ITEC80 Flashcards

1
Q

look and feel

A

Aesthetic appeal

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2
Q

coined by HANSEN
in 1971, States that the interaction and
interface should cater to the
needs of the target user of the
system design

A

Know thy user

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3
Q

PRINCIPLES
OF
HUMAN-
COMPUTER INTERACTION

A
  1. KNOW THY USER
  2. Understanding the task
  3. Reduced memory load
  4. Strive for consistency
  5. Remind user and refresh their memorY
  6. Prevent errors/reversal action
  7. Naturalness
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4
Q

EXAMPLES
OF
HCI
GUIDELINES

A
  1. Information strucutring
    and navigation (general HCI design
  2. Navigation
  3. two-panel selector
  4. One-window drilldown
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5
Q

drilldown as a
design pattern for content organization and fast
navigation.

A

One-window drilldown

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6
Q

is a concept distinguished from

another similar term, interface.

A

Interaction

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7
Q

refers to an abstract

model by which humans interact with

the computing devices for a given task

A

Interface

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8
Q

means that the resulting

interface are easy to use, efficient for the task,

ensure safety, and lead to a correct completion

of tasks.

A

High usability

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9
Q

GOAL

OF

HUMAN-

COMPUTER INTERACTION

A

Functional completeness, High usability, Aesthetic appeal, Compelling user experience

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10
Q

Functional

completenes

A

complete feature in one package

(device, gadget).

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11
Q

High usability

A

efficient and easy to

use

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12
Q

look and feel

A

Aesthetic appeal

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13
Q

immersive user experience

A

Compelling user experience

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14
Q

base

the HCI design on the understanding of

the task.

A

1Understanding the task

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15
Q

refers to the job accomplished by
the user through the use of interactive
system.

A

Task

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16
Q

design

interaction with as little memory load as

possible is a principle that has also a

theoretical basis.

A

Reduced memory load

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17
Q

the capacity of

human’s short term memory,

famously known as “magic

number”

A

5

to

4

chunks

of

information

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18
Q

one way

to unburden the memory load is to keep

consistency.

A

Strive for consistency

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19
Q

give continuous reminders

of important information and thereby

refresh the user’s memory

A

Remind user and refresh their

memory

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20
Q
  • the interaction and interface should be

designed to avoid operations in our

everyday life.

A

Prevent errors/reversal action

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21
Q

refers to a trait that is

reflective of various operations in our

everyday life.

A

Naturalness

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22
Q

EXAMPLES

OF

HCI

GUIDELINES

A
  1. Information strucutring

and navigation (general HCI design

  1. Navigation
  2. two-panel selector
  3. One-window drilldown
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23
Q

A

single display is often not sufficient to

encompass all of the required information

content or to control the UI for a given

application.

A

Information

strucutring

and

navigation (general HCI design)

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24
Q

refers to the method used to

find information within a Web site

A

Navigation

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25
Q

a design pattern for

information

structuring

and

facilitated

navigation.

A

two-panel selector

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26
Q

drilldown as a

design pattern for content organization and fast

navigation.

A

One-window drilldown

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27
Q

Clever designs for taking user input

(e.g., raw information or system commands) can

improve the overall performance, in terms of

both time and accuracy, for highly interactive

systems. Modern interfaces employ graphical

user interface (GUI) elements

A

Taking User Input (General HCI

Design)

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28
Q

Similar sequences of actions

should be used under all conditions (similar

delimiters, abbreviations, etc.)

A

Consistency

of

data-entry

transactions

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29
Q

Fewer

input

actions

means

greater

operator

productivity

A

Minimal input actions by user

30
Q

When

doing data entry, use menus and button choices

so that users do not have to remember a lengthy

list of codes and complex syntactic command

strings.

A

Minimal memory load on users

31
Q

The format of data-entry

information should be linked closely to the

format of displayed information (i.e., what you

see is what you get).

A

Compatibility of data entry with

data display

32
Q

Use

consistent

labeling.

A

Clear and effective labeling of

buttons and data-entry fields

33
Q

For example, do not place “save”

and “undo” buttons close together. Such a

placement is likely to produce frequent

erroneous input.

A

Do not place semantically opposing

entry/selection

options

close

together:

34
Q

Provide text alternatives for

nontext content.

Provide captions and other

alternatives for multimedia.

Create content that can be

presented in different ways,

*

including

by

assistive

technologies,

without

losing

meaning.

  • Make it easier for users to see

and hear content.

A
  1. Perceivable
35
Q

Make all functionality available

from a keyboard.

Give users enough time to read

and use content.

Do not use content that causes

seizures.

Help users navigate and find

content.

A

Operable

36
Q

Make

text

readable

and

understandable.

Make

content

appear

and

operate in predictable ways.

Help users avoid and correct

mistakes

A
  1. Understandable
37
Q

Maximize compatibility with

current and future user tools.

