KCU Flashcards

1
Q

What is HCI?

A
  • Human–computer interaction (HCI) is the study of interaction between people and computers
  • But Internet-of-Things (ubiquitous computing) means that HCI is becoming…
  • The study of interaction between people and machines
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1
Q

Goal of HCI

A
  • Major Goal
  • To improve the interactions between people and computers (machines?)
  • Making computers more usable and receptive to the user’s needs.
  • Long Term Goal
  • to design systems that minimize the barrier between the human’s cognitive model of what they want to accomplish and the computer’s understanding of the user’s task
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2
Q

Usability, User Experience, User Centered Design

A
  • Three important sub-domains of HCI
  • Usability
  • User Experience (UX )
  • User centered Design
  • Each of these sub-domains are concerned with the design and evaluation of the user-interface.
  • However, each has a different scope and focus.
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3
Q

Usability

A
  • Usability is an essential concept in HCI and concerned with making systems easy to learn, easy to use, limiting errors and the severity of errors.
  • Usability refers to how successfully a user can use a system to accomplish a specific goal.
  • Uses terms like error rates, time to complete tasks, task failures, number of lookups made etc.
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4
Q

User Experience

A
  • User experience encompasses an end user’s entire experience with a interface — not just how well the interface worked, but how they expected it to work, how they feel about using it, and how they feel
    about the system overall.
  • Uses terms like satisfaction, intuitive, frustration, good experience, difficult, confusing.
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5
Q

User Centered Design

A
  • User-centered design (UCD) is an iterative design process in which designers focus on the users and their needs in each phase of the design process.
  • In UCD, design teams involve users throughout the design process via a variety of research and design techniques, to create highly usable and accessible products for them.
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6
Q

Why is HCI Important?

A
  • Why do we often see user-interfaces are inefficient, confusing or
    difficult to use (sometimes barely unusable)?
  • Badly design interfaces can waste the user’s time, cause frustration and lead to errors.
  • Users often leave website or apps with bad interfaces in frustration.
  • Is it because developers:
  • Don’t care?
  • Don’t have the time?
  • Don’t really know what makes good design?
  • Concerning web-apps and desktop apps, the principles of good UI
    design have been well understood since the 1990’s.
  • However, application of these design principles have often been
    neglected. Why?
  • Prioritizing functionality over usability/user experience
  • Budgetary and time constraints (overruns are common)
  • Where does usability/user experience fit into the software development
    lifecycle?
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7
Q

Is HCI a Solved Problem?

A
  • Adoption of NUI methods and the Metaverse is changing everything.
  • Application of HCI to NUI and Metaverse is far from a solved problem.
  • NUI technologies now over threshold for paradigm shift.
  • Can lead to redesign of interfaces for NUI methods
  • Currently NUI methods often simulate mouse point and click.
  • NUI methods are foundation of Metaverse.
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8
Q

Paradigms in HCI

A

Command Line Interfaces (CLI)
User types commands to the computer in the form of text

Graphical User interfaces (GUI)
User directly manipulates graphical representations on a computer screen with a pointing device

Natural User Interfaces (NUI)
Simulates more natural real-world interactions

Metaverse
Immersive interfaces

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9
Q

Command Line Interfaces (CLI)

A

> CLIs are text-based. Users control the computer by typing in commands.
CLIs require little processing power and are extremely powerful, but it can take longer to learn than a GUI.
Originally, most interfaces were CLIs.
>They still exist within modern operating systems, for example the command prompt app in Windows, and Terminal in macOS. Often used in IoT
devices.

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10
Q

Graphical User Interfaces (GUI)

A
  • Desktop Metaphor
  • Based on Point-and-Click
  • Not adapted to NUI input modalities
  • Often NUI inputs simulate point and click.
  • So not much has changed since 1984
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11
Q

Natural User Interfaces (NUI)

A
  • Natural User Interfaces
    • Mimics real-world interaction
    • Not fully developed
      • Often used to simulate point-and-click in GUI
    • Potential for redesign of user interface for the NUI method
      • Not to restrict NUI method to simulating point and click.
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12
Q

Natural User Interfaces (NUI) examples

A
  • Speech Recognition
  • Voice assistants such as Apple’s Siri, Amazon’s Alexa, Microsoft’s Cortana, and Google’s Assistant are the most popular voice assistants and are embedded in smartphones or dedicated home speakers. Users can ask their assistants questions, control home automation devices and media playback via voice, and manage other basic tasks such as email, to-do lists, and calendars with verbal commands.
  • Brain-machine Interface
  • Developing field of brain-machine interfaces read brain signals and translate these into actions within the computer system.
  • Brain-machine interfaces have many possible applications in health sector as they allow paralysed patients to communicate via a computer such to control their environment (smart home), or control wheelchair etc.
  • Touch Screen
  • Touch screen interfaces allow users to interact with a machine or device with the touch of a finger.
  • Currently, this is the most common form of NUI application and is a natural and intuitive way to interact with computing devices.
  • Gesture recognition
  • Gesture tracking involves tracking user motions and physical actions and using these as input to computing devices.
  • For example, the Nintendo Wii and PlayStations have controllers with accelerometers and gyroscopes to sense the rotation, acceleration, and tilting from which gestures and actions can be inferred
  • Gaze Tracking
  • Gaze tracking is a NUI method that estimates gaze-point on a display screen based upon user eye-movements.
  • Windows 10 and 11 comes with Windows Eye Control API.
  • Users can attach an eye tracker to their Windows PC and control the PC through eye-gaze.
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13
Q

Metaverse

A
  • Immersion in VR
    • Simulates an immersive environment
  • Immersion in AR
    * Augments real environment
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14
Q

Defining the User Interface

A
  • Proper interface design will provide a mix of well-designed input and output mechanisms that satisfy the user’s needs, capabilities, and limitations in the most effective way possible.
  • The best interface is one that it not noticed, one that permits the user to focus on the information and task at hand, not the mechanisms used to present the information and perform the task.
  • User interface design is a subset of HCI.
  • HCI designers must consider a variety of factors:
    * What people want and expect, physical limitations and abilities
    people possess.
    * What people find enjoyable and attractive.
    * How information processing systems work.
    * Technical characteristics and limitations of the computer
    hardware and software must also be considered.
  • Part of a computer and its software that people can see, hear, touch, talk to, or otherwise understand or direct.
  • Input and Output
  • Input is some form of communication of requirements
  • Predominant input method is Point-and-Click.
  • Output is the results of processing user’s requirements
  • Predominant output method is Display Screens
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15
Q

USER INTERFACE DESIGN LIFECYCLE

A
  1. Requirements Capture
    * How are users currently completing their tasks.
    * Observation
    * Questioning
    * However, users sometimes don’t know what they need.
  2. Design Alternatives
    * Develop user interface designs to fulfil the requirements from requirements capture.
    * Can draft various design options.
  3. Prototyping
    * Create porotypes for the various design alternatives.
  4. Evaluation
    * We take one or more of the prototypes and test the usability of the system.
    * Test with users or usability experts.
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16
Q

REQUIREMENTS CAPTURE

A
  • Aim is to better understand the problem space
  • We start by analysing the users
  • We collect information about how the user currently achieves their tasks.
  • Talk to your clients, market research, tools from qualitative research
    (interviews, observations, case-studies etc.).
  • Methods used:
  • Direct observation e.g., watch user conducting tasks.
  • Survey e.g., questionnaire.
  • Focus group e.g., meet with small group of users who discuss tasks.
  • Interviews e.g., one-to-one interview with user
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17
Q

Types of Users

A
  • Primary Users
  • Use the design directly e.g., ‘end users’.
  • Secondary Users
  • Do not use the design directly.
  • May provide input to design.
  • May receive output from design.
  • Tertiary Users
  • Do not use the design at all.
  • ## Effected by design in some way.
  • Direct users: These users actively use the system to carry out their tasks or duties. They directly interact with the system’s features.
  • Indirect users: Indirect users receive data or information from the system but do not directly operate it. For example, bank customers who rely on the system generated account statements fall into this category.
  • Remote users: Remote users do not directly interact with the system themselves. Instead, they depend on the system to provide output or results. Bank customers who check their account balances online without physically visiting a branch are remote users.
  • Support users: Support users are part of the administrative or technical team responsible for maintaining and assisting other system users. They ensure the smooth functioning of the system and provide support to novices, intermediates, and experts.
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18
Q

