L2 - HCI Fundamentals Flashcards

1
Q

The (Human) Action Cycle (Norman, 1988)

A
  • form/set a (new) goal (what do you want to do)
  • intention to act (thinking about how to do it)
  • planning to act (plan sequence of actions)
  • execution of actions (follow sequence)
  • feedback (indicating that step is processed)
  • interpret feedback (did something go wrong?)
  • evaluate outcome (up on feedback, did we fully reach the goal -> if not … re-think and starting over again -> either setting a new goal or performing new action)
  • > our brains work like this, computers as well if they are designed for
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2
Q

Main idea of HCI principles and guidelines?

A
  • designing is creative writhing guidelines, which help us to design well
  • heuristics are guidelines which need to be adjusted for each purpose (balanced out for each need)
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3
Q

Schneiderman’s 8 golden rules (1987)

A
  1. strive for consistency
  2. enable frequent users to 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 (enabling to undo actions)
  7. support internal locus of control (mechanisms)
  8. reduce short-term memory load
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4
Q

Norman’s 7 principles (1988)

A
  1. use both knowledge in the head and knowledge in the world (two sets of knowledge which can be used for design)
  2. simplify the structure of tasks
  3. make things visible
  4. get the mappings right (ex. order of buttons)
  5. exploit the power of constrains (guiding the user, stop user at what they should not do (ex. dialog box asking to stop the action)
  6. design for error (users will do unexpected actions which needs to be designed for)
  7. standardize - when all else fails (design does not always need to be novel)
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5
Q

Towards the two knowledge sets (head and world): Which one is more important than the other?

A

implicit over explicit (head knowledge over world knowledge)

world; procedural, facts, learned by demonstration and practice
head; memory, natural mapping, strategies, encoding, cognitive procedures
-> both combined; behavior, distinguish appropriate choice, natural/cultural constraints, “why” of particular knowledge more important than its precision

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6
Q

Nielson’s usability heuristic (“rules” only)

A
  1. Visibility of system status
  2. match between system and real world
  3. user control and freedom
  4. consistency and standards
  5. error prevention
  6. recognition rather than recall
  7. flexibility and efficiency of use
  8. aesthetic and minimalist design
  9. help user to recognize, diagnose, and recover from errors
  10. help and documentation
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7
Q

N.u.: Visibility of system status

A
  • think about information user needs (need to see what’s happening -> do not overload)
    ex. loading bars (see how far process is and how long it still takes)
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8
Q

N.u.: match between system and real world

A
  • access function by knowledge of the world (using real-world knowledge to apply in computer system)
    ex. trash-bin symbol on computer
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9
Q

N.u.: user control and freedom

A
  • do not allow course of interaction user cannot escape from
    ex. making undo action/option available (allow after control)
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10
Q

N.u.: consistency and standards

A
  • signifiers
  • ex. menu bars, human symbol (showing personal account), shopping car symbol (as in real world)
  • ex. search sign -> user expectations of what is going to happen after it gets clicked)
  • > humans are familiar with these
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11
Q

N.u.: error prevention

A
  • providing pre-error messages
  • ex. email: saying attached in text but actually have not attached something -> asking if that’s intended
  • > no overload of these; identify suitable places carefully
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12
Q

N.u.: Recognition rather than recall

A

“Erkennen statt Erinnern”

- ex. getting suggestions of search box entries after typing in some letters

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13
Q

N.u.: Flexibility and efficiency of use

A
  • allowing shortcuts
  • hard to remember for novel
    users but way easier for long-time users
    -> creating a mental model/map
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14
Q

N.u.: aesthetic and minimalist design

A
  • importance of information does matter (knowing the purpose)
  • minimalistic design pointing out important informations (or usage tools)
  • > tradeoff/balance
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15
Q

N.u.: help user to recognize, diagnose and recover from errors

A
  • let user see made mistake -> recognize it
  • ex. error message of wrong login details
  • display recover possibilities
  • > balance between detail of information and security for example (privacy by being to precise of what went wrong in login might be in danger)
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16
Q

N.u.: help and documentation

A
  • help documentation should not be used to explain how the product should be used
  • can give more detailed information on product
17
Q

User centered design (UCD)

A

-> user needs to be involved during the design process
- doing user research, usability testing and participation design
(designer quickly get blinded since they know the system so well (think to logical, rational, …))
-> some design fails aren’t obvious until user testing

18
Q

Is HCI cyclic or linear in its essence?

