Schneiderman, Chapter 3 Flashcards

Week 4 (26 cards)

1
Q

Explain Shneiderman’s three high-level design principles

A

Guidelines, principles and theories

  1. Guidelines. Low-level focused advice about good practices and cautions against dangers
  2. Principles. Middle-level strategies or rules to analyze and compare design alternatives
  3. Theories. High-level widely applicable frameworks to draw on during design and evaluation as well as to support communication and teaching. Theories can also be predictive, such as those for pointing times by individuals or posting rates for community discussions
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2
Q

What are guidelines and how can they help us design user interfaces?

A

Guidelines record interface designers insights and try to guide the efforts of future designers.

Guideline documents help by developing a shared language and then promoting consistency among multiple designers in terminology usage, appearance, and action sequences

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3
Q

What are principles

A

Determine users’ skill levels

Identify the tasks

Choose an interaction style

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4
Q

What does it mean to determine user’s skill levels?

A

All design should begin with an understanding of the intended users.

A generic separation into novice or first-time, knowledgeable intermittent, and expert frequent users
might lead to differing design goals

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5
Q

What does it mean to identify the tasks

A

Breaking high-level tasks down in smaller (atomic tasks)

Considering the frequency of tasks
- Frequent actions might get dedicated keys/buttons
- Less frequent actions might need a modifier key, a context menu, or a regular menu
- Infrequent actions or complex actions might require menu selections or form fill-ins

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6
Q

What are the different interaction styles?

A

Direct manipulation

Navigation and menu selection

Forms fill-in

Command language

Natural language

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7
Q

What are the advantages and disadvantages of direct manipulation

A

Advantages:
- Visually presents task concepts
- Allows easy learning
- Allows easy retention
- Allows errors to be avoided
- Encourages exploration
- Affords high subjective satisfaction

Disadvantages:
- May be hard to program
- Accessibility requires special attention

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8
Q

What are the advantages and disadvantages of navigation and menu selection

A

Advantages:
- Shortens learning
- Reduces keystrokes
- Structures decision making
- Permits use of dialog-management tools
- Allows easy support of error handling

Disadvantages:
- Presents danger of many menus
- May slow frequent users
- Consumes screen space
- Requires rapid display rate

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9
Q

What are the advantages and disadvantages of forms fill-in

A

Advantages:
- Simplifies data entry
- Enables convenient assistance
- Permits use of form-management tools

Disadvantages:
- Consumes screen space

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10
Q

What are the advantages and disadvantages of command language

A

Advantages:
- Powerful
- Allows easy scripting and history keeping

Disadvantages:
- Requires learning and retention
- Error-prone

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11
Q

What are the advantages and disadvantages of natural language

A

Advantages:
- Relieves burden of learning syntax

Disadvantages:
- Requires clarification dialog
- May not show context
- May require more keystrokes
- Unpredictable

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12
Q

Name the eight golden rules

A
  1. Strive for consistency
  2. Seek universal useability
  3. Offer informative feedback
  4. Design dialogs yield closure
  5. Prevent errors
  6. Permit easy reversal of actions
  7. Keep users in control
  8. Reduce short-term memory load
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13
Q

Explain the different theory types; descriptive, explanatory, prescriptive and predictive

A

Descriptive: Describes user interfaces and their uses with consistent terminology and taxonomies

Explanatory: Describes sequences of events with causal relationships

Prescriptive: Offers guidelines for designers to make decisions

Predictive: Enables comparison of design alternatives based on numeric predictions of speed of errors

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14
Q

Explain the human capacities; motor, perceptual and cognitive

A

Motor: Skill in pointing, clicking, dragging, or other movements

Perceptual: Visual, auditory, tactile, and other human sensory inputs

Cognitive: Problem solving with short- and long-term memory

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15
Q

Explain the design-by-levels theory

A
  1. The conceptual level is the user’s “mental model” of the interactive system.
  2. The semantic level describes the meanings conveyed by the user’s input and by the computer’s output display
  3. The syntatic level defines how the user actions that convey semantics are assembled into complete
    sentences to perform certain tasks.
  4. The lexical level deals with device dependencies and with the precise mechanisms by which users
    specify the syntax
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16
Q

Explain Norman’s seven stages of action

A
  1. Forming the goal
  2. Forming the intention
  3. Specifying the action
  4. Executing the action
  5. Perceiving the system state
  6. Interpreting the system state
  7. Evaluating the outcome
17
Q

What are Norman’s four principles of good design?

A

The state and the action alternatives should be visible

There should be a good conceptual model with a consistent system image

The interface should include good mappings that reveal the relationships between stages

Users should receive continuous feedback

18
Q

What is consistency theory?

A

Strive for consistency in objects and actions, shown by words, icons, colors, shapes, gestures, menu
choices

The argument for consistency is that if terminology for objects and actions is orderly and describable by a few rules, users will be able to learn and retain them easily

19
Q

What is contextual and dynamic theory?

A

Contextual: Support users who are embedded in emotional, physical, and social environments

Dynamic: Design for evolution of user behavior as users move through levels of mastery, performance,
and leadership

20
Q

What is Micro-HCI?

A

Design-by-levels, stages-of-action and consistency theory.

They cover measurable performance in terms of speed and errors. It is best studied with laboratory set
experiments and statistical tests

21
Q

What is Macro-HCI?

A

Contextual and dynamic theory

Emphasizes the user experience, the usage context, and social engagement. It is best studied with ethnographic observation of users doing work in their familiar context over days or months

22
Q

What is an error

A

Any situation in which an action sequence does not lead to the intended result

Can happen for two reasons:

  • An error in planning resulting in wrong choice of action
  • An error in execution: slipping up in executing the action sequence
23
Q

What is a slip in terms of errors?

A

A physical action goes wrong

Example: Hit the wrong button by mistake

24
Q

What is a lapse in terms of error?

A

Forget to perform a required or important action

Example: Forgetting to set the resolution of a video before export

25
What is a rule-based mistake?
Assuming certain actions will adhere to a rule but they don't Example: Continuing to edit an online document even though the internet connection is lost
26
What is a knowledge-based mistake?
Wrong mental model of the software used Example: Not saving a file in a desktop application because the user is used to cloud-based apps that autosave