HCI Design Rules Flashcards

1
Q

This is achieving goals within constraints

A

Design

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2
Q

This is the purpose of the design we are intending to produce

A

Goals

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3
Q

This is the limitations on the design process by external factors

A

Constrains

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4
Q

This is choosing which goals or constrains can be relaxed so that others can be met.

A

Trade-off

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5
Q

This revolves around the features of an interactive system that allow novice

A
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5
Q

This focuses on usability, execution, and assessment of computer systems.

A

Human Computer Interaction

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6
Q

This talks about Encompasses design, execution, and assessment of computer systems.

A

Human Computer Interaction

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6
Q

This is applicable across various disciplines with computer installations

A

Human Computer Interaction

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7
Q

What are the importance of HCI Design Rules?

A
  1. Address usability consequences of design decisions.
  2. Prevent designers from pursuing options leading to unusable systems.
  3. Integrates knowledge from psychology, cognitive science, sociology, and computational theory.
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8
Q

This is an event where it resulted from misinterpreted signals due to poorly designed control panel.

A

Three Mile Island Nuclear Accident (1979)

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9
Q

This are normative, fostering conformity to core values and approaches

A

Scientific Disciplines

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10
Q

This processes encourage adherence to established norms in research

A

Peer Review

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11
Q

This equips designers with tools for comprehending social contexts and organizing observations

A

Contextual Inquiry

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12
Q

This aids in deriving models for design based primarily on interview data

A

Contextual Inquiry

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13
Q

This is suitable for those lacking the training or time for ethnographic research

A

Contextual Inquiry

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14
Q

This offers methods for designers to transition from controlled laboratory settings to real world scenarios for design inspiration.

A

Contextual Inquiry

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15
Q

This features enabling novice users to understand and attain maximal system performance

A

Learnability

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16
Q

This uses past user knowledge to ease interaction with new systems

A

Predictability

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17
Q

This is where users need to know which actions can be executed for effective interaction

A

Predictability

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18
Q

This enables users to assess the effect of past operations on the current system state

A

Synthesizability

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19
Q

This relies on honest user interface, providing clear feedback about system changes

A

Synthesizability

20
Q

This utilizes users’ past experiences with other applications, both real-life and computer-based

A

Familiarity

21
Q

This is where users extend specific interaction behaviors to similar, previously unknown situations

A

Generalization

22
Q

This is where similarities in behavior across situations or task objectives

A

Consistency

23
This is the diverse ways users and systems exchange information
Flexibility
24
This is the user initiates actions
User Pre-Emptive
25
This is where the system initiates actions, user responds
System Pre-Emptive
26
It is the ability to support more than one task of the user system dialog interaction at a time.
Multithreading
27
This supports simultaneous communication for separate tasks
Concurrent Multithreading
28
This allows temporal overlap between tasks but restricts communication to one task at a time
Interleaved Multithreading
29
This talks about the ability to transfer control between system and user, enabling system changes and error recovery
Task Migratability
30
This is the equivalent values that can be substituted, enhancing system flexibility
Substitutivity
31
This is about the user/system can modify the user interface for adaptability
Customizability
32
This supports user actions and assesses outcomes
Robustness
33
This allows users to evaluate system state through perceivable interface representation
Observability
34
This allows exploring the system's internal state without modifications
Browsability
35
This suggests words or options based on user input, aiding passive recall
Default
36
This enables navigation through observable states.
Reachability
37
This deals with the duration of observable states.
Persistence
38
This ensures system services support user tasks clearly and comprehensibly
Task Performance
39
This is the System's ability to recover from errors
Recoverability
40
This talks about the forward error recovery navigates from error state to desired state.
Recoverability
41
This is the backward error recovery undoes previous actions to return to a pre-error state
Recoverability
42
This is the short, stable durations for system-user communication
Responsiveness
43
This is the consistent response times essential for user anticipation and understanding
Responsiveness
44
This ensures the system allows users to perform tasks as expected
Task Conformance
45
These are set by national/international bodies to ensure design compliance
Standards
46
What is the focus on usability
Effectiveness, efficiency, and user satisfaction in task accomplishment
47
What are Sneiderman's 8 Golden Rule
1. Strive for consistency. 2. Enable frequent users to use shortcuts. 3. Offer informative feedback. 4. Design dialogs to yield closure. 5. Offer error prevention and simple error handling. 6. Permit easy reversal of actions. 7. Support internal locus of control. 8. Reduce short-term memory load.
48
What is Norman's 7 Principle
1. Use both knowledge in the world and knowledge in the head. 2. Simplify the structure of tasks. 3. Make things visible: bridge the gulfs of Execution and Evaluation. 4. Get the mappings right. 5. Exploit the power of constraints, both natural and artificial. 6. Design for error. 7. When all else fails, standardize.