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
Q

Mapping: Examples for spatial analogies

A

Herd, faucet

26
Q

Mapping: Examples for physical analogies

A

rising level: more/less -> volume, heat, line thickness, brightness, …

27
Q

Mapping: Example for cultural Analogies

A
  • Western cultures write from left to right, so an arrangement from left to right can be used to convey a linear ordering
28
Q

Mapping: Perceptual Analogies

A

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
Q

Contraint definition

A

Restricts possible actions to prevent users from selecting incorrect options -> “inverse affordances”

30
Q

Types of constraints

A

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
Q

Physical constraints examples

A

limits through physical shape (keys, lego bricks, usb stick)

limits through placement (controls not reachable by children, user must press two buttons simultaneously)

32
Q

UI physical constraints to prevent making mistakes examples

A

selection instead of mistyping

prevent illegal input

automatic correction

33
Q

Consistency definition

A

If it looks the same, it should act the same!

-> Similar operations should use similar elements for similar tasks

34
Q

Examples for consistent interfaces:

A
short keys (always ctrl + first initial of command)
terminology ("save" always means permamently storing)
35
Q

Consistency design:

A

command design,
graphic design,
flow design

36
Q

Metaphor definition

A

Interface is designed to be similar to something the user is already familiar with

37
Q

Metaphors can be based on …

A

physical entity
activities
users knowledge

38
Q

Metaphor examples

A

calculator,
iOS phonebook,
desktop (documents, folders, recycle bin)

39
Q

Interface metaphors benefits

A

make learning systems easier
help understand underlying conceptual model
innovative
accessibility to diversity of users

40
Q

Interface metaphors problems

A

break conventional or cultural rules
can constraint designers & limit imagination
transfer bad parts from existing interfaces

41
Q

Interaction Types

A

Instructing
Conversing
Manipulating
Exploring

42
Q

Instructing Interaction Type definition and benefits

A

User instructs system what to do

-> quick and efficient, good for repetitive actions

43
Q

Conversing Interaction Type definition, problems and benefits

A

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
Q

Manipulating Interaction Type definition, problems and benefits

A

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
Q

Exploring Interaction Type definition and benefits

A