hci Flashcards

1
Q

(IxD) is the process of creating interactive products and
services in which the designer considers how people will engage with the product.

A

Interaction Design

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2
Q

: A system should be easy to learn for new users, and it should provide feedback that
helps users understand how to use the system.

A

Learnability

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3
Q
  • : A system should be flexible enough to accommodate a range of user needs and
    preferences, including different input devices, display sizes, and operating systems.
A

Flexibility

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4
Q

: A system should enable users to complete tasks quickly and easily, without
unnecessary steps or barriers.

A

Efficiency

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5
Q

: A system should be designed so that users can easily remember how to use it even
if they haven’t used it for some time.

A

Memorability

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6
Q

: A system should be designed to minimize the occurrence of errors, but when errors
do occur, they should be easy to understand and recover from

A

Error handling

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7
Q

: A system should be designed to provide a positive user experience that satisfies
the needs and expectations of users.

A

User satisfaction

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8
Q

: A system should be designed to accommodate users with a range of abilities and
disabilities, including those with visual, auditory, and motor impairments.

A

Accessibility

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9
Q

Four Pillars of Design

A
  • User Interface Requirements
  • Guidelines, documents and processes
  • UI Software Tools
  • Expert Reviews and Usability Testing
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10
Q
  • should be meaningful and simple to understand. They should communicate
    information to users, but not too much information to overwhelm the user.
A

1D: Words

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11
Q

Representations - supplement the words used to communicate information to users.

A
  • 2D: Visual
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12
Q

determines the devices that the users will use to interact with the
product.

A
  • 3D: Physical Objects or Space –
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13
Q
  • refers to media that changes with time (animation, videos, sounds). Motion and
    sounds play a crucial role in giving visual and audio feedback to users’ interactions. Also, of
    concern is the amount of time a user spends interacting with the product: can users track their
    progress, or resume their interaction some time later?
A

4D: Time

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14
Q

includes the mechanism of a product.

A

5D: Behavior -

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15
Q
  • colored by attitude, culture, personality, and context. There’s wide variation even in such universal
    and seemingly simple behaviors such as walking
A

Motion

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16
Q
  • interaction design involves a combination of physical and analog spaces. You make a gesture in
    physical, analog space—for instance, turning a knob on your stereo—and you see the results on its digital
    display screen.
A

Space

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17
Q
  • Some tasks are complicated and take a long time to complete—for instance, searching for and
    buying a product.
A

Time

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18
Q
  • can also convey other attributes that may be meaningful: Is the object expensive or cheap?
    Complicated or simple? Daunting or approachable? Single use or enduring? Structured or casual?
A

Appearance

19
Q

Appearance has many variables for designers to alter:

A
  • proportion
  • structure
  • size
  • shape
  • weight
  • color (hue, value, saturation)
20
Q
  • sensation of an object can provide clues as to how it is to be used
21
Q
  • a small part of most interaction designs, but it can be an important part, especially for ambient
    devices and alerts. Sounds possess many variables that can convey information as well.
22
Q

Elements of Interaction Design

A

Sound
Texture
Appearance
Time
Space
Motion

23
Q

Design Principles

A

Typography
Hierarchy
Perspective
Harmony
Rhythm
Directional movement
Contrast
Balance
Center of interest
Consistency

24
Q

is the thread that ties together elements in a
single design. It also ties together designs across a single
campaign or brand, creating a product that is
distinguishable, usable and effective.

A

Consistency

25
an area that first attracts attention in a composition. This area is more important when compared to the other objects or elements in a composition. This can be by contrast of values, more colors, and placement in the format.
Center of interest
26
– a feeling of visual equality in shape, form, value, color, etc. Balance can be symmetrical and evenly balanced, or asymmetrical and unevenly balanced. Objects, values, colors, textures, shapes, forms, etc. can be used in creating balance in a composition.
Balance
27
offers some change in value creating a visual discord in a composition. Contrast shows the difference between shapes and can be used as a background to bring objects out and forward in a design. It can also be used to create an area of emphasis.
Contrast
28
a visual flow through the composition. It can be the suggestion of motion in a design as you move from object to object by way of placement and position. Directional movement can be created with a value pattern. It is with the placement of dark and light areas that you can move your attention through the format.
Directional movement
29
a movement in which some elements recur regularly. Like a dance, it will have a flow of objects that will seem to be like the beat of music
Rhythm
30
brings together a composition with similar units. If for example your composition was using wavy lines and organic shapes, you would stay with those types of lines and not put in just one geometric shape
Harmony
31
created through the arrangement of objects in two-dimensional space to look like they appear in real life. Perspective is a learned meaning of the relationship between different objects seen in space.
Perspective
32
It is essential for a design to have a clear hierarchy, one that is understandable and familiar for the users
Hierarchy
33
The choice of a font style, the color of the text, and the font size are all critical to user experience. If some content is not easily readable or is hurting the eyes, there is a good chance that the users will avoid interacting with it
Typography
34
Types of Fonts
Sans Serif
35
is the design and composition of an environment so that it can be accessed, understood and used to the greatest extent possible by all people regardless of their age, size, ability or disability.
Universal Design
36
As the social movements of the 20th Century were gathering momentum, the design industry responded with targeted efforts. Concepts such as barrier-free design, which aspired to remove barriers for disabled people from the built environment, appeared.
Disability Specific Design -
37
- provide more specialized solutions for people with specific requirements. Add-on products, that could make a formerly inaccessible product accessible, were more commonly developed and became more readily available
Assistive Technology
38
- fields such as Human Factors, Ergonomics and other functional design approaches look at the physical anatomy and the behavior of the person and use this information to create designs that fit
User-Centered Design and Human Factors
39
The Seven Principles of Universal Design
*Equitable Use * Flexibility in Use *Simple and Intuitive Use *Perceptible Information *Tolerance for Error *Low Physical Effort *Size and Space for Approach and Use
40
TWO TYPES OF MECHANORECEPTORS
RAPIDLY ADAPTING MECHANORECEPTORS SLOWLY ADAPTING MECHANORECEPTORS
41
IS THE PROCESS BY WHICH WE USE THE KNOWLEDGE WE HAVE TO DRAW CONCLUSIONS OR INFER SOMETHING NEW ABOUT THE DOMAIN OF INTEREST.
REASONING
42
IS THE PROCESS OF FINDING SOLUTION TO AN UNFAMILIAR TASK USING THE STORED KNOWLEDGE
PROBLEM SOLVING
43