Introduction to HCI Flashcards

(16 cards)

1
Q

When did the first PCs emerge?

A

Late 1970s

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2
Q

When was HCI formally founded?

A

1982 by John M. Carroll (information scientist from Pennsylvania)

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3
Q

What are three important concepts in early HCI?

A

Usability: Slogan “easy to learn, easy to use”. Definition “the extent to which a product can be used by specified user to achieve specific goals with effectiveness, efficiency and satisfaction in a specified context of use”.

Functionality: Also referred to as utility. The functions of a given system/product. High functionality is not the same as usability, e.g. options on remote controls.

The desktop metaphor (i.e. relying on well-known mental models from everyday life, e.g. the bin). This metaphor has its limits (running out of icons).

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4
Q

How has the user focus changed from early HCI to modern HCI?

A

Original user focus: individual user behaviour, desktop office applications, e.g. text editing and spreadsheets, interacting with computers.

Today’s user focus: individual user behaviour but also accommodating the widest possible spectrum of user behaviour, accessibility for the elderly, the cognitively and physically impaired, interacting with computers but also interact with other people through computers.

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5
Q

What are the six (seven) goals of usability?

A

1) Useful (does it do something people need done?)
2) Learnable (can people figure out how to use it?)
3) Memorable (do they have to relearn it every time they use it?)
4) Effective (does it get the job done?)
5) Efficient (with a reasonable amount of time and effort?)
6) Desirable (do people want it?)
7) Delightful (enjoyable or fun?)
In summary: Useful products take into account the people, the context and the way people are going to use the products.

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6
Q

What is the definition of usability?

A

The extent to which a product can be used by a specific user in specific context to achieve a specific goal in an efficient, effective and satisfying way.

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7
Q

What is functionality?

A

Also referred to as utility. The functions of a given system/product. High functionality is not the same as high usability, e.g. options on old remote controls.

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8
Q

What is the task-artefact cycle?

A

Two elements: Tasks and artefacts (tools, systems, interfaces)

Tasks and artefacts co-evolve: tasks shape the requirements for artefacts, and the introduction of new artefacts, in turn, changes how tasks are performed and what tasks are possible. On-going, iterative relationship.

Example: Education and learning

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9
Q

What is functional fixedness?

A

The inability to use a well-known object in a novel way, e.g. the candle box problem.

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10
Q

What is human factors engineering?

A

Designing and constructing equipment, products and work systems with the aim of reducing the potential for human error, improve safety and enhance overall system performance.

Emerged during World War II, e.g. aircraft cockpits.

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11
Q

What are the four U’s?

A

User, usability, utility = usefulness (where you realise the value of the product you have)

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12
Q

What is inclusiveness?

A

Being fair, open and equal to everyone so products accommodate the widest number of people, e.g. smartphones available to everyone despite disability, education, age, income etc.

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13
Q

What is accessibility?

A

The extent to which an interactive product is accessible as possible, e.g. people with sensory impairments (loss of vision or hearing), physical impairment, cognitive impairments that is either permanent, temporary or situational.

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14
Q

What is affordance?

A

Clues that indicate to the user what they can do.

Both physical affordances (e.g. a door handle, a button) and digital affordances (e.g. scroll-bars, dropdown arrow for dropdown button).

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15
Q

What are constraints?

A

Determining ways of restricting the kinds of user interaction that can take place at a given moment to prevent the user from selecting incorrect options, e.g. deactivating certain menu options by shading them grey.

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16
Q

What is the goal with HCI?

A

To design information systems so that the user knows automatically how to use a product/an information system. Relying on universal knowledge/existing knowledge rather than learned skills or working memory. Facilitate retrieval of the knowledge that has already been transferred to long-term knowledge.