ITEC80 Flashcards

(70 cards)

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
a design pattern for information structuring and facilitated navigation.
two-panel selector
26
drilldown as a design pattern for content organization and fast navigation.
One-window drilldown
27
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
Taking User Input (General HCI Design)
28
Similar sequences of actions should be used under all conditions (similar delimiters, abbreviations, etc.)
Consistency of data-entry transactions
29
Fewer input actions means greater operator productivity
Minimal input actions by user
30
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.
Minimal memory load on users
31
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).
Compatibility of data entry with data display
32
Use consistent labeling.
Clear and effective labeling of buttons and data-entry fields
33
For example, do not place "save" and "undo" buttons close together. Such a placement is likely to produce frequent erroneous input.
Do not place semantically opposing entry/selection options close together:
34
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.
1. Perceivable
35
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.
Operable
36
Make text readable and understandable. Make content appear and operate in predictable ways. Help users avoid and correct mistakes
3. Understandable
37
Maximize compatibility with current and future user tools.
4. Robust
38
Recently, with the spread of smartphones, usability and user experience of mobile devices and applications has become even more important
Mobile Device (Platform Type)
39
Major vendors publish style guides for user-interaction elements to be used for applications running on their platform
Icons for Apple® iOS and Fonts for Windows® XP (Vendor)
40
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.
"Earcon" Design for Aural Interface (Modality)
41
"Earcon" Design for Aural Interface (Modality)
"Earcon" Design for Aural Interface (Modality)
42
Kalsbeek has collected and formulated very extensive, detailed, and structured HCI guidelines for e- commerce applications.
E-Commerce (Application)
43
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.
Checkout process
43
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.
Checkout process
44
- level, inputs and outputs are handled by the interrupt mechanism of the system software (operating system).
Input and Output at the Low Level
45
is a signal to the processor indicating that an event (usually an I/O event) has occurred and must be handled.
Interrupt
46
is interpreted so that the address of its handler procedure can be looked up and executed while suspending the ongoing process for a moment.
Interrupt
47
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.
Events,UI Objects, and Event Handlers
48
Interactive behavior that is purely computational will simply be carried out by executing the event-handler procedure.
Output
49
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
Users with Disability (User Type
50
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].
Model,View,andController (MVC)
51
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.
model
52
part of the application corresponds to the implementation for output and presentation of data
View
53
part of the application corresponds to the implementation for manipulating the view (in order to ultimately manipulate the internal model)
controller
54
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.
View/Controller
55
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.
EvaluationCriteria
56
often involves task-performance measurements
Quantitative assessment
57
One of the easiest and most straightforward evaluation methods is to simply interview the actual/potential users and observe their interaction behavior,
Focus Interview/Enactment/Observation Study
58
____________________ is very similar to the interview method
Expert Heuristic Evaluation
59
In contrast to interviews and observation, measurement methods attempt to indirectly quantify the goodness of the interaction/interface design
Measurement
60
Most HCI evaluation involves simple interviews and or carrying out simple tasks using paper mock-ups, simulation systems, or prototypes
Safetyand Ethics in Evaluation
61
The talking computer interface is undoubtedly the holy grail of HCI. Language understanding can be largely divided into two processes
Language Understanding
62
Gestures play a very important role in human communication, in many cases unknowingly
Gestures
63
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.
Image Recognition and Understanding
64
In this scheme, for a set of subtasks (which together satisfy a larger task), we assign the most appropriate modality to each task.
Composed:
65
: In this scheme, as the name suggests, multiple modal interaction techniques are used for the same subtask independently
Alternative:
66
In the redundant scheme, many modalities are used together (simultaneously or not) for the same task (input or output).
Redundant:
67
In the redundant scheme, many modalities are used together (simultaneously or not) for the same task (input or output).
Redundant:
68
The smartphone, while almost undetachable from many users, is not a true form of wearable computer.
Wearable computing and interaction
69
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).
Interaction based on physiological signals: