Test 1 Flashcards

1
Q

What are the main human senses for HCI?

A

Seeing, hearing, feeling

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2
Q

Elements of humans other than senses

A

Memories, experiences, skills, knowledge

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3
Q

What is HCI?

A

With mobile devices and augmented devices, HCI can be everything.

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4
Q

What are the forms of interactions?

A

(Most obvious) A human interacts with the computer, and the computer interacts with the human in response.

(More interesting part) Humans interact with the task, while the computer mediates the interaction.

Humans and computers interact with the task.

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5
Q

What does invisibility mean?

A

Humans think more of the tasks than the interface.

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6
Q

What is the goal of HCI?

A

Invisibility.

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7
Q

What is exciting about HCI?

A

Ubiquity. (Computers are all around us)

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8
Q

HCI is a subset of what?

A

Human Factors Engineering

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9
Q

What are the other subsets other than HCI?

A

Industrial design, product design

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10
Q

What are the sub-disciplines of HCI?

A

UI design, UX design, Interaction design

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11
Q

What is Human Factors Engineering interested in?

A

Designing interactions between people and products, systems, or devices. (not necessarily electronics)

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12
Q

What is HCI interested in?

A

Human interactions with computers and computers are themselves products or systems.

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13
Q

What is the difference between UI design and HCI?

A

UI design typically focuses on on-screen interaction, while HCI is interested in things beyond the interaction with a single screen, with methods applied to any interface.

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14
Q

What is the difference between UX design and HCI?

A

HCI: understanding interactions between users and computers.
UX design: dictating the interactions between users and computers.

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15
Q

Why is UX design a subfield of HCI?

A

In order to design experiences well, we need to understand the users and their interactions with the interfaces.

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16
Q

What do we use from HCI to inform how we design user experiences?

A

HCI methods and principles.

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17
Q

What does UX inform HCI?

A

Evidence of understanding.

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18
Q

What is similar to the relationship between HCI and UX?

A

Feedback cycles.

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19
Q

What is Human Factors Engineering merger of?

A

Engineering and Psychology, design and cognitive science.

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20
Q

What is HCI?

A

Research: needfinding, prototyping, evaluation.
Design: distributed cognition, mental models, universal design.

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21
Q

What is the heart of HCI?

A

Research informs design, and results of designs inform ongoing research (feedback cycle).

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22
Q

The goal of this class:

A
  1. understand the common principles
  2. understand the design life cycle
  3. understand the expense and current applications of HCI.
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23
Q

The learning outcome of this class:

A

Design effective interactions between humans and computers.

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24
Q

What is the definition of Design?

A
  1. Apply known principles to new problems.
  2. Iterative process of needfinding, prototyping, evaluations, and revisions.
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25
Q

What aspects does Effectiveness include?

A

Effectiveness is defined in terms of our goal.

Goal: Usability / research (what makes people think the thermostat is working correctly) / change the activity (reducing a home’s carbon footprint).

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26
Q

What is the definition of Between Human and Computers?

A

Design thermostat vs. design the way a person control the temperatures in their home.

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27
Q

Learning strategies:

A

Learning by examples, learning by doing, learning by reflection

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28
Q

What are the three categories of application areas?

A

Technology, domains, and ideas.

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29
Q

What is technology?

A

Emerging technological capabilities that let us create new

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30
Q

What are domains?

A

Pre-existing areas that could be disrupted by computer interfaces.

E.g. healthcare, education.

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31
Q

What are ideas?

A

Ideas span both technology and domains.

Theories about the way people interact with interfaces and the world around them.

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32
Q

What is virtual reality?

A

An entire new classification of interaction and visualization.

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33
Q

What is augmented reality?

A

Real-world environments are complemented by computer-generated multimedia.

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34
Q

What problem does AR cause?

A

Societal problems, because it relies on the camera.

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35
Q

What is UbiComp?

A

Ubiquitous computing - embedding computing power in everyday objects.

Referred as pervasive computing.

Especially among wearable technology.

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36
Q

What are the subfields of technology?

A
  1. VR
  2. AR
  3. UbiComp and wearables
  4. robotics
  5. mobiles.
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37
Q

What are some problems related to Human-robot interactions?

A

How to ensure a robot doesn’t harm humans?
How to integrate robots into our social life?
How to deal with the loss of demands from human work?

How to make a robot interact with humans based on voice and touch?
How to provide tacit feedback to humans to confirm inputs?
How to teach a robot or let the robot teach other humans?

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38
Q

Why do we need to understand contexts?

A

It’s fundamental to HCI.

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39
Q

What is context-sensitive computing?

A

Equip the interfaces with contextual knowledge.

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40
Q

What are subfields of ideas?

A
  1. Context-sensitive computing
  2. Gesture-based interaction
  3. pen-and touch-based interaction
  4. information visualization
  5. CSCW
  6. social computing
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41
Q

What is the benefit of pen-based interaction?

A

Precision

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42
Q

What is the benefit of touch-based interaction?

A

Direct manipulation.

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43
Q

What is the goal of data visualization?

A

Match the readers’ mental model of the phenomenon to the reality of it.

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44
Q

What is CSCW?

A

Computer-supported cooperative work:
How to use computers to support people working together?
(work remotely)

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45
Q

What does CSCW involve?

A

Time and space.

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46
Q

What is social computing?

A

Re-creating social norms within computational systems. (emoji)

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47
Q

What are the subfields of the Domain?

A
  1. Special needs
  2. Education
  3. Heathcare
  4. Security
  5. Games
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48
Q

Example of special needs

A
  1. disabilities (robotic prosthetic: engineering + neuroscience)
  2. injuries
  3. aging
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49
Q

How to identify a task (tips)?

A
  1. watch real users (what they are interested in)
  2. Talk to them (thoughts, goals, needs)
  3. Start small (smallest operators)
  4. Abstract up (swipe a credit card - make a purchase - acquire goods - repair car)
  5. You’re not your user
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50
Q

What is the difference between usefulness and usability?

A

Usefulness: the interface allows users to achieve some task (map)
Usability: focus on understanding the task of users (GPS), offload cognitive load onto the interface.

51
Q

What are the possible roles of humans?

A

Processor, predictor, and participant.

52
Q

How should an interface be designed for the Processor?

A

Fit within human limits.

What humans can sense (color, buttons), memorize, and physically do.

53
Q

How to evaluate the Processor model?

A

Quantitative experiements.

“How quickly to complete a task / how quickly to react to stimulus”

54
Q

Which two roles are the main focuses?

A

Predictor and participant.

55
Q

How should an interface be designed for the Predictor model?

A

Fit with knowledge.

Help the users know what they don’t know, and efficiently leverage what they already know.

Care about human knowledge, experience, expectations, and thought processes.

Be able to map input to output.

56
Q

How to evaluate the Predictor model?

A

Qualitative studies / Ex situ studies

Task analyses (where users are spending their time)
cognitive walk-throughs (understand users’ thought processes)

57
Q

What is Ex Situ study?

A

in a controlled / otherwise inauthentic environment.

58
Q

What is the difference between Predictor and Participant?

A

Predictor: One user, one task (ex situ)
Participant: user within contexts (in situ) users and inerfaces are participants within a larger complex of cognitive system

59
Q

How should an interface be designed for the Participant model?

A

Fit with the context.

Care about what’s going on around the users during
interactions

“What’s competing for their attentions?”
“What are their available cognitive resources?”
“What’s the importance of the task relative to everything else that’s going on?”

60
Q

How to evaluate the Participant model?

A

In situ studies (within the authentic / most relevant contexts)

GPS - driving on real roads

61
Q

Where did the Processor view come from?

A

Behaviorism (late 19th c).

62
Q

What are the popular examples of Behaviorism?

A
  1. John Watson: Psychology focuses only on observable behavior, not introspection.

“Little Albert”: a little boy was conditioned to be afraid of rabbits by paring them with loud noises.

  1. Ivan Pavlov: conditioned a dog to salivate at the sound of a bell.
  2. BF Skinner: conditioned rats to demonstrate a learned behavior (press buttons to receive foods).
63
Q

Where did the Predictor view come from?

