder what can be done

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11
Q

Feedback definition

A

Information for the user about the current system state,
what has been done,
and current interaction possibilities

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12
Q

Feedback includes:

A

sound
highlighting
animations
haptic feedback

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13
Q

Subtle feedback for …

A

small, short, frequent interactions (key press, menu selection)

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14
Q

More noticeable feedback for …

A

main, long, infrequent interactions (saving, copying files)

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15
Q

examples for icons using feedback

A

folders that show if they contain files, recycler, …

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16
Q

Bad feedback example

A

wi-fi in iphone, which is not really turned off

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17
Q

feedback should be

A

meaningful and responsive

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18
Q

What opens the Gulf of Evaluation?

A

bad responsiveness

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19
Q

Examples of bad responsiveness

A
  • Delayed response to button clicks
  • Sliders and scrollbars lag
  • Applications go „dead“ during disk operations or during network activity
20
Q

Responsiveness: 3 human deadlines: 0.1 seconds:

A
  • Perception of cause and effect

- E.g., delay between moving mouse and pointer following

21
Q

Responsiveness: 3 human deadlines: 1 seconds:

A
  • Turn-taking in conversation, min. reaction time for unexpected events
  • E.g., you have 1s max to show progress indicator, open window or finish system-initiated
    operations (like auto-save)
22
Q

Responsiveness: 3 human deadlines: 10 seconds:

A
  • Typical human attention span
  • Max time for one step of a task. E.g., completing one step of a wizard
  • Max time to finish input to an operation, like from selecting Print menu entry to sending off the print job
23
Q

Mapping definition

A

Relationship between controls and the actions they trigger

24
Q

How to provide natural mappings

A
  • Use spatial and physical analogies
  • Use cultural standards
  • Use perception
25
Mapping: Examples for spatial analogies
Herd, faucet
26
Mapping: Examples for physical analogies
rising level: more/less -> volume, heat, line thickness, brightness, ...
27
Mapping: Example for cultural Analogies
- Western cultures write from left to right, so an arrangement from left to right can be used to convey a linear ordering
28
Mapping: Perceptual Analogies
The input device for controlling something (or output device for monitoring its state) looks like the actual thing itself Example: Mercedes car seat controls
29
Contraint definition
Restricts possible actions to prevent users from selecting incorrect options -> "inverse affordances"
30
Types of constraints
Physical Constraints: the way physical objects restrict the movement of things Cultural Constraints cultural aspects and assumptions (e.g. red/green/yellow ordering). Logical Constraints: Exploiting people’s everyday common sense reasoning about the way the world works and how they encounter it.
31
Physical constraints examples
limits through physical shape (keys, lego bricks, usb stick) | limits through placement (controls not reachable by children, user must press two buttons simultaneously)
32
UI physical constraints to prevent making mistakes examples
selection instead of mistyping prevent illegal input automatic correction
33
Consistency definition
If it looks the same, it should act the same! | -> Similar operations should use similar elements for similar tasks
34
Examples for consistent interfaces:
``` short keys (always ctrl + first initial of command) terminology ("save" always means permamently storing) ```
35
Consistency design:
command design, graphic design, flow design
36
Metaphor definition
Interface is designed to be similar to something the user is already familiar with
37
Metaphors can be based on ...
physical entity activities users knowledge
38
Metaphor examples
calculator, iOS phonebook, desktop (documents, folders, recycle bin)
39
Interface metaphors benefits
make learning systems easier help understand underlying conceptual model innovative accessibility to diversity of users
40
Interface metaphors problems
break conventional or cultural rules can constraint designers & limit imagination transfer bad parts from existing interfaces
41
Interaction Types
Instructing Conversing Manipulating Exploring
42
Instructing Interaction Type definition and benefits
User instructs system what to do -> quick and efficient, good for repetitive actions
43
Conversing Interaction Type definition, problems and benefits
Like talking to humans, but with virtual agents Benefits: Interaction in familiar way User feels comfortable Hands-Free possible Problems: Parsing errors Dialects and different languages Privacy issues
44
Manipulating Interaction Type definition, problems and benefits
Dragging, selecting, opening, closing and zooming actions on virtual objects Benefits: Easy to learn Benefit experienced users Immediate feedback Problems: Not always applicable Screen real estate Possibly slow
45
Exploring Interaction Type definition and benefits