USER PERSONAS

A
  • A persona is a fictional, yet realistic, description of a typical or target user of the system.
    • It is used to promote empathy, increase awareness and memorability of target users, prioritize features, and inform design decisions.
    • Engages sympathy, empathy
  • Persona-creation should be a part of the research phase for a system or feature.
    • Before the actual design process starts.
    • Field studies, surveys, longitudinal studies, interviews, and other methods of user research should be conducted first to define characteristics of typical users.
  • Create a character based on real users – name, job, reason for visiting the site
    • 3-4 types, with relevant information
  • Test use cases, tasks analysis using persona
    • Would the individual use the site this way?
19
Q

Use Case Diagram

A

In the Unified Modelling Language (UML), a use case diagram can summarise the details of your system’s users (also known as actors) and their interactions with the system.
* Use cases: Horizontally shaped ovals that represent the different uses that a user might have.
* Actors: Stick figures that represent the people actually employing the use cases.
* Associations: A line between actors and use cases. In complex diagrams, it is important to know which actors are associated with which use cases.
* System boundary boxes: A box that sets a system scope to use cases. All use cases outside the box would be considered outside the scope of that system.

20
Q

Nielsen (1990,1994)

A

*Visibility of System Status: Users should always know the system’s current state, e.g., loading indicators.

*Match Between System and Real World: Use intuitive language and icons, e.g., a trash can icon for deleting files.

*User Control and Freedom: Allow users to undo actions or navigate back, e.g., an “Undo” option.

*Consistency and Standards: Maintain consistent design elements and follow established standards.

*Error Prevention: Design to prevent errors, e.g., confirmation prompts before deleting important data.

*Recognition Rather Than Recall: Reduce memory load by displaying options, e.g., dropdown menus.

*Flexibility and Efficiency of Use: Cater to both novice and expert users, e.g., keyboard shortcuts and menus.

*Aesthetic and Minimalist Design: Keep interfaces simple and uncluttered.

*Help Users Recognize, Diagnose, and Recover from Errors: Provide clear, specific error messages with solutions.

*Help and Documentation: Offer context-sensitive help, e.g., tooltips and user guides.

21
Q

USABILITY PRINCIPLES (NIELSEN)

A
  • Ease of learning
  • Efficiency of use
  • Memorability
  • Error frequency and severity
  • Subjective satisfaction
22
Q

USABILITY MISTAKES

A
  • Neglecting user aims
  • Confusing colour for navigation links
  • Confusing/ experimental navigation
  • Lack of consistency in interactive elements
  • Small clickable areas
  • No search function
  • Unnecessary registration
  • Inconsistent design /ignoring design conventions
  • Titles with low search engine visibility
  • Non-responsive web design
  • Distracting images
  • Things that look like ads
  • Opening new browser windows
  • Broken links
  • Non-scannable text/ poor readability
  • Neglecting mobile users
23
Q

WHAT IS A PROTOTYPE FOR US?

A

In HCI it can be (among other things):
* A series of screen sketches
* A storyboard, i.e. a cartoon-like series of scenes
* A PowerPoint slide show
* A video simulating the use of a system
* A cardboard mock-up
* A piece of software with limited functionality
* written in the target language
* or in another language

24
Q

BENEFITS OF PROTOTYPING EARLY

A
  • Used to check understanding of requirements.
  • Evaluation of different design options
  • Increase communication among users and developers
  • Rapid feedback on ideas and changes
  • Identify problems and issues before construction (expensive)
25
Q

LOW-FIDELITY PROTOTYPING

A
  • Uses a material which is unlike the materials used in the final product
    e.g. paper, cardboard
  • Is quick, cheap and easily changed
  • Examples:
  • Sketches of screens, task sequences, etc
  • ‘Post-it’ notes
  • Storyboards
26
Q