A
  1. Robust
38
Q

Recently, with the spread of smartphones,

usability and user experience of mobile devices

and applications has become even more

important

A

Mobile Device (Platform Type)

39
Q

Major vendors

publish

style

guides

for

user-interaction

elements to be used for applications running on

their platform

A

Icons for Apple® iOS and Fonts for

Windows® XP (Vendor)

40
Q

Blattner,

Sumikawa,

and

Greenberg have suggested a few guidelines for

designing “auditory” analog-to-visual icons.

Similar to visual icons, which must capture the

underlying meaning (for whatever it is trying to

represent) and draw attention for easy

recognition, earcons should be designed to be

intuitive.

A

“Earcon” Design for Aural Interface

(Modality)

41
Q

“Earcon” Design for Aural Interface

(Modality)

A

“Earcon” Design for Aural Interface

(Modality)

42
Q

Kalsbeek

has collected and formulated very extensive,

detailed, and structured HCI guidelines for e-

commerce applications.

A

E-Commerce (Application)

43
Q

Check-out should start

at the shopping cart, followed by the gift options

or shipping method, the shipping address, the

billing address, payment information, order

review and finally an order summary.

A

Checkout process

43
Q

Check-out should start

at the shopping cart, followed by the gift options

or shipping method, the shipping address, the

billing address, payment information, order

review and finally an order summary.

A

Checkout process

44
Q
  • level, inputs and outputs are handled

by the interrupt mechanism of the system

software (operating system).

A

Input and Output at the Low

Level

45
Q

is a signal to the

processor indicating that an event (usually an I/O

event) has occurred and must be handled.

A

Interrupt

46
Q

is interpreted so that the address of its

handler procedure can be looked up and

executed while suspending the ongoing

process for a moment.

A

Interrupt

47
Q

how is the user/device input

processed, and how does the application (with

the help of the UI layer) generate output?

Central to its overall interworking are events, UI

objects, and event handlers.

A

Events,UI Objects,

and Event Handlers

48
Q

Interactive behavior that is purely

computational will simply be carried out by

executing the event-handler procedure.

A

Output

49
Q

It
explains how to make web content more
accessible to people with disabilities. Web
content generally refers to the information in a
web page or web application, including text,
images, forms, sounds, and such

A

Users with Disability (User Type

50
Q

The ___ approach was first proposed as a computational architecture for interactive
programs (rather than a methodology) by the designers of the programming language
called SmallTalk, which is one of the first object-oriented and modular languages [2].

A

Model,View,andController (MVC)

51
Q

part of the application corresponds to the computation (e.g., realized as
objects) that deals with the underlying problem or main information or data of the
application.

A

model

52
Q

part of the application corresponds to the implementation for output and
presentation of data

A

View

53
Q

part of the application corresponds to the implementation for
manipulating the view (in order to ultimately manipulate the internal model)

A

controller

54
Q

In many application architectures, the view and controller may be merged into one
module or object because they are so tightly related to each other.

A

View/Controller

55
Q

hen evaluating the interaction model and interface, there are largely two
criteria. One is the usability and the other is user experience (UX). Simply
put, usability refers to the ease of use and learnability of the user interface
(we come back to UX later in this section). Usability can be measured in
two ways, quantitatively or qualitatively.

A

EvaluationCriteria

56
Q

often involves task-performance measurements

A

Quantitative assessment

57
Q

One of the easiest and most straightforward evaluation methods is to simply interview
the actual/potential users and observe their interaction behavior,

A

Focus Interview/Enactment/Observation Study

58
Q

____________________ is very similar to the interview method

A

Expert Heuristic Evaluation

59
Q

In contrast to interviews and observation, measurement methods attempt to indirectly
quantify the goodness of the interaction/interface design

A

Measurement

60
Q

Most HCI evaluation involves simple interviews and or carrying out simple tasks using
paper mock-ups, simulation systems, or prototypes

A

Safetyand Ethics in Evaluation

61
Q

The talking computer interface is undoubtedly the holy grail of HCI. Language
understanding can be largely divided into two processes

A

Language Understanding

62
Q

Gestures play a very important role in human communication, in many cases
unknowingly

A

Gestures

63
Q

Image recognition or understanding is perhaps a lesser used technology in HCI,
especially for rapidly paced and highly frequent interaction in which the use of
mouse/touch/voice input is more common.

A

Image Recognition and Understanding

64
Q

In this scheme, for a set of subtasks (which together satisfy a larger task),
we assign the most appropriate modality to each task.

A

Composed:

65
Q

: In this scheme, as the name suggests, multiple modal interaction
techniques are used for the same subtask independently

A

Alternative:

66
Q

In the redundant scheme, many modalities are used together
(simultaneously or not) for the same task (input or output).

A

Redundant:

67
Q

In the redundant scheme, many modalities are used together
(simultaneously or not) for the same task (input or output).

A

Redundant:

68
Q

The smartphone, while almost undetachable
from many users, is not a true form of wearable computer.

A

Wearable computing and interaction

69
Q

Much research has been conducted in
ways to take advantage of our physiological signals such as brain waves, EMG
(electromyography), ECG (electrocardiography), and EEG (electroencephalography).

A

Interaction based on physiological signals: