HCI Flashcards

(181 cards)

1
Q

It is a multidisciplinary field that involves different skill set depending on the objective they’re trying to attain.

A

Interaction Design

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2
Q

Interaction design’s main concern

A

Product to be usable

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3
Q

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

A

User Experience

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4
Q

Who said ““Every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.”

A

Jesse Garret

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5
Q

UX sometimes refers by designers as UXD, where D meant to encourage

A

Design Thinking

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6
Q

Important aspects of the user experience are the following:

A

usability
functionality
aesthetics
content
look and feel
emotional appeal

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7
Q

the social resouces that develop and are maintained through social networks and social networks, shared values,goals, and norms

A

Social Capital

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8
Q

i.e. age, ethnicity, race, disability, family status occupation and education.

A

Cultural Identity

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9
Q

It is how simple, practical, and obvious it is for the user to achieve their goals.

A

Pragmatic

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10
Q

It is a concept that has only been commonly used since the early 1980s, but it has origins in more developed disciplines.

A

Human Computer Interaction (HCI)

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11
Q

It is how evocative and stimulating the interactions is to them.

A

Hedonic

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12
Q

It is how simple, practical, and obvious it is for the user to achieve their goals

A

Pragmatic

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12
Q

Ergonomics Research Society was founded in

A

1949

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13
Q

The researchers of Ergonomics Research Society were called

A

ergonomists

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14
Q

The Human Factors, however were concerned both the

A

Physical and Cognitive issues

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15
Q

Human Computer Interaction was originally called

A

Man-Machine Interaction

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16
Q

It played a big role in the development of HCI

A

Information science and technology

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17
Q

It should be defined as someone who is trying to get the job done using any kinds of technology

A

User

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18
Q

This could be any technologies which ranges from the a desktop computer systems to a large-scale computer systems, a process control system, or even an embedded system

A

Computer

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19
Q

Any communication, direct or indirect between a user and a computer

A

Interaction

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20
Q

They must understand how to think in terms of the end user’s challenge and how to translate that understanding into a working system.

A

System Designers

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21
Q

Involved knowledge about perception, cognitive, and problem –solving skills;

A

Psychology and cognitive science

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22
Q

Involved in Physical capabilities of the user

A

Ergonomics

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23
Q

Involved in understanding the wider context of the interaction

A

Sociology

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24
Involved in building the necessary technology
Computer science and engineering
25
Involved for marketing
Business
26
Involved in more effective interface presentation
Graphic Design
27
Involved in producing manuals
Technical writing
28
It is known as an interdisciplinary topic, people tend to take a hard stand on one side or the other in practice.
HCI
29
In line with this, the three major concerns involved are the
(1) people, (2) computer, and the (3) tasks that are performed
30
Fourth Concern
System should support the user’s task in a usable manner
31
It should accomplish what is required, i.e. watch movie, format a document, ring the alarm;
Useful
32
Do it easily and naturally, without danger of error, etc.
Usable
33
Make people want to use it, be attractive, engaging, fun, etc.
Used
34
Learned from the past on how to achieve good results, avoiding the bad ones
Reuse lessons
35
It is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers.
Human-computer interaction
36
This __________________ allows us to reuse related concepts in similar situations, in much the same way that architects produce a bridge, knowing that it will stand, since it was based upon tried and tested principles.
Scientific Rationalization
37
True or False: The important thing is that the user is interacting with the computer in order to accomplish something
True
38
There are five major senses:
sight, hearing, touch, taste and smell
39
The three senses that are the most important to HCI
Sight Hearing Touch
40
It 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.
Human Vision
41
Stages of Visual Perception
-Physical reception of the stimulus -Processing and Interpretation of that stimulus
42
“Design is not just what it looks like and feels like. Design is how it works.”
Steve Jobs
43
It involves examining and defining the interactions
Interaction Design (IxD)
44
“the goal of creating products that enable the user to achieve their objective(s) in the best way possible.”
The Interaction Design Foundation
45
It strives to create more meaningful relationships between people and the products and services that they use.
Interaction Design
46
What happens on the screen
User Interface (UI)
47
What happens in front of the screen
User Experience (UX)
48
It makes a product useful.
Good Design
49
It is one which is not easy to understand, distracting, difficult to use and short lived
Bad Design
50
It involves the study, planning, and design of the interaction between people (users) and computers.
Human Computer Interaction
51
Interaction Design is the practice of:
 Understanding users' needs and goals  Designing tools for users to achieve those goals.
52
What is the difference between interaction design and HCI?
IxD is much broader than HCI, because it includes all means of technology, system, and products, while HCI concerns interactive computing system.
53
When you're designing for learnability
You have to be aware of how people actually learn
54
It is about creating effective user interfaces (UIs)
Usability
55
The conventional model for human memory has two components:
Working memory and Long-term memory
55
the capacity of working memory is ______ chunks
7+-2
55
The process of putting information and procedures into long-term memory
Learning
56
It seeks to make connections with existing chunks
Elaborative Rehearsal
56
It is where you do your conscious thinking
Working Memory
57
Distractions can easily destroy ________
Working Memory
57
It is repeating the items to yourself
Maintenance Rehearsal
58
It contains the mass of our memories. Its capacity is huge, and it exhibits little decay.
Long-term Memory
58
It is probably the least understood part of human cognition
Long-term Memory
59
It lies behind the power of mnemonic techniques like associating things you need to remember with familiar places, like rooms in your childhood home
Elaborative Rehearsal
59
The elements of perception and memory are called
Chunks
60
Represents the activation of past experience.
Chunk
61
It is remembering something with no help from the outside world
Recall
61
It is remembering with the help of a visible cue
Recognition
62
Three major kinds of user interface styles for desktop computing
Computer with a screen, keyboard, and mouse
63
It is rarely the first choice of a user interface designer nowadays, they still have their place – often as an advanced feature embedded inside another interaction style.
Command Language
64
It presents a series of menus or forms to the user
menu/form interface
65
It is essentially a tree of menus
Menu Bar
66
Which are essentially forms
Dialog Boxes
66
Examples of this visual representation include: icons representing files and folders on your desktop; graphical objects in a drawing editor; text in a word processor; email messages in your inbox.
Continuous Visual Representation
67
It is the most direct kind of actions in direct manipulation – you’re interacting with the virtual objects in a way that feels like you’re pushing them around directly.
Physical Actions
67
You can drag the scrollbar thumb a little or a lot, and you see each incremental change
Incremental
68
It is visible as quickly as possible
Rapid
69
The user doesn’t have to do anything to see the effects
Immediately Visible
69
You can undo your operation
Reversible
70
It is the preeminent interface style for graphical user interfaces
Direct Manipulation (DM)
70
It is the model that the system presents to the user through its user interface (sometimes called manifest model)
Interface Model
71
Command languages are synchronous (first the user types a complete command, then the system does it).
Synchrony
72
It is a way of describing how the system works.
Model of a System
73
It is how the system actually works (sometimes called implementation model)
System Model
74
It is how the user thinks the system works (Sometimes called conceptual model)
User Model
74
Affordances and natural mapping are examples of a general principle of learnability:
Consistency
75
This is concerned with our sensory engagement
Sensual Thread
75
How does the user think it behaves
Mental Model
76
It refers to the perceived and actual properties of a thing, primarily the properties that determine how the thing could be operated.
Affordance
77
It is an essential principle – probably the most important – in communicating a model to the user
Visibility
78
It is an incredibly powerful direct manipulation technique
Drag & drop
79
What the system does when you perform an action
Feedback
80
There are three kinds of consistency you need to worry about:
* Internal consistency * External consistency * Metaphorical consistency
80
It is one way you can bring the real world into your interface.
Metaphors
81
This term is central to interaction design. It is how a product behaves and is used by people in the real world.
User Experience
81
Common examples of emotions that spring to mind are sorrow, anger, joy, and happiness
Emotional Thread
81
A discipline which is concerned primarily with the physical characteristics of machines and systems and how these affects user performance.
Ergonomics
81
It is the internal thinking we do during our experiences. This is concerned with the narrative part of an experience, as it unfolds, and the way a person makes sense of it.
Compositional Thread
81
Term that means “Easy to learn, Easy to Use."
Usability
81
When was HCI become widespread?
1980
82
This refers to the space and time in which our experiences take place and their effect upon those experiences.
Spatio-temporal Thread
82
The process of interaction design involves four basic activities:
1. Establishing requirements 2. Designing alternatives 3. Prototyping 4. Evaluating.
83
The design process for UI that is widely accepted among UI practitioners.
User-Centered Design
83
The place where the user attention happens.
Locus of Attention
83
A principle which states that Simplicity is the key for a system to work in the best way.
