Chapter 26 Flashcards

PoHCI, week 3 (28 cards)

1
Q

What is an interaction technique?

A

An interaction technique is a computation that couples input and output, to support elementary interactive tasks

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2
Q

Name some elementary interaction tasks

A

Moving the active area or cursor in the user interface (pointing techniques)

Selecting or manipulating an object (menu techniques)

Entering numbers and text (text entry techniques)

Changing which part of an information space the user sees (camera control / navigation techniques)

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3
Q

What are the four essential interaction techniques?

A

Pointing techniques

Menu techniques

Text entry techniques

Camera control / Navigation techniques

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4
Q

What are the common design objectives considered for interaction techniques?

A

Performance - Speed and accuracy in representative tasks

Experience - Self reported experience of flow, mastery, control, or similar quality

Learnability - Rate of learning; Time it takes to achiece a desired level of skill

Mobility - Suitability for conditions in which users are walking, multitasking, or otherwise encumbered

Ergonomics - Physiological and experienced comfort in representative tasks

Accesibility - Suitability for users with different abilities

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5
Q

What is baseline design?

A

Previously known state-of-the-art techniques or designs popular in everyday use

Compare performance achieved in own design to baseline design

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6
Q

What is gaze-based interaction and the Midas effect?

A

A class of interaction techniques developed primarily for users with severe motor disabilities, for
example dwell-based selection: A target can be selected by ficating on it for long enough

Midas effect: Gazing at something may inadvertently select it

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7
Q

What is a pointing facilitation technique?

A

It maps changes registered in an input device to the movement of a cursor or the presentation of
potential targets on display

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8
Q

What is input transfer functions?

A

Techniques that map changes in input signal to cursor movement

Example: Control-to-display (gain) function (CD function)

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9
Q

What is display transfer functions?

A

Techniques that change the presentation of potential targets to facilitate their selection

Example: BubbleCursor

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10
Q

What is a CD gain function?

A

Input transfer functions used in indirect input devices

Maps changes in control space (e.g. touchpad) to changes in display space (e.g. visible cursor)

vout = fCD(vin) × vin

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11
Q

What does selection and manipulation techniques do?

A

They affect an object once it has been identified, for instance through pointing

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12
Q

What is simple selection?

A

You click the mouse over an object or tap it with your finger. The selection is assumed to be binary -
either you select an object, or you do not select it

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13
Q

What is menu selection?

A

An interactive menu system organizes a collection of items on display so that the user can explore the
menu and select the desired items. They often use hierarchical organization, where items are placed
under submenus

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14
Q

What is a pie menu?

A

Presents menu as a circle subdivided into circular sectors associated with commands or further menu
structures

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15
Q

What is a marking menu?

A

A refinement of a pie menu that supports a continuous transition from novice to expert behavior. It
couples an incremental angular 2D single-stroke gesture recognizer with a pie menu

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16
Q

What does text entry techniques do?

A

They use computational methods to facilitate the task of entering text

Goal is to make text entry more efficient, less effortful, or enable it in circumstances it would not
normally be possible

17
Q

Explain different ways to support text entry

A

Correcting and completing phrases (e.g. auto-completion)

Offering an alternative units of entry (units could be character, syllable, word and phrase)

Multimodal and cross-modal entry (using voice, eye movements etc)

18
Q

What is camera control?

A

Helps to change what is shown on the display / move the point-of-view

Example: Panning and zooming

19
Q

Explain desert fog

A

The situation where you need to reach a target but has no navigational cues where it is

20
Q

What are integral interaction techniques

A

When both actions can be done at the same time

Example: Being able to pan and zoom at the same time

21
Q

What is control theory used for?

A

Illuminating the dynamic relationships that input actions and events on display have, and what the
consequent challenges are to the user

22
Q

What are some elements in an analysis of control?

A

Goal: The user has a goal in mind, a state that the computer should be driven to, such as selecting a
particular target on display

Feedforward: The user sends a control signal via the input sensor to change the state

Transfer function: A program that maps changes in the feedforward signal to changes on the display

Feedback: The state-change is now visible on display

Comparator: The feedback is compared against the goal state in order to determine the new feedforward signal

23
Q

What does the theory of internal models in motor control state`

A

Controlling an interaction technique requires prediction. Its learning can be thought as a form of
function learning.

24
Q

What is the performance dip in learning?

A

When a new technique is introduced, an immediate cost ensures.

Changing from one technique to use another one introduces a learning cost

25
What is the difference between interaction- techniques and tasks?
Interaction techniques is a computation that couples input and output to support interaction tasks
26
What is important when evaluating interaction techniques?
They must be evaluated with realistic tasks and by relevant user groups
27
What is modes?
In a UI you can enter different types of modes A state of the interface where user actions are interpreted consistently, and differently than in other modes Example: In Vim you can change between input and command mode
28
Explain the different types of modes: Temporal, spatial and quasi-modes
Temporal: The same user action performed at different times has different effects Spatial: The same user action performed at different locations has different effects Quasi: Temporal modes activated as long as a physical action is sustained