HIGH-FIDELITY PROTOTYPING

A
  • Uses materials that you would expect to be in the final product.
  • Prototype looks more like the final system than a low-fidelity version.
  • For a high-fidelity software prototype common environments include
    Macromedia Director, Visual Basic, and prototyping tools like Figma.
  • Danger that users think they have a full system.
27
Q

HIGH-FIDELITY PROTOTYPING ADV/DIS

A
  • Benefits
  • More realistic
  • Closer to final product
  • Good for developers and users
  • Can collect metrics
  • Limitations
  • More expensive, less rapid
  • Reluctance to change
28
Q

THROW-AWAY PROTOTYPING

A
  • Also known as rapid prototyping or close-ended prototyping.
  • The primary goal is to quickly create a prototype to understand
    requirements and design.
  • Here’s how it works:
  • Develop a prototype with minimal effort.
  • Use it for requirements gathering and user feedback.
  • After gathering insights, discard the prototype.
29
Q

EVOLUTIONARY PROTOTYPING

A
  • Also called incremental prototyping.
  • The focus is on gradual refinement.
  • Key points:
  • Iterative process:
  • Develop an initial prototype.
  • Gather feedback.
  • Refine the prototype.
30
Q

USABILITY TESTING

A

Usability testing: Evaluating usability of a web-page, app or other software by testing it with real users.

Often software development companies neglect usability testing or do it very little testing.
.Sometimes left to the end of the software development lifecycle.

Reasons given not to usability test:
.not enough time
.not enough money
.no expertise in doing it
.no lab or location in which to perform it
don’t know how to interpret the results

31
Q

INEXPENSIVE TESTING

A

Traditional Testing
.Expensive
.Scientific

“Lost-Our-Lease Testing”
.Test cheaply and often
.Not scientific

32
Q

USABILITY STUDY ROOM SETUP

A

Preferably a quiet room with a computer and 2-3 chairs

Participant sits at computer and performs tasks with interface

Moderator / facilitator guides the user through the process

Others on dev team observe user, either from the side or from another room (preferred)
.Web cam, one-way mirror, etc.
.Record the user and watch later

33
Q

IDENTIFYING PARTICIPANTS

A

An ideal test has at least 3-4 users who havenot been told much about the app beforehand.

It doesn’t matter much who you grab as your user;doesn’t have to be just like a real user of the app.
.Everyone’s a beginner in a way.
.It’s bad to design a site that only experts can use.
.Experts don’t mind something simple enough for beginners, so testing with beginners is not bad.

UNLESS the app requires specific expert knowledge to use.

34
Q

FACILITATING A STUDY

A

Who is qualified to be a study facilitator? What things should / shouldn’t a facilitator do?

Anybody with decent people skills can do it.
Be friendly.
Tell them it’s okay to make mistakes; they aren’t being tested.
Encourage them ask questions and to think out loud.
Don’t lead the user or give them hints about what to do.
Probe; when they give feedback, ask for more details.
Don’t appear to be concerned with note-taking or data gathering.
Don’t be upset if the user fails or gets stuck.
Ask user questions when they get stuck.
“What are you thinking?” or “What are you trying to do now?”

35
Q

TYPES OF TESTS

A

“get it” testing: Does user understand site’s basic purpose?
.”What do you think this page/site/app is about?”
.”What do you think the ___ feature is for?”
.Let them just click around for a while and play with the app.

“key task” testing: Ask user to do a specific thing and watch to see how they do.
.”Your goal is to purchase a book about sailing for under $15.”
.”Change your buddy list preferences to block Amanda.”

36
Q

ANOTHER CATEGORIZATION

A

Exploratory/Formative - high-level design concepts
Can user “walk up and use” it, and see value in the product?