A

Cognitivism (perception, attention, memory, creativity…)

“What’s inside the users’ minds”

64
Q

What are the examples of Cognitivism?

A

Rene Descartes & Immanuel Kant: whether knowledge is inborn or developed solely by experience.

65
Q

What happened in the cognitive revolution?

A

1950s Cognitivism emerged as a foil to Behaviorism

66
Q

What are applicable to psychology but not inside / subset of psychology?

A

AI, CS, NN, linguistics

67
Q

What are the big names in Cognitivism?

A
  1. Noam Chomsky: linguist
  2. Susan Carey: psychologist
  3. John McCarthy: computer scientist
  4. Marvin Minsky: computer scientist
  5. Allen Newell: computer scientist
  6. Herbert Simon: computer scientist
68
Q

Where did the Participant view come from?

A

Functionalism / system psychology (human behavior within complex systems) - nascent

Examining mental behaviors in the context of the broader environments.

69
Q

Major names related to Participant view:

A
  1. Edwin Hutchins: distributed cognition
  2. Lucy Suchman: situated action model (can’t disentangle behavior from the environment where it takes place)
  3. Gavriel Salomon: how learning happens in the context of culturally provided tools and implements
  4. Bonnie Nardi: the complimentary idea of activity theory into a general idea of analyzing a user and interface as participants in some larger activity
70
Q

How to design with the Processor model?

A

Construct a controlled study for participants;
Give them addresses to enter, different interfaces to use,
Time them on different versions.

71
Q

What are the pros and cons of the Processor model design?

A

Pros:
1. use existing data (data of time to complete actions)
2. enable objective comparisons (compare texts entry screens to a voice system), no interpretation is involved

Cons:
1. Cannot find reasons for differences
2. Cannot differentiate by expertise (cannot identify what a novice finds confusing / misleading) [use Predictor]
3. helps optimization, not redesign

72
Q

How to design with the Processor model?

A

Interviews, focus groups, surveys, show prototypes for new interfaces, and ask for their thought process.

73
Q

What are the pros and cons of the Predictor model design?

A

Pros:
1. more complete picture of interactions (why they do that)
2. targets different levels of experitise (what novices are thinking)

Cons:
1. analysis may be expensive
2. analysis is subject to biases
3. ignores broader interaction context (lab settings) [use Processor]

74
Q

What are the pros and cons of the Participant model design?

A

Pros:
1. evaluates interaction in context
2. captures authentic user attention

Cons:
1. Expensive to perform and analyze
2. requires real, functional interfaces
3. subject to uncontrollable variables [use Processor]

75
Q

Example of Processor, Predictor, and Participant for driving

A

Processor: alert of turn 2 sec before turn (human reaction time is less than a second)

Predictor: a few seconds (slow the car down to make the turn)

Participant: more reminders, plenty of time to react (50m/hour, passengers, on cell phone, eating)

76
Q

How to build the user experience at the Individual level?

A

Age, sex, race, personal experiences, gender, expectations for the interface, or more.

How users feel the interface is designed for them

77
Q

How to build the user experience at the Group level?

A

How interfaces lead to different user experiences among social / work groups.

School reunions (Facebook keeps people in touch)

78
Q

How to build the user experience at the Societal level?

A

Accidental (Twitter brings societal changes)
Intentional (Facebook adds relationship status to profiles)

79
Q

What do people define the feedback cycle as?

A

The hallmark of intelligent behavior.

Or intelligence must be gained through the feedback cycle.

80
Q

How to define the gulf of execution?

A

How do I know what I can do?

How hard to do in the interface what is necessary to accomplish the users’ goals?

What’s the difference between what the users think they should do and what they actually have to do?

How to turn the goals into realities?
What actions to take to make the state of the system match their goal state?

81
Q

What are the components of the gulf of execution?

A
  1. Identify intentions: users need to know their goals

Whether there’s a difference between the user’s understanding and the system’s structure.

  1. Identify actions: to accomplish their goals

Actions to make the goals into realities

  1. Execute in the interface
82
Q

What are the 5 tips for bridging the gulf of execution?