Keep it Short and Simple
84
It is the term that describes on how well users can use the systems functionality.
Usability
84
It is called the principle of Least Surprise.
Consistency
85
It is the level where most designers choose as the unit for dividing streams?
Semantic
86
It is the level where it means low-level input events for dividing streams?
Lexical Level
86
It is the level where you would undo commands or onscreen button presses for dividing streams
Syntactic Level
87
It is the current state of the user's interaction with the interface.
View State
87
A common technique for showing a selection highlight in text
Reverse Video
87
It might be tempting to find a single word to describe this category-- Date, Time, Language, and Regional Options
Localization
87
Conveyed by the sense of touch.
Haptic Feedback
87
It is the actual result of the user’s action, like changing the state of the model.
High-level Feedback
87
It is often indicated by a cursor change.
Drag & Drop
88
Feedback is important, but don’t overdo it.
Unnecessary Feedback
88
It is one important kind of state to visualize – i.e., where am I now?
Navigation
88
Like the clicks that a keyboard makes – is another form
Audio Feedback
89
It is the decision about whether a hyperlink is worth following – i.e., does this smell good enough to eat?
Information Foraging
89
It is provided by a view object itself, like push-button feedback
Low-level Feedback
90
It claims that we ask similar questions when we’re collecting information: Where should I search? Which articles or paragraphs are worth reading?
Information Foraging Theory
91
The visible properties of a link that indicate how profitable it will be to follow the link.
Information Scent
91
It is a technique for making a command language more visible, helping the user learn the available commands and syntax.
Self-disclosure
91
It is a design pattern that keeps the top-level menu set constantly visible, without using much screen real estate
Standard Pullldown Menu Bar
92
It is a design pattern for providing a more descriptive label of a small control, and also a place for making other shortcuts visible.
Tooltips
93
True or False: Technical jargon should only be used when it is specific to the application domain and the expected users are domain experts
True
93
It indicate that you can see more choices if you click on the arrow
Downward-point arrows
94
Objective Hick-Hyman Law
"Try and simplify the decision making process, not eliminate the process entirely"
94
This is a basic rule for _______. "Use it if you have one, but don’t stretch for one if you don’t. "
Metaphors
94
It is due to failures of memory, particularly the short-term memory that is managing the execution of a procedure.
Lapses
95
It is applied to the design of the interactive objects in graphical displays.
Fitt's Law
95
First glimpse the user will have of the site.
Landing Page
95
Variables to measure Hick-Hyman Law Application
Time on site Page Views
95
Breaking up long or complex processes into screens with fewer options.
Obscuring Complexity
96
States that "the time to acquire a target is a function of the distance to and size of the target."
Fitt's Law
97
It states that the more stimuli (or choices) users face, the long it will take them to make a decision.
Hick-Hyman Law
97
Enabling users to find items from higher categories, as if they were looking under sections in a library.
Categorizing Choice
97
It is an error made in planning or rule application.
Mistake
98
It is the result of any action whose consequences are not what was intended by the person performing the action.
Human error
98
It is a failure of execution or control – for example, substituting one action for another one in the procedure. A lapse is a failure of memory – for example, forgetting the overall goal, or forgetting where you are in the procedure.
Slip
99
The ability to cancel an operation, even if it was something they asked for.
Veto
100
Another kind of error, clearly due to user interface
Mode error
100
It is a familiar pattern for improving the learnability of a complex interaction, by structuring it as a step-by-step process, with each step in a dialog.
Wizard design pattern
100
The most important element of usability engineering
Iterative Design
100
It was one of the earliest carefully-articulated design processes for software development. It models the design process as a sequence of stages.
Waterfall Model
101
Choosing which goals or constraints can be relaxed so that others can be met.
Tradeoff
102
We ask the users what they needed at the beginning
Requirements Analysis
102
a term coined by Jakob Nielsen
User control and freedom
102
It is the idea that in the give and take between the user and the system, the user should have ultimate control.
User control and freedom
102
It suggests that something can be clicked and dragged – relying on the physical metaphor, that physical switches and handles often have a ridged or bumpy surface for fingers to more easily grasp or push.
Texture
102
Golden rule of design:
Understand your materials
103
The object visibly responds to the presence of the mouse, it suggests that you can interact with it by clicking
Visible Highlighting
104
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
104
– Use linked labels to provide secondary navigation that shows the path from the front to the current site page in the hierarchy
Breadcrumbs
105
Make buttons stand out with color so users know what to do
Clear Primary Action
105
Let users enter data in various formats (e.g., city/town/village or zip code).
Forgiving Format
105
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
106
Abstract, vocal, concrete, or musical cues
Sound
106
Hide nonessential information on detailed pages to let users find relevant information more easily.
Hover Controls
107
Designers typically combine this with a wizard pattern.
Steps Left
108
This pattern is risky because user mistrust and feedback can destroy a brand’s reputation overnight.
Dark Pattern
108
The importance of color is to
Communicate
109
It suggests using strong contrasts in value and chroma to draw the user's attention to the most important information
Color Emphasis
109
It includes only the elements that are most important for communication. It should also be as unobtrusive as possible.
Simplicity
110
What are the four views of consistency:
real-world consistency internal consistency when not to be consistent external consistency
110
Provide the user with a clear and consistent conceptual structure
Organize
111
Do the most with the least amount of cues
Economize
111
The overall approach to visual storytelling
Sequencing
112
The overall decisions as to how the corporation or the product line expresses itself in visible language.
Visual Identity
113
Formats, proportions, and grids
Layout
114
It suggests using a maximum of 5+/-2 colors where the meaning must be remembered. The fundamental idea is to use color to augment black-and-white information, i.e. design the display to first work well in black-and-white.
Color Economy
114
It pertains to consistency of color code that should be applied to screen displays, documentation, and training materials.
Color Organization
115
There are three factors that should be considered for the design of a successful user interface;
development factors, visibility factors and acceptance factors.
116
It is an experimental process where design teams implement ideas into tangible forms from paper to digital.
Prototyping
117
These are usually used at the very beginning of a project. These are mainly used to validate a first concept or an idea
Lo-fidelity prototypes
118
These are finished websites, apps, or pixel-precise visual designs. The more perfected a prototype is, the less it is questioned purely in terms of content. I
Hi-fidelity prototypes
118
It is considered the complete version, which is not yet ready for the end-user due to the lack of tests in real conditions and incorrect errors
Beta Version
119
It provide multiple perspectives on the display of complex structures and processes.
Multiple Views
120
It deals with legibility, including using appropriate colors for the central and peripheral areas of the visual field.
Color Communication