Assessment/Summative - lower-level operations (later)
user performs actual tasks, not vague goals; less moderated

Comparison Test - match up different prototypes or designs
Usability data are gathered for each design and compared
idea: test a competitor’s site, see what they do/don’t like
“best” design may turn out to be a hybrid of the available choices

Verification Test - verifies that UI is okay or that a fix works
done with an actual product, not just a paper prototype
performance expectations are decided and measured

37
Q

USERS FAIL

A

Typical ways users fail in usability tests:
Don’t understand the point of the site.
They use different vocabulary than you, so they can’t find a word for the action to do.
Their notion of how to categorize is different.
Site is too busy / cluttered.
Not clear what the options are on the screen.

If user momentarily gets stuck or goes astray, that CAN be okay.
A “kayak” problem; the boat can right itself.
Give them a chance to temporary fail and then recover

38
Q

LIMITATIONS OF USABILITY TESTS

A

Somewhat artificial

Test results don’t prove that a product/design/UI “works”

Testing may not be the best use of your time.
.Maybe have a usability expert look at it, to find gross violations.

It’s possible that a UI has an initial learning curve but is then very powerful/usable. A usability test doesn’t measure that.

Doesn’t tell you if the market wants/needs a product like yours.
.A focus group or survey would be better for that.

39
Q

FORMATIVE AND SUMMATIVE EVALUATION

A
  • FORMATIVE
  • Undertaken during the development process
  • Used to inform the development process. Hence is applied to a prototype rather than a complete
    system
  • Can be both qualitative and quantitative
  • SUMMATIVE
  • Undertaken at the end of a development cycle
  • Provides an evaluation or summary of the complete system
  • Summative evaluations describe how well a design performs
  • often compared to a benchmark such as a prior version of the design or a competitor.
  • Can be both qualitative and quantitative
40
Q

ANALYTIC EVALUATION

A
  • Conducted by user experience expert
  • e.g. Requires expert skills
  • Formal methods for analysing interfaces
  • Heuristic evaluation
  • Goals Operations Methods Selection Rules (GOMS) - task related
  • Cognitive Walkthrough – task related
  • Aims to investigate existing situation
  • Underlying principle is to apply a model of human task behaviour to an interface to predict its performance with real humans
41
Q

GOMS - GOALS, OPERATORS, METHODS, SELECTION
RULES

A

A model of human performance for interfaces.
* Investigates the detailed steps to perform a task.
* Useful for predicting actual time a skilled user will take in UI.
* Useful for comparing different UIs.
* Key Log Model GOMS is the simplest to use.

42
Q

EMPIRICAL EVALUATION

A
  • Empirical Evaluation
  • ‘Empirical’ means ‘try it out and see’.
  • Users participate in trials of prototype interfaces
  • Requires careful design of the trial’s content and conduct
  • May involve benchmark tasks
  • Time to complete task/task failure rates
  • May involve collecting and processing subjective opinions
  • Types of Empirical Evaluation include
  • Field studies
  • Lab-based usability evaluation
  • Eye Tracking Study
43
Q

EMPIRICAL EVALUATION: FIELD STUDIES

A

Evaluate interfaces ‘in the wild’
* Done in natural settings, hence users behave naturally
* Not controlled like a typical usability study
* The researcher works on the inside of the organisation, aiming to achieve a deep understanding of users and tasks in the work situation
* Observation of realistic tasks, interviews, data files.
* Collects, Classifies and Summarizes data
* Field data collection and analysis is time consuming

44
Q

EMPIRICAL EVALUATION: LAB BASED
EVALUATION

A
  • Include representative tasks
  • e.g., based on task analysis of the system.
  • What to measure & observe (usability goals)
  • Ease of learning – learning time.
  • Ease of performance - time and errors.
  • User satisfaction (Subjective) - user experience, satisfaction, appeal, enjoyment – surveys.
45
Q

DEVELOPING AN EMPIRICAL TRIAL

A
  • Design the experiment and its conduct
  • Evaluation plan specifies exactly what is to be evaluated.
  • Describes procedure to be followed.
  • Ensures that each user gets the same information and uses the same method.
  • Ensures evaluation can be repeated.
  • Collect the data.
  • Analyse the data obtained and derive conclusions.
  • Redesign and re-implement the interface.