midterm HCI Flashcards

(70 cards)

1
Q

how humans use computer in general

A

HUMAN COMPUTER INTERACTION

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2
Q

study of HCI began in FACTORIES

A

1980

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3
Q

provided an in depth interactions between humans and weapons

A

WWII

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4
Q

start of the HCI study

A

1949

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5
Q

prioritization of task over work

A

DERIVE THEORY

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6
Q

3U Principle

A

USEFUL
USABLE
USED

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7
Q

accomplish what it requires

A

USEFUL

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8
Q

doing it naturally and easily

A

USABLE

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9
Q

make the user wants to use it

A

USED

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10
Q

MODEL HUMAN PROCESSOR - 3 sub systems

A

Perpetual System
Motor System
Cognitive System

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11
Q

controls actions; joints, muscles, tissues, etc.

A

Motor System

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12
Q

process information that connects the perpetual and motor system

A

Cognitive System

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13
Q

eyes are the primary source of information; process/interpret what you see

A

VISION

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14
Q

VISUAL PERCEPTION - process elements
⁃ FACTORS:

A
  1. Size and Depth
    ⁃ 2. Brightness
    ⁃ 3. Color
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15
Q

processing of text/ identification of visual patterns

A

READING

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16
Q

identification of the vibrations of the sound waves

A

AUDITORY

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17
Q

AUDITORY FACTORS

A

⁃ 1. Pitch - frequency; highness/lowness
⁃ 2. Loudness - volume of the sound
⁃ 3. Timbre - combination if pitch and loudness

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18
Q

touch; vital information about the environment

A

HAPTICS

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19
Q

joints

A

MOVEMENT

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20
Q

SENSORY MEMORIES
⁃ Ionic
⁃ Echoic
⁃ Haptic
⁃ If you give attention to sensory memory you will get a short term memory
⁃ If you give rehearsal, you will get a long term memory

A

HUMAN MEMORY

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21
Q

3 TYPES OF REASONING

A

. DEDUCTIVE
INDUCTIVE
ABDUCTIVE

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22
Q

deriving logically necessary conclusions from the given premise

A

DEDUCTIVE

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23
Q

generalization

A

INDUCTIVE

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24
Q

presumed until proven otherwise

A

ABDUCTIVE

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25
no steps, based on experience
GENERALIZATION
26
step by step
PROCEDURALIZATION
27
response to the evaluation of the entire situation
EMOTIONAL
28
easily learned
Learnability
29
the system should be able to accommodate variety of people depending on user needs
Flexibility
30
“usable”, used easily and effectively
Efficiency
31
- easily remembered
. Memorability
32
inform user about where they had lapses in using the system
Error Handling
33
- the user should enjoy the system he/she used
User Satisfaction
34
available for the general public, available to all users with different abilities
Accessibility
35
the theme, motif that the user requires
USER INTERFACE REQUIREMENT (UI REQ)
36
model, diagrams, process flows ⁃ validates that all your process will be suitable to the system
GUIDELINE DOCUMENT AND PROCESSES
37
for presenting the prototypes
UI TOOLS
38
the system is launched ⁃ this is where they will determine if the system is HCI friendly based on the 7 principles
EXPERT REVIEW AND USER TESTING
39
cannot compute bigger processes, there is a delay/lag
Computation bound
40
full storage affects system performance
Storage bound
41
some systems need dedicated gpus to function normally
Graphics bound
42
sending of data
Network capacity
43
easier for the user to use and navigate through the system
. Functional
44
next, previous, etc. by sequence ⁃ from one control to another, continuation of the other
Sequential
45
frequently used controls
Frequency
46
process of creating interactive applications easy to use for users
INTERACTION DESIGN
47
DESIGN PRINCIPLES
CONSISTENCY CENTER OF INTEREST BALANCE CONTRAST
48
maximization/utilization of the design process for it to be accessible to most people
UNIVERSAL DESIGN
49
during the early days, there are no things like wheelchairs; this is where we considered disabled people started
Disability-Specific Design
50
the things we cannot do before, we can do it now; innovation allows us to do this
Assistive Technology
51
caters the specific needs of the user
User Centric Design
52
Principles in IT
Perceivable - all things should be seen 0. Operable - nagagamit 0. Understandable - can be understood by use 0. Robust - compliant with coding standard
53
4 PILLARS OF INTERFACE DESIGN
0. Clarity - elements are well-understood 0. Consistency - e.g. all throughout it should be blue 0. Responsiveness - navigation 0. Simplicity - ui minimizes the number of events/things that the user needs to do
54
- evaluation of the intended user to your product ⁃ can be alpha or beta testing
USER TESTING
55
- they can give you a professional opinion in your development and technicalities of your system
ALPHA TESTING
56
- they only evaluate the functions of your system
BETA TESTING
57
covers interactive systems
9241
58
usability of interactive system (use and efficiency)
9241-11
59
usability, efficiency, presentation of information (usability, input, and response)
9241-110
60
design process pertaining to the usability of the system
9241-210
61
- design principles (consistency, typography, etc)
9241-220
62
effectiveness, efficiency, satisfaction
9241-300
63
- 8 quality characteristics ⁃ functionality, reliability, ⁃ security and compatibility ⁃ software quality evaluation
25010
64
- same as 25010 but without compatibility and security
9126
65
after you finish, you test the code ⁃ “code build test”
Unit testing
66
if the approach is modular and needs integrated
Component Testing
67
done after the integration of one testing to another
Integration Testing
68
test the availability of system
Performance Testing
69
the system is done, you are just adding new system and you must be able to test it first if the changes are suitable to your existing components
. Sanity Testing
70
all the buttons of your system must be clickable
Smoke Testing