HCI EXAM REVS Flashcards

(159 cards)

1
Q

• mechanism for receiving light and transforming it into electrical energy

A

The Eye

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2
Q

visual angle indicates how much of view object occupies (relates to size and distance from eye)

A

Size and Depth

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3
Q

subjective reaction to levels of light

A

 Brightness

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4
Q

o made up of hue, intensity, saturation

A

 Colour

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5
Q

• Several stages:
– visual pattern perceived
– decoded using internal representation of language
– interpreted using knowledge of syntax, semantics, pragmatics

• Perception occurs during fixations
• Word shape is important to recognition
• Negative contrast improves reading from computer screen

A

Reading

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6
Q

– Pitch – sound frequency
– loudness – amplitude
– timbre – type or quality

A

• Sound

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7
Q

• Provides important feedback about environment.
• May be key sense for someone who is visually impaired.

A

TOUCH

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8
Q

awareness of body position
– affects comfort and performance.

A

• Kinesthesis

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9
Q

• Time taken to respond to stimulus

A

MOVEMENT

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10
Q

o Buffers for stimuli received through senses
 iconic memory: visual stimuli
 echoic memory: aural stimuli
 haptic memory: tactile stimuli

A

• Sensory Memory

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11
Q

o Scratch-pad for temporary recall
 rapid access ~ 70ms
 rapid decay ~ 200ms
 limited capacity - 7± 2 chunks

A

• Short Term Memory (STM)

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12
Q

o Repository for all our knowledge
 slow access ~ 1/10 second
 slow decay, if any
 huge or unlimited capacity

A

• Long Term Memory (LTM)

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13
Q

serial memory of events

A

 episodic

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14
Q

structured memory of facts, concepts, skills

A

 semantic

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15
Q

 information is lost gradually but very slowly

A

 decay

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16
Q

 new information replaces old: retroactive interference
 old may interfere with new: proactive inhibition

A

 interference

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17
Q

 information reproduced from memory can be assisted by cues, e.g. categories, imagery

A

 recall

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18
Q

 information gives knowledge that it has been seen before
 less complex than recall - information is cue

A

 recognition

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19
Q

 derive logically necessary conclusion from given premises.
 Logical conclusion not necessarily true
 When truth and logical validity clash
 People bring world knowledge to bear

A

o Deduction

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20
Q

 generalize from cases seen to cases unseen

A

 Induction

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21
Q

 can only prove false not true

A

 Unreliable

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22
Q

o Process of finding solution to unfamiliar task using knowledge.

A

• Problem Solving

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23
Q

 right intention, but failed to do it right
 causes: poor physical skill, inattention etc.
 change to aspect of skilled behaviour can cause slip