A

cyclic (nothing is linear)

19
Q

User centered design circle (from project start to user testing prototypes)

A

start project …

  1. user research and analysis (who uses? what they want? their needs?) -> surveys, interviews, … (also keeping cultural background/norms in view)
  2. concept design (low fidelity prototyping; never design fully before trial, the earlier it’s tested, the better)
  3. User testing prototypes (looking at how users use the product: same as designer intended? mistakes? unclearness?) -> task analysis, observation (as soon as it needs explanation it’s bad -> explanation prevents from running into errors -> flaws in design because they stay undiscovered)
20
Q

User centered design cycle (from detail design to deliver (or beginning -> cyclic behavior)

A
  1. detail design (create the product; mid to high fidelity prototypes)
  2. iterative development (creating the product)
  3. deliver (start over and try with users again; cost and updates due to world changes (iterative, updates/adjustments needed)
    (note: nowadays a lot of agile; release basic features quickly and update over time)
    - > cyclic behavior in iterative development
21
Q

What to do if user give different feedback? (contradictions)

A
  • thinking about reasons
  • > why are users coming from different sides?
  • > adjust up on it/deep evaluation needed
22
Q

two most important characteristics of good design

A
  1. discoverability: ability to figure out possible actions
    - > results if following are appropriately used: affordance, signifiers, constrains, mappings, feedback (and conceptual model)
  2. understanding: meanings of components; must be visible, can just be natural supporting pillars
    - > cognition and emotion are tightly inter-winded (need to be designed for)
23
Q

Major areas of design (3)

A
  1. industrial design (form and material): optimize to make it more beneficial for user and manufacturer
  2. interaction design (understandability and usability): enhance peoples understanding followed up on their psychology, art and emotion
  3. experience design (emotional impact): quality and enjoyment of user experience
    - > machines should understand people!
24
Q

Human-Centered design (nowadays importance)

A
  • new interaction methods are continually arising and evolving
  • > putting human needs, capabilities and behavior first (importance of machine-human communication)
  • > understand human errors and accommodate for them
  • design principles to avoid errors from occurring since they are hard to discover when they are there
  • > deeply considering the human needs
25
Q

Affordance (more abstract definition)

A
  • enables usage with novel/unusual natural objects
  • refers to relationship between a physical object and a person -> determining how the object might be used
  • signal if it’s presence is required (-> signifiers)
  • > physical object conveying important information about how people could interact with them (perceivable or invisible)
  • > possible interaction between people and environment
26
Q

Signifiers (difference from affordance)

A
  • communicate where action should take place
  • meaningful information (like signs/labels/…)
  • > communicating appropriate behavior to a person
  • intentional (ex. signs) or unintentional
  • > human development internal model up on them
  • > some signifiers are the perceived affordances (ex. door handles)
  • > must be perceivable
27
Q

Mapping

A
  • design and layout of controls and displays
  • providing clear way of remembering/understanding mappings
  • > following spatial analogies, cultural/biological procedures/ …
28
Q

Feedback

A
  • control and information theory
  • see if system works in request
  • must be immediate
  • > needs to be appropriate: well planned, no overload (anxiety provoking, irritating), too many will get ignored -> important ones get missed
29
Q

Conceptual model (mental models)

A
  • > different for each individual (erroneous) -> constructed by experience, training and instructions
  • clue in how things work; following their perceived structure
  • > simplify how something works
30
Q

the system image

A
  • entire burden of communication is in the system image -> designer cannot directly communicate to user
  • > good communication key to good conceptual models
31
Q

Paradox of technology

A
  • increased benefits vs. higher/rising complexity
  • smaller devices vs. higher complexity (less space for signifiers - more to control)
  • > standardize
  • challenge for designer!
  • > deliver reliable device, which can be manufactured and services, take user in viewpoint, take selling into account - under principles of HCD