1 - Design, Usability, Experience Flashcards

(24 cards)

1
Q

What is HCI?

A

Human-computer interaction, deals with design, evaluation, and implementation of interactive computings systems for human use

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2
Q

What is the User Interface?

A

A program that controls display for the user and allows them to interact with the system

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3
Q

What’s the difference between an interface and interaction?

A

Interface - what’s presented to the user (visual, physical, auditory)

Interaction - dialogue between computer and user (actions the user must invoke)

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4
Q

List the interactive cycle

A
  1. User formulates goal and plans a method to achieve the goal
  2. User translates method into system input language
  3. System executes the method instructions and updates state
  4. System translates its state into its output language
  5. User interprets results, repeat cycle
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5
Q

What is the Gulf of Execution?

A

Manner which user must translate their plans into input the system can understand isn’t always natural/intuitive

e.g: weird Xbox 360 Kinect controls

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6
Q

What is the Gulf of Evaluation?

A

When user has trouble interpreting system output in light of their goals

  • bad means gulf widens
  • want to make gulf small, but never can be eliminated
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7
Q

What is ubiquitous computing?

A

Idea that technology should fade into environment, shouldnt be conscious that we’re interacting with a computer (interface becomes invisible)

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8
Q

What are some factors to ubiquitous computing?

A

Context - user location, state
Broader I/O - sensors, form factors
Add intelligence - be more situationally appropriate, help a person in a task

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9
Q

What’s the Ultimate Goal?

A

Interface should support tasks that the user wants to perform, user shouldn’t have to adapt behaviour/learn interaction techniques

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10
Q

Why is design hard?

A

1) The user is not like me, could be a wide range of people. Settings are different, lack of familiarity, designers have different skills

2) Judging/predicting which designs will be sucessful is difficult

3) Involves making trade-offs

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11
Q

What is appropriation?

A

When one thing is successfully used for a completely different purpose.
e.g: smartphones are used sitting, walking, driving, etc.

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12
Q

What’s designers fallacy?

A

Designer can design into a technology, its purposes and uses. However, they don’t have control, hope for the best so try to understand people and how they use technology

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13
Q

What is a usability goal?

A

The issue of meeting a specific usability criteria (how well can users interact with a system)

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14
Q

What is a user experience goal?

A

Quality of user’s experience with the system

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15
Q

Name and describe common usability goals

A

1) effectiveness - is system doing what it says it will do?

2) efficiency - how many steps, how long will it take?

3) Safety - does system prevent unrecoverable errors? Provide means for recovering?

4) Utility - does it have sufficient functionality to do the task naturally?

5) Learnability - how easy to learn (time to learn)

6) Memorability - one learned, how easy to remember, will they remember all steps (for infrequent tasks)

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16
Q

List some common user experience goals:

A

satisfying - productive
motivating - didn’t feel like giving up
enjoyable - no frustrations
aesthetically pleasing
fun - excited to use again
supportive of creativity - drawing
entertaining - games
rewarding - sense of productivity
helpful - clueless but still done
emotionally fulfilling

17
Q

Describe the push and pull between usability vs. experience goals

A

Usability goals often take primary importance, user experience goals are often not easily measured. There are tradeoffs.

18
Q

What are the aspects of a user-centered design process?

A
  • get started in a proven/promising track
  • prevents “designer’s block” (getting stuck)
  • helps us communicate with others
  • more reliable than intuition
  • helps keep the users first
19
Q

What are the different stages in the user-centered design process?

A

Investigate->Ideate -> Prototype->Evaluate (can point to anywhere)-> Produce

20
Q

What is in the “Ideate” phase?

A
  • generate many ideas
  • grasp issues and potential solutions (want a high volume of ideas)
21
Q

What is in the “Investigate” phase?

A

Learn about users, discover goals and needs, how it’s done, what’s wanted, what’s been tried

Methods: interviews, focus groups, user surveys

22
Q

What is in the “Prototype” phase?

A

Produce something tangible, identify challenges and subtleties

Why?
cheap and fast, easy for users to react to concrete things, working against technical constraints is good

Techniques: paper, screenshots, flip books, video mockups

23
Q

What is in the “Evaluate” phase?

A

Discover problems, assess progress, determine next steps

Why? automated processing can find bugs, but not usability issues

Methods: usability testing, lab experiments, deployments

24
Q

What is in the “Produce” phase?

A

Build final product, market, support, maintenance