HCDD quiz 4 Flashcards

(41 cards)

1
Q

Short-term memory

A

represents conscious mind - goals, numbers, words, objects

limited capacity (7+/-2, 4+/-1)

limited duration (<1 second - a couple minutes)

easy to forget info/goals

ex) don’t put instructions in a pop-up dialog that must be dismissed before they can be followed

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2
Q

long-term memory

A

recognition: similar experiences trigger the same patterns

recall: neural activity triggers a pattern

error-prone, biased, seldom-followed routines are hard to recall

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3
Q

working memory

A

focus of attention
easily disturbed by new stimuli

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4
Q

long-term memory types

A

semantic: words, facts, relationships
episodic: specific experience/event
procedural: action sequences with IMPLICIT components

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5
Q

encoding

A

how long-term memories are created

visual: memories related to images
acoustic: memories related to sound
semantic: memories related to meaning

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6
Q

memory aids

A

provide external aids (e.g. progress bars)

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7
Q

attention

A

we pay LITTLE attention to tools–we focus more on goals/data, tools just get in the way

focused on achieving the goal–we prefer familiar paths over exploration (e.g. doing it the long, familiar way because you don’t have time to learn the shorter way)

only cues that are associated with GOALS are noticed

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8
Q

STM work

A

keeping track of things is hard work–once we reach the goal, we let everything related fall out of STM

we forget “loose ends” (e.g. turn off car headlights, switching device back to ‘normal’ mode)

> systems should REMIND users of loose ends; modes should AUTOMATICALLY revert to normal

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9
Q

prototype

A

‘draft’ of product design concept

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10
Q

low-fidelity

A

prototype often paper-based or uses simple tools

fast to create

enables early discussion/analysis of alternative designs

users = more COMFORTABLE suggesting significant changes

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11
Q

high-fidelity

A
  1. prototypes are tool-based or are programmed in actual platform
  2. allows user interactions
  3. effective for collecting HUMAN performance data (errors, time to complete task)
  4. used for demos to clients, management
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12
Q

prototype reasons

A

get user feedback on different designs > answers questions

identify usability problems EARLY (errors = 100x the cost after release)

stakeholders can see/interact with it

avoids premature commitment & encourages iteration

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13
Q

prototype mistakes

A
  1. ‘horizontal’ mistakes: build many different functions without enough detail
  2. ‘vertical’ mistakes: build only a couple, very detailed functions
  3. doing too much = makes users/stakeholders think it’s DONE
  4. doing too little = you missed the actual requirements
  5. OVER-WEIGHTING stakeholder feedback
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14
Q

recognition/recall

A

we recognize things quickly (situations, faces, complex patterns like maps, chess)

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15
Q

arbitrary facts

A

we did NOT evolve to memorize facts

method: use recognition to stimulate recall (imagine placing objects in a familiar space)

we developed writing to avoid memorizing

we rely on external memory aids (smartphones)

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16
Q

UI design to minimize memory needs

A

‘see & choose’ is easier than ‘remember & type’

e.g. cut & paste

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17
Q

memory cues

A

provide cues so users know/recognize where they are

  1. use pictures to show function (desktop icons, toolbar symbols)
  2. use thumbnail images to depict the full image
  3. make authentication information easy (don’t make people memorize passwords–provide support for recovering passwords OR use biometric authentication like touch ID)
18
Q

evaluation matrix

A

part of prototype & test stage

19
Q

stage 5

A

test: get expert/user/stakeholder feedback on prototypes

refine prototypes, inform iteration, refine problem statement

20
Q

test methods

A

analytic: you or an expert evaluate the prototype

empirical: evaluation is based on data from users/stakeholders

21
Q

evaluation

A

answers the questions:

is your design BETTER or just DIFFERENT?

how can it be even better?

assume that you don’t have:
1. access to expensive equipment
2. a large participant pool
3. much time

22
Q

evaluation matrix format

A

columns: performance, preference

rows: ease of use, usefulness, affect

23
Q

analytic & empirical methods

A

analytic:
1. heuristic evaluation
2. expert-based evaluation
3. model-based evaluation

empirical:
1. usability experiments
2. usability surveys
3. field studies
4. guided walkthroughs
5. automated methods
6. physiological methods

24
Q

triangulation

A

using a combo of data collection methods, settings, participants, etc

> in order to gain different perspectives and/or analyze data with different techniques

25
heuristic evaluation
use validated hands-on experiences to evaluate interactions (using experts to review your product)
26
heuristic evaluation process
1. briefing sessions tell experts what to do 2. evaluation period of 1-2 hours: - each expert works alone - 1st pass: get a feel - 2nd pass: focus on specific features 3. debriefing session where experts work together to prioritize problems
27
Nielsen's heuristics
1. visibility of system status 2. match between system & real world 3. user control & freedom 4. consistency & standards 5. error prevention
28
evaluation issues
1. reliability: do we get the same results every time? 2. validity: does the method measure what it's supposed to? 3. ecological validity: does the environment distort the results? 4. biases: are there biases that distort results? 5. scope: can the results be generalized?
29
cognitive walkthrough
focus = ease of learning & exploration give reviewer info about users, context, task details give reviewer a use case/task
30
cognitive walkthrough questions
reviewer is constantly asking: 1. would the user understand the goal? 2. would the user know the correct action is available? 3. would the user associate the right action with their goal? 4. would the user associate/interpret the response from the action correctly?
31
guided cognitive walkthrough
designers guide reviewer as they use the prototype to work through a use case scenario designer uses script to help assess key features (may include specific questions) reviewers say what they're experiencing during the walkthrough take note of reviewer's positive/negative experiences through body language/what they say
32
two brains
old brain: basic functions new brain: higher-order processes
33
two minds
system one: unconscious, automatic system two: conscious, monitored
34
learning
learning from EXPERIENCE = easy don't eat food that smells bad, don't click on the scam link main mistake = OVERgeneralizing
35
routines
easy to perform riding bike, driving to work, using a touchpad automatic; doesn't use STM/attention, allows multitasking
36
novel actions
hard to perform following a new recipe, writing with non-dominant hand, switch from Mac to PC controlled; uses STM/attention, can't multitask
37
problem solving
evolutionarily new, happens in cerebral cortex monitored, emulated mode rather than compiled mode monitored thought runs slowly, strains STM
38
calculation
small problems don't use memory/attention (9 X 10) but long ones need STM and LTM (93 X 102) diagnosing computer problems requires testing possibilities > e.g. no sound = problem could be video itself, video player, computer, speaker cables, or speakers calculators & computers solve problems better than us
39
UI design implications
1. indicate system status/progress to goal 2. guide users toward goal 3. tell users exactly what to do 4. don't make users diagnose system problems 5. minimize the number/complexity of settings 6. don't make users calculate 7. make the system familiar
40
practice
we learn faster & better when we practice: 1. frequently 2. regularly 3. precisely
41
activities and learning
we learn faster & better when activities are: 1. task (goal) focused 2. simple 3. predictable 4. consistent 5. low-risk