Hci Flashcards

(44 cards)

1
Q

Is a multidisciplinary field of study focusing on the design of
computer technology and, in particular, the interaction between humans (the users) and computers.

A

Human-computer interaction (HCI)

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2
Q

HCI is considered a multi-disciplinary subject thus, the ideal designer of an interactive system involves the following expertise, but not limited to:

A
  1. Psychology and cognitive science – knowledge about perception, cognitive, and problem –solving skills;
  2. Ergonomics – physical capabalities of the user;
  3. Sociology – to understand the wider context of the interaction;
  4. Computer science and engineering – build the necessary technology;
  5. Business – for marketing;
  6. Graphic design – for more effective interface presentation;
  7. Technical writing – produce manuals.
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3
Q

In line with this, the three major concerns involved are the

A

(1) people,
(2) computer, and the
(3) tasks that are performed

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4
Q

There are three ‘use’ words that must be true for all in order for a product to be considered successful:

A

(a). useful
(b). usable
(c). used –

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5
Q

– it should accomplish what is required, i.e. watch movie, format a document, ring the alarm;

A

(a). useful

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6
Q

– do it easily and naturally, without danger of error, etc.;

A

(b). usable

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7
Q

make people want to use it, be attractive, engaging, fun, etc

A

(c). used

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8
Q

There are five major senses:

A

sight, hearing, touch, taste and smell

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9
Q

Is a highly complex activity with a range of physical and perceptual limitations, yet it is the
primary source of information for the average person.

A

Human vision

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10
Q

“Design is not just what it looks like and feels like. Design is how it works.”

A

Steve Jobs

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11
Q

describes the practice as: “the goal of creating products that enable
the user to achieve their objective(s) in the best way possible.”

A

The Interaction Design Foundation

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12
Q

makes a product useful. A product is bought to be used. It has to satisfy certain criteria, not
only functional, but also psychological and aesthetic.

A

Good design

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13
Q

is one which is not easy to understand, distracting, difficult to use and short lived

A

Bad design

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14
Q

He develop the ten principles of good design

A

Dieter Rams

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15
Q

10 Principles of design

A

*Good design is innovative.
*Good design makes a product useful.
*Good design is aesthetic.
*Good design makes a product understandable.
*Good design is unobtrusive.
*Good design is honest.
*Good design is long-lasting.
*Good design is thorough down to the last detail.
*Good design is environmentally-friendly
*Good design is as little design as possible

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16
Q

involves the study, planning, and design of the interaction between
people (users) and computers.

A

Human Computer Interaction

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17
Q

Interaction Design is the practice of:

A

 understanding users’ needs and goals
 designing tools for users to achieve those goals

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18
Q

What is the difference between interaction design and HCI?

A

According to the definition in Interaction Design — Beyond HCI, IxD is
much broader than HCI, because it includes all means of technology,
system, and products, while HCI concerns interactive computing
system.

19
Q

In designing interactive products the following questions should be considered:

A

who are going to use it?
how its going to be used? And;
where its gonna be used?

20
Q

refers to how a product behaves and is used by people in the real world.

A

The user experience

21
Q

Important aspects of the user experience are the following

A

usability
functionality
aesthetics
content
look and feel
emotional appeal

22
Q

Two Components of Human Memory

A
  1. working memory
  2. long-term memory.
23
Q

where you do your
conscious thinking.

A

Working memory

24
Q

is probably the least
understood part of human cognition.

A

Long-term memory

25
is an essential principle probably the most important in communicating a model to the user.
Visibility
26
The various types of user interfaces include:
graphical user interface (GUI) command line interface (CLI) menu-driven user interface
27
Golden rule of design:
understand your materials
28
is an important Windows security feature.
User Account Control
29
– Use linked labels to provide secondary navigation that shows the path from the front to the current site page in the hierarchy.
Breadcrumbs
30
Forms can put users off registration. So, use this sign-up pattern to let users sample what your site/app offers for free or familiarize themselves with it
Lazy Registration
31
Let users enter data in various formats (e.g., city/town/village or zip code)
Forgiving Format
32
Make buttons stand out with color so users know what to do
Clear Primary Action
33
Show users only features relevant for the task at hand, one per screen. If you break input demands into sections, you’ll reduce cognitive load (e.g., “Show More”)
Progressive Disclosure
34
Hide nonessential information on detailed pages to let users find relevant information more easily.
Hover Controls
35
designers typically combine this with a wizard pattern
Steps Left
36
Dark patterns are risky because user mistrust and feedback can destroy a brand’s reputation overnight.
Dark Patterns
37
about creating interventions in often complex situations using technology of many kinds including PC software, the web and physical devices.
Interaction design
38
Design involves:
– achieving goals within constraints and trade-off – understanding the raw materials: computer and human – accepting limitations of humans and of design
39
Here are some more examples of commonly-seen affordances in graphical user interfaces. B
Downward-pointing arrows Texture Mouse cursor Visible highlighting Make Commands Visible
40
A. understand computers
– limitations, capacities, tools, platforms
40
B. understand people
– psychological, social aspects, human error
41
Users need to find their way around a system. This involves:
– helping users know where they are, where they have been and what they can do next – creating overall structures that are easy to understand and fit the users’ needs – designing comprehensible screens and control panels
41
Complexity of design means we don’t get it right first time:
– so we need iteration and prototypes to try out and evaluate – but iteration can get trapped in local maxima, designs that have no simple improvements, but are not good – theory and models can help give good start points.
42
about the following topics: For graded recitation  Learnability o Examine user experience design principles  Visibility o Explain how human memory system works  Efficiency o Discuss the three interface styles that are already existing.  Errors & User Control o Recognize how users learn interface  User – Centered Design o Explain human information processing  Accessibility o Apply practical design principles and patterns in User Interface Desig
Learnability o Examine user experience design principles  Visibility o Explain how human memory system works  Efficiency o Discuss the three interface styles that are already existing.  Errors & User Control o Recognize how users learn interface  User – Centered Design o Explain human information processing  Accessibility o Apply practical design principles and patterns in User Interface Desig