A

 Slips

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24
Q

 wrong intention
 cause: incorrect understanding

A

 Mistakes

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25
• a computer system is made up of various elements
THE COMPUTER
26
text entry and pointing
o input devices
27
screen (small&large), digital paper
o output devices
28
special interaction and display devices
o virtual reality
29
e.g. sound, haptic, bio-sensing
o physical interaction
30
as output (print) and input (scan)
o paper
31
RAM & permanent media, capacity & access
o memory
32
speed of processing, networks
o processing
33
• Most common text input device
Keyboard
34
 Standardised layout  but …  non-alphanumeric keys are placed differently  accented symbols needed for different scripts  minor differences between UK and USA keyboards
o Layout – QWERTY
35
 keys arranged in alphabetic order  not faster for trained typists
o Alphabetic
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 common letters under dominant fingers  biased towards right hand  common combinations of letters alternate between hands
o Dvorak
37
 designs to reduce fatigue for RSI  for one handed use  the Maltron left-handed keyboard
o Special Keyboards
38
 only a few keys - four or 5  letters typed as combination of keypresses  compact size – ideal for portable applications  short learning time – keypresses reflect letter shape  fast – once you have trained
o Chord Keyboards
39
 use numeric keys with multiple presses
o Phone Pad and T9 entry
40
 Text can be input into the computer, using a pen and a digesting tablet
o Handwriting Recognition
41
 Improving rapidly  Most successful when:  single user – initial training and learns peculiarities  limited vocabulary systems  Problems with  external noise interfering  imprecision of pronunciation  large vocabularies  different speakers
o Speech Recognition
42
 for entering numbers quickly:  calculator, PC keyboard  for telephones
o Numeric keypads
43
• Handheld pointing device • very common, easy to use
Mouse
44
 Ball on underside of mouse turns as mouse is moved  Rotates orthogonal potentiometers  Can be used on almost any flat surface
o Mechanical
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 light emitting diode on underside of mouse  may use special grid-like pad or just on desk  less susceptible to dust and dirt  detects fluctuating alterations in reflected light intensity to calculate relative motion in (x, z) plane
o Optical
46
• small touch sensitive tablets • ‘stroke’ to move mouse pointer • used mainly in laptop computers
Touchpad
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 ball is rotated inside static housing  like an upsdie down mouse!
Trackball
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 for accurate CAD – two dials for X-Y cursor position  for fast scrolling – single dial on mouse
• Thumbwheels
49
– indirect pressure of stick = velocity of movement – buttons for selection on top or on front like a trigger – often used for computer games aircraft controls and 3D navigation
Joystick
50
– for laptop computers – miniature joystick in the middle of the keyboard
Keyboard Nipple
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– Detect the presence of finger or stylus on the screen.
Touch-Sensitive Screen
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– small pen-like pointer to draw directly on screen – may use touch sensitive surface or magnetic detection – used in PDA, tablets PCs and drawing tables
Stylus
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– now rarely used – uses light from screen to detect location
Light Pen
54
– Mouse like-device with cross hairs – used on special surface - rather like stylus – very accurate - used for digitizing maps
Digitizing Tablet
55
– control interface by eye gaze direction – uses laser beam reflected off retina … a very low power laser! – mainly used for evaluation (ch x) – potential for hands-free control – high accuracy requires headset – cheaper and lower accuracy devices available sit under the screen like a small webcam
Eye gaze
56
– Four keys (up, down, left, right) on keyboard. – Very, very cheap, but slow. – Useful for not much more than basic motion for text-editing tasks. – No standardised layout, but inverted “T”, most common
Cursor keys
57
– in phones, TV controls etc.  cursor pads or mini-joysticks  discrete left-right, up-down  mainly for menu selection
Discrete Positioning Controls
58
– screen is vast number of coloured dots
Bitmap Displays
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 number of pixels on screen (width x height)  e.g. SVGA 1024 x 768, PDA perhaps 240x400 – density of pixels (in pixels or dots per inch - dpi)  typically between 72 and 96 dpi
Resolution
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– ration between width and height – 4:3 for most screens, 16:9 for wide-screen TV
Aspect Ratio
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– how many different colours for each pixel? – black/white or greys only – 256 from a pallete – 8 bits each for red/green/blue = millions of colours
Colour Depth
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– diagonal lines that have discontinuities in due to horizontal raster scan process.
Jaggies
63
– Stream of electrons emitted from electron gun, focused and directed by magnetic fields, hit phosphor-coated screen which glows – used in TVs and computer monitors
Cathode Ray Tube
64
– Smaller, lighter, and … no radiation problems. – Found on PDAs, portables and notebooks, and increasingly on desktop and even for home TV – also used in dedicated displays:  digital watches, mobile phones, HiFi controls
Liquid Crystal Displays (LCD)
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– draw the lines to be displayed directly – no jaggies – lines need to be constantly redrawn – rarely used except in special instruments
Random Scan
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– Similar to random scan but persistent => no flicker – Can be incrementally updated but not selectively erased – Used in analogue storage oscilloscopes
Direct View Storage Tube
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– used for meetings, lectures, etc. – plasma – usually wide screen – video walls – lots of small screens together – projected – RGB lights or LCD projector – hand/body obscures screen – may be solved by 2 projectors + clever software – back-projected – frosted glass + projector behind
