Chapter 23 Flashcards

PoHCI, week 2 (33 cards)

1
Q

What are the four elements of a user interface (UI)?

A

Devices

Interaction techniques

Representations

Assemblies

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2
Q

What is an input device in a UI?

A

A device that allows the user to provide input to the system

Examples: Mice, keyboards, touchscreens, microphones and eye trackers

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3
Q

What is an output device in a UI?

A

A device that allow the system to provide information and feedback to the user

Examples: Laptop displays, audio, rumble and force-feedback

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4
Q

What is explicit- and implicit input?

A

Explicit: Controlled by the user, such as traditional input devices

Implicit: Context sensors, biosensors etc. that are not fully under the user’s voluntary control but can serve as input.

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5
Q

What is interaction techniques in a UI?

A

They translate input from input devices into solutions to basic interactive operations

Examples: Moving, selecting, pointing or navigating

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6
Q

What is representation in a UI?

A

Representations determine how data, events, objects, and actions appear to the user

Example: Design and appearance of icons and menus

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7
Q

What is assemblies in a UI?

A

They define how the representations are organized and put together in the UI both spatially and temporarily.

Example: In a web browser, pages are linked in particular ways etc.

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8
Q

What is an interactive system?

A

The user interface and its broader technical operating context

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9
Q

What is interaction style?

A

A genre of interaction that specifies how users interact with computer systems

A combination of particular instances of the four elements of user interfaces

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10
Q

What is a command-line interface (CLI)?

A

An interface that allow the user to interact by typing commands and receiving responses using a
terminal.

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11
Q

What is forms?

A

A style of interaction that provide data entry support

Example: Fields to enter specific data such as a contact form with name, address etc.

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12
Q

What is menu interaction?

A

Having a menu hierarchy that the user can explore

Example: Linear drop-down menu

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13
Q

What are the advantages of menus?

A

They support exploration as the user can see particular commands in the menu structure

They can help novice, intermediate and experienced users

Pull-down menus allow more commands to be made available

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14
Q

What is a graphical user interface (GUI)?

A

An interface that allow users to interact directly with objects in the user interface.

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15
Q

What is direct manipulation?

A

Interacting with objects directly to accomplish a task

Example: User deletes a file by moving the mouse cursor over the file, selecting it, and subsequently dragging it to an icon representing a bin.

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16
Q

What is reality-based interaction?

A

An umbrella term that covers styles of interaction that have been developed since the GUI

Examples: Mobile user interfaces, calculator watches and personal digital assistants (PDAs), mixed
reality (XR) and augmented reality (AR).

17
Q

What are the three main design objectives in HCI?

A

Understanding of people

Our theories of interaction

Attributes and structual qualities of the user interface

18
Q

What are the three objectives of an UI?

A

Easy to learn, proficiency and optimal performance

19
Q

How do we support initial performance?

A

Exploratory learning

Reversal of actions

Visibility of actions and system status

Simplify the interface and add layers later

20
Q

How do we support extended learnability?

A

Shortcuts/hotkeys

Support for habit formation and automaticity

Battling satisficing

21
Q

How do we support ultimate (optimal) performance?

A

Limits derived from models of performance can be used to remove barriers to optimal performance

22
Q

What is usability?

A

Qualities of the user interface that allow users to achiece their goals effectively, efficiently, and
enjoyyably.

23
Q

What is accessibility?

A

A goal of having equivalent levels of usability between user groups.

24
Q

What guidelines are suggested for an UI?

A

Help users recognize, diagnose and recover from errors with understandable error messages

Error prevention by displaying warnings and requiring user confirmation

25
Name some trade-offs in UI design
Speed vs. accuracy Recognition vs. recall Familiarity vs. novelty Expert vs. novice use Mismatch between those who do the work and those who reap the benefit
26
Explain the trade-off: Speed vs. accuracy
Improvements in task completion time compromise accuracy; for example pointing devices
27
Explain the trade-off: Recognition vs. recall
Relying on recognition memory makes learning faster but curbs maximum achievable performance, while reliance on recall slows down learning but permits high performance over time; for example indirect manipulation (CLI) vs. direct manipulation (WIMP)
28
Explain the trade-off: Familiarity vs. novelty
Following conventions and standards improves learnability but compromises felt novelty; for example does novel services often want to stand out by UI design
29
Explain the trade-off: Expert vs. novice use
Trying to cater for expert users may make the UI hard to use for novices and thereby detract from user adoption; for example professional photoediting software that offer thousands of functionality
30
Explain the trade-off: Mismatch between those who do the work and those who reap the benefit
User interfaces may shovel low-level tasks lik information filling to one user group while another benefits from this; for example user interfaces for corporate information systems
31
What are the three methods in design space analysis?
Morphological analysis - Understanding a user interface as a transducer: something that transforms a user's actions into changes in the computer's state Joint system analysis - The properties of user interfaces are described as parameters, some of which are controllable by the designer and some of which are not. Questions, Options and Criteria (QOC) - Aims not only to enumerate, but also to help decisions by enumerating possible alternatives (options) and criteria (what is desirable)
32
How can you compare input devices by their design space?
You enumerate the key choices and their parameters Then you compare them
33
Translational distance
Indirect mapping from mouse function to screen Direct mapping from fingers to screen