HC 2 - Human Computer Interaction Flashcards

1
Q

What does a SMART device?

A

Help humans achieve their goals

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2
Q

Where in the ACP model does HCI stand?

A

Environment!
-> organisation, website, tools, product

(we accept that humans make errors)

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3
Q

Levels of quality of HCI (4)

A
  1. Utility = usefullness = low level
  2. Usability = easy to use = low level
  3. Desirability = liking how it looks/feels = high level
  4. Brand experience = overall feeling about brand/product = high level
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4
Q

What are displays? + examples

A

Human made artifacts, designed to support perception of relevant system variables, and facilitate further processing of information
OR
Relevant information, so humans can understand.

  • screens, beep (not only GUI)
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5
Q

What is a GUI? + example

A

Graphical User Interface

  • type of display, made of pixels
  • graphics, controls and responses to manipulate the display
  • letter on screen-typeboard that becomes bigger when you click on it, so you can see better what you type
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6
Q

High level of design principles (interaction with display) (3)

A
  1. physical properties (controls, layout, environment (dashboard)
  2. task: processes, monitoring (ikea-manual)
  3. human user: strengths, weaknesses
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7
Q

Design principles: Perceptual (1-5)

A
  1. Legibility (leesbaarheid)
  2. Absolute judgement (rood + tekst = duidelijkst)
  3. Topdown expectation (beïnvloed perceptie)
  4. Redundancy gain (1 thing told, 2+ modalities)
  5. Discriminability (dingen kunnen onderscheiden)
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8
Q

Design principles: Mental model (6-7)

A
  1. Pictorial realism (looks like real thing)
  2. Moving part (versnellingspook, logic desgin)
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9
Q

Design principles: Attention (8-10)

A
  1. Information access (snel iets vinden/wetboek)
  2. Proximity compatibility (similar colour belongs)
  3. Multiple resources (multiple ways, multiple modalities)
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10
Q

Design principles: Memory (11-13)

A
  1. Knowlegde in the world (word icoontjes)
  2. Predictions (buienalarm)
  3. Consistancy (stick to what people already know)
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11
Q

Conflict of design

A

People do not want to change!

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12
Q

3 types of alerts

A
  • warnings
  • cautions
  • advisories

(red yellow blue)

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13
Q

4 factors for labels/icons

A
  • visability
  • discriminability
  • meaningfulness
  • location

Designers are biased!

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14
Q

Definition of Usability

A

‘the extent to which a product can be used by specified users to achieve specific goals with effectiveness, efficiency and satisfaction, in specified context of use’

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15
Q

Usability goals (6)

A
  • effectiveness (accuracy and completeness)
  • efficiency (rescources for accuracy & completeness)
  • safety (avoid danger/recover accidents)
  • utility (NEEDS)
  • learnability (easy to learn and master)
  • memorability (not forgetting)
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16
Q

The iterative cycle of system development

A

evaluation -> understanding -> design -> evaluation

17
Q

Understanding: cycle of system development

A

creating a fake persona, representation of needs!

18
Q

Design: cycle of system development

A

theoretical framework, a sketch, prototype

19
Q

7 stages of action (Norman)

A
  1. Goals (vs. physical system)
  2. Intentions
  3. Action specification
  4. Interface mechanism
    -> execution bridge naar physical system
  5. Interface display
  6. Interpretations
  7. Evaluation
    -> evaluation bridge terug naar goals
20
Q

Mental models (Norman)

A

designers mental model -> system/system image <-> user’s mental model

  • let user understand what he DOES, not the system
  • equal designers mental model with users mental model -> match thinking!
21
Q

Mental models (metaphores)

A

Metaphores for what it represents

  • know what the save logo is (floppy disk), but we dont use it anymore in real life
22
Q

HCI-guidelines (Nielsen) (8)

A
  • match real world
  • consistancy & standards
  • visability of system status
  • user control and freedom
  • error prevention, recovery
  • memory,
  • flexibility, efficiency
  • symplicity & aesthetics
23
Q

Evaluation of 3 things

A
  1. heuristic evaluation = checking guidelines HCI
  2. usability testing = objectively observing people
  3. indicators = qualitive, effectiveness, efficiency, user satisfaction