Large Displays
68
– displays in ‘public’ places  large or small  very public or for small group
Situated Displays
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– thin flexible sheets – updated electronically – but retain display – small spheres turned – or channels with coloured liquid and contrasting spheres
Digital Paper
70
 steering wheels, knobs and dials … just like real!
– cockpit and virtual controls
71
 six-degrees of movement: x, y, z + roll, pitch, yaw
– the 3D mouse
72
 fibre optics used to detect finger position
– data glove
73
 detect head motion and possibly eye gaze
– VR helmets
74
 accelerometers strapped to limbs or reflective dots and video processing
– whole body tracking
75
– ordinary screen, mouse or keyboard control – perspective and motion give 3D effect – seeing in 3D
Desktop VR
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– small TV screen for each eye – slightly different angles – 3D effect
VR Headsets
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– time delay  move head … lag … display moves  conflict: head movement vs. eyes – depth perception  headset gives different stereo distance  but all focused in same plane  conflict: eye angle vs. focus – conflicting cues => sickness  helps motivate improvements in technology
VR Motion Sickness
78
– scenes projected on walls – realistic environment – hydraulic rams! – real controls – other people
Simulators and VR Caves
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 dials, gauges, lights, etc
– analogue representations
80
 small LCD screens, LED lights, etc.
– digital displays
81
 found in aircraft cockpits  show most important controls … depending on context
– head-up displays
82
– beeps, bongs, clonks, whistles and whirrs – used for error indications – confirmation of actions e.g. keyclick – also see chapter 10
Sounds
83
– touch and feeling important  in games … vibration, force feedback  in simulation … feel of surgical instruments  called haptic devices – texture, smell, taste  current technology very limited
Touch, Feel, Smell
84
– for controlling menus – feel small ‘bumps’ for each item – makes it easier to select options by feel – uses haptic technology from Immersion Corp.
BMW iDrive
85
– image made from small dots  allows any character set or graphic to be printed, – critical features:  resolution  size and spacing of the dots  measured in dots per inch (dpi) – speed  usually measured in pages per minute
Printing
86
 use inked ribbon (like a typewriter)  line of pins that can strike the ribbon, dotting the paper.  typical resolution 80-120 dpi
 Dot-Matrix Printers
87
 tiny blobs of ink sent from print head to paper  typically 300 dpi or better
 Ink-jet and Bubble-Jet
88
 like photocopier: dots of electrostatic charge deposited on drum, which picks up toner (black powder form of ink) rolled onto paper which is then fixed with heat  typically 600 dpi or better.
 Laser printer
89
– dot matrix – same print head used for several paper rolls – may also print cheques
Shop tills
90
– special heat-sensitive paper – paper heated by pins makes a dot – poor quality, but simple & low maintenance – used in some fax machines
Thermal Printers
91
– the particular style of text – Size of a font measured in points (1 pt about 1/72”) (vaguely) related to its height
Fonts
92
 fixed-pitch – every character has the same width  variable-pitched – some characters wider
o Pitch
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 sans-serif – square-ended strokes  serif – with splayed ends (such as
o Serif or Sans-Serif
94
– easy to read shape of words
Lowercase
95
– better for individual letters and non-words
Uppercase
96
– helps your eye on long lines of printed text – but sans serif often better on screen
Serif Fonts
97
– Take paper and convert it into a bitmap
Scanners
98
paper placed on a glass plate, whole page converted into bitmap
 flat-bed:
99
scanner passed over paper, digitising strip typically 3-4” wide
 hand-held
100
– OCR converts bitmap back into text – different fonts  create problems for simple “template matching” algorithms  more complex systems segment text, decompose it into lines and arcs, and decipher characters that way – page format  columns, pictures, headers and footers
Optimal Character Recognition
101
– paper usually regarded as output only – can be input too – OCR, scanning, etc. – Xerox PaperWorks  glyphs – small patterns of /\\//\\\  used to identify forms etc.  used with scanner and fax to control applications – more recently  papers micro printed - like watermarks  identify which sheet and where you are  special ‘pen’ can read locations  know where they are writing
Paper – based Interaction
102
– on silicon chips  100 nano-second access time  usually volatile (lose information if power turned off)  data transferred at around 100 Mbytes/sec – Some non-volatile RAM used to store basic set-up information – Typical desktop computers:  64 to 256 Mbytes RAM
Random Access Memory
103
– floppy disks store around 1.4 Mbytes – hard disks typically 40 Gbytes to 100s of Gbytes access time ~10ms, transfer rate 100kbytes/s
Magnetic Disks
104
– use lasers to read and sometimes write – more robust that magnetic media – CD-ROM - same technology as home audio, ~ 600 Gbytes – DVD - for AV applications, or very large files
Optical Disks
105
– often use RAM for their main memory
PDAs
106
– used in PDAs, cameras etc. – silicon based but persistent – plug-in USB devices for data transfer
Flash-memory
107
– some sizes (all uncompressed) …  this book, text only ~ 320,000 words, 2Mb  the Bible ~ 4.5 Mbytes  scanned page ~ 128 Mbytes  (11x8 inches, 1200 dpi, 8bit greyscale)  digital photo ~ 10 Mbytes  (2–4 mega pixels, 24 bit colour)  video ~ 10 Mbytes per second  (512x512, 12 bit colour, 25 frames per sec
Speed and Capacity
108
– reduce amount of storage required
Compression
109
7-bit binary code for to each letter and character
– ASCII
110
- 8-bit encoding of 16 bit character set
– UTF-8
111
 text plus formatting and layout information
RTF (rich text format)
112
 documents regarded as structured objects
– SGML (standardized generalised markup language)
113
 simpler version of SGML for web applications
