Final review (see advanced topics for rest of info) Flashcards

(70 cards)

1
Q

Define: UX measure

A

A user experience characteristic to be measured with regard to using an interaction design of interest

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2
Q

Define: Benchmark task

A

A description of a task performed by a participant so that UX measures can be obtained and compared to a baseline value

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3
Q

Define: Quantitative

A

Numeric data regarding the user experience

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4
Q

Example of quantitative

A

Number of errors made by a user during a benchmark task

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5
Q

Pro of quantitative

A

Easy to process and analzye

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6
Q

Con of quantitative

A

Provides limited information

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7
Q

Define: Qualitative

A

Non-numeric, descriptive data describing the user experience

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8
Q

Example of qualitative

A

A user’s verbal recount of thoughts and actions taken during a benchmark task

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9
Q

Pro of qualitative

A

Provides rich information

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10
Q

Con of qualitative

A

Difficult to process and analyze

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11
Q

Define: Objective

A

Data observed directly by an evaluator or an observer

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12
Q

Example of objective

A

Number of errors made by a user during a task

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13
Q

Pro of objective

A

Does not vary among observers

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14
Q

Con of objective

A

Does not provide insight to the user’s opinion

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15
Q

Define: Subjective

A

Data that represents an opinion, judgment, or other personally based feedback

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16
Q

Example of subjective

A

A user’s satisfaction rating for a user interface

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17
Q

Pro of subjective

A

Provides insight to the user’s opinion

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18
Q

Con of subjective

A

Varies from person to person

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19
Q

List objective UX measures

A

Initial performance

Long-term performance

Learnability

Retainability

Advanced feature usage

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20
Q

List subjective UX measures

A

First impression

Long-term user satisfaction

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21
Q

List aspects to UX evaluation

A

Formative vs summative

Formal vs informal

Rapid vs rigorous

Analytic vs empirical

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22
Q

Three broad capabilities of the human

A

Perception

Cognition

Motor skills

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23
Q

Define: Perception

A

Receiving sensory stimuli from the environment

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24
Q

Define: Cognition

A

Processing stimuli and memories to understand the environment

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25
Define: Motor skills
Physically executing actions selected by cognition
26
List traditional senses
Sight Hearing Touch Smell Tasee
27
List other non-traditional senses
Vestibular Proprioception Thermoception Chronoception
28
Define: Vestibular
Sense of balance and inertia
29
Define: Proprioception
Sense of the relative positions of the parts of the body
30
Define: Thermoception
Sense of temperature
31
Define: Chronoception
Sense of time
32
What are the ways the human perception is biased?
Past and our experiences Present and the current context Future and our goals
33
Define: Gestalt principles
Visual phenomena optimized to see structure
34
Examples of gestalt principle
Whole shapes Figures Objects
35
How is vision optimized?
For contrast
36
Where do you have high resolution for vision?
Fovea (center)
37
Where do you have low resolution for vision?
Periphery
38
List the depth queues
Pictorial Oculomotor Motion Parallax Stereopsis
39
What are pictorial queues?
Based on static images
40
What are oculomotor queues?
Derived from muscular tension in the eyes
41
What is motion parallax?
When objects appear to move relative to the viewer
42
What is stereopsis?
Caused by binocular disparity
43
What are the four aspects of cognition?
Memory Attention Recognition and recall Learning
44
What is short-term memory?
Responsible for retaining information for intervals from a fraction of a second to a few minutes
45
What is long-term memory?
Responsible for retaining information over long periods of time
46
What are the types of memories?
Semantic Episodic Procedural
47
What is semantic memory?
Memory regarding facts and relationships
48
What is episodic memory?
Memory records of past events
49
What is procedural memory?
Memory of action sequences
50
What is working memory?
Our current attention and prior knowledge
51
When is leaning faster?
Practice is frequent, regular, and precise Operation is task focused, simple and consistent Vocabulary is task focused, familiar, and consistent
52
Define: Fitts' Law
Pointing time depends on distance and width of the target
53
Define: Steering Law
Pointing time depends on distance and width of the path
54
What are the categories of design guidelines?
Eight golden rules Providing indications Organizing the user interface Displaying information Directing attention
55
What are the eight golden rules?
Consistency Universal usability Informative feedback Dialogs to yield closure Prevent errors Easy reversal of actions Internal locus of control Reduce short-term memory load
56
What are the types of indications?
Modes Reverse actions Irrelevant actions Shortcuts Requirements Beginning tasks User progress System progress Task completion Exits
57
What are the goals of organizing the interface?
Capitalize on patterns Group similar elements Reduce memory load Provide multiple views Provide flexibility
58
List the information concerns
Consistency Formatting Colors Legibility Understandability Compatibility Overload
59
What are the methods of directing attention?
Intensity Marking Size Font Color Blinking Audio
60
What are the uses of AR and VR?
Training Education Rehabilitation Therapy Research Entertainment Design Visualization
61
Define: Interaction fidelity
Objective degree of exactness with which real-world interactions can be reproduced in an interactive system
62
How is interaction fidelity commonly thought of?
Continuum
63
What are three broad aspects of interaction fidelity factors?
Biomechanical symmetry Control symmetry System appropriateness
64
What are interaction fidelity factors based on?
Framework for interaction fidelity analysis (FIFA)
65
Define: Biomechanical symmetry
Objective degree of exactness with which real-world body movements for a task are reproduced through interaction to successfully complete the task in a virtual environment
66
What are the three components of biomechanical symmetry?
Kinematic symmetry Kinetic symmetry Anthropometric symmetry
67
Define: Control symmetry
Objective degree of exactness with which control in a real-world task is provided through interaction in a virtual environment
68
What are the three components of control symmetry?
Dimensional symmetry Transfer function symmetry Termination symmetry
69
Define: System appropriateness
How suitable the system is for implementing a particular interaction in a virtual environment
70
What are the four components of system appropriateness?
Input accuracy Input precision Latency Form factor