– XML (extended markup language)
114
 many storage formats :  (PostScript, GIFF, JPEG, TIFF, PICT, etc.)  plus different compression techniques  (to reduce their storage requirements)
– Images
115
 again lots of formats :  (QuickTime, MPEG, WAV, etc.)  compression even more important  also ‘streaming’ formats for network delivery
– Audio/Video
116
– Designers tend to assume fast processors, and make interfaces more and more complicated – But problems occur, because processing cannot keep up with all the tasks it needs to do  cursor overshooting because system has buffered keypresses  icon wars - user clicks on icon, nothing happens, clicks on another, then system responds and windows fly everywhere – Also problems if system is too fast - e.g. help screens may scroll through text much too rapidly to be read
Finite Processing Speed
117
– computers get faster and faster, 1965 …  Gordon Moore, co-founder of Intel, noticed a pattern  processor speed doubles every 18 months  PC … 1987: 1.5 Mhz, 2002: 1.5 GHz – similar pattern for memory  but doubles every 12 months!!  hard disk … 1991: 20Mbyte : 2002: 30 Gbyte – baby born today  record all sound and vision  by 70 all life’s memories stored in a grain of dus
Moore’s Law
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– Computation takes ages, causing frustration for the user
Computation Bound
119
– Bottleneck in transference of data from disk to memory
Storage Channel Bound
120
– Common bottleneck: updating displays requires a lot of effort - sometimes helped by adding a graphics co-processor optimised to take on the burden
Graphic Bound
121
– Many computers networked - shared resources and files, access to printers etc. - but interactive performance can be reduced by slow network speed
Network Capacity
122
 lower level, packets (like letters) between machines
 TCP – Transmission Control protocol
123
 reliable channel (like phone call) between programs on machines
 IP – Internet Protocol
124
– the area of work under study
Domain
125
– what you want to achieve
Goal
126
– how you go about doing it – ultimately in terms of operations or actions
Task
127
– Seven stages  user establishes the goal  formulates intention  specifies actions at interface  executes action  perceives system state  interprets system state  evaluates system state with respect to goa
Donald Norman’s Model
128
 user’s formulation of actions ≠ actions allowed by the system
 Gulf of Execution
129
 user’s expectation of changed system state ≠ actual presentation of this state
 Gulf of Evaluation
130
translation between languages
 interaction
131
translated into actions at the interface  translated into alterations of system state  reflected in the output display  interpreted by the user
 user intentions
132
– Study of the physical characteristics of interaction – Also known as human factors – but this can also be used to mean much of HCI!
Ergonomics
133
– traditional … dials and knobs – now … screens and keypads
Industrial Interface
134
– cheaper, more flexible, multiple representations, precise values – not physically located, loss of context, complex interfaces
Glass interface
135
direct manipulation  user interacts with artificial world
o Office
136
indirect manipulation  user interacts with real world through interface
o Industrial
137
– Way of expressing instructions to the computer directly  function keys, single characters, short abbreviations, whole words, or a combination – suitable for repetitive tasks – better for expert users than novices – offers direct access to system functionality – command names/abbreviations should be meaningful!
Command Line Interface
138
– Set of options displayed on the screen
Menus
139
– Familiar to user – speech recognition or typed natural language
Natural Language
140
 user led through interaction via series of questions  suitable for novice users but restricted functionality  often used in information systems
o Question/answer interfaces
141
 used to retrieve information from database  requires understanding of database structure and language syntax, hence requires some expertise
o Query Languages
142
– Primarily for data entry or data retrieval – Screen like paper form. – Data put in relevant place – Requires  good design  obvious correction facilities
Form-fills
143
– first spreadsheet VISICALC, followed by Lotus 1-2-3, MS Excel most common today – sophisticated variation of form-filling.  grid of cells contains a value or a formula  formula can involve values of other cells  user can enter and alter data spreadsheet maintains consistency
Spreadsheets
144
– default style for majority of interactive computer systems, especially PCs and desktop machines
WIMP (Windows Icons Menus Pointers) Interface
145
– used in ..  multimedia  web browsers  hypertext – icons, text links or location on map – minimal typing
Point and Click interfaces
146
 highlighting  visual affordance  indiscriminate use just confusing!
ordinary’ window systems
147
 use for extra virtual space  light and occlusion give depth  distance effects
o 3D workspaces
148
 Areas of the screen that behave as if they were independent  can contain text or graphics  can be moved or resized  can overlap and obscure each other, or can be laid out next to one another (tiled)  Scrollbars  allow the user to move the contents of the window up and down or from side to side  Title Bars  describe the name of the window
o Windows
149
– small picture or image
o Icons
150
 important component  WIMP style relies on pointing and selecting things  uses mouse, trackpad, joystick, trackball, cursor keys or keyboard shortcuts  wide variety of graphical images
o Pointers
151
 Choice of operations or services offered on the screen  Required option selected with pointer
o Menus
152
 hierarchical menu structure  menu selection opens new menu  and so in ad infinitum
 Cascading menus
153
 key combinations - same effect as menu item
 Keyboard accelerators
154
 individual and isolated regions within a display that can be selected to invoke an action
o Buttons
155
 fast access to common actions
o Toolbars
156
 information windows that pop up to inform of an important event or request information.
o Dialogue Boxes
157
minimum button size
 ergonomic
158
high-voltage switches are big
 physical
159
high cooker controls
 legal and safety