A
  1. Make functions discoverable (clearly labeled)
  2. Let users mess around (feel safe discovering things)
  3. Be consistent with other tools (ctrl+c)
  4. Know your users (novice vs. expert)
  5. Feedforward (feedback on what the users might want to do, refresh icon)
83
Q

What are the components of the gulf of evaluation?

A
  1. Interface output: the actual physical form of the output from the interface (sound, visual, vibration, …)
  2. Interpretation: can the users interpret what the output was (can the user relate the sound to a text message)
  3. Evaluation: can the users use the interpretation to evaluate whether or not their goals were accomplished (submit a form – don’t know whether it’s accepted)
84
Q

Thermostat example of the gulf of evaluation:

A

Goal: make the room warmer

Interface output: turn the heat on

Evaluation: the sound of the heater / put a hand over the vent (might miss it - large gulf of evaluation)

85
Q

What are the 5 tips of bridging the gulf of evaluation?

A
  1. Give feedback constantly: every step of the process (when input received, and what input is received)
  2. GIve feedback immediately
  3. Match the feedback to the action: significant vs. subtle
  4. Vary your feedback: don’t let feedback get in the way of task (use auditory, haptic, …)
  5. Leverage direct manipulation: zoom, stretch, drag, draw
86
Q

Don Norman’s feedback cycle stages:

A

Bridge of execution:

Goal - plan - specify - perform - World

Bridge of evaluation:

World - perceive - interpret - compare - Goal

87
Q

What are the 7 questions we should ask ourselves according to Don Norman’s feedback cycle?

A
  1. Goal (What do I want to do?)
    How easily can one determine the function of the device?
    How easily can one tell the device can accomplish the Goal?
  2. Plan (What are the alternatives)
    How easily can one tell what actions are possible?
  3. Specify (what can I do)
    How easily can one determine the mapping from the intent to movement?
  4. Perform (how do I do it)
    How easily can one perform the physical movement?
  5. Perceive (What happened)
    (raw information)
    How easily can one tell what state the system is in?
    What has changed?
  6. Interpret (What does it mean)
    How easily can one tell if the system is in the desired state?
    How easily can one interpret what they perceived?
  7. Compare (Is it ok)
    How easily can one determine the mapping from state to interpretation?
    How easily can one compare what they interpreted as happening to what they wanted to happen?
88
Q

What are the 3 phrases associated with Don Norman’s feedback cycle and their rephrasings?

A

Goal

  1. Reflective (plan / compare) [Metacognition]
  2. Behavioral (specify / interpret) [Deliveration]
  3. Visceral (perform / perceive ) [Reaction]

World

89
Q

Credit card example of bridging gulfs:

A

Insertion instead of swiping (execution)
feel the card stop (physical feedback)

buzzer (reminder card removal)
receipt after removal

90
Q

What are the 2 applications of good feedback cycles?

A

Direct manipulation and invisible interfaces.

91
Q

Hutchins, Hollan, and Norman identified which two aspects of directness:

A
  1. Distance

Between goals and systems.
The more cognitive load, the less direct.

  1. Direct engagement
92
Q

What kinds of distances are there?

A
  1. Semantic distance
    (intention, action in gulf of execution)
    The difference between users’ goals and their expressions in the system.
    (how hard it is to know what to do)
  2. Articulatory distance
    (execute action phase)
    The distance between that expression and its execution.
93
Q

Reading figure presentation example:

A

Goal: present the figure correctly
intention: rotate the page
action: rotate button
execute: press the button

perceive: paper turned upside down
interpret: paper rotated the wrong way
evaluate: goal wasn’t accomplished
Goal: know what to do now and rotate two more times

94
Q

Why is direct manipulation a big open question?

A

For gesture-based interaction, it’s contingent on the immediate feedback that maps directly to the interaction.

For VR, it succeeds visually and auditorily, but not kinesthetically.

95
Q

What are the ways to make the interface invisible?

A

Invisibility by learning (driving)
Invisibility by design (immediately)

96
Q

What are the 5 tips for designing invisible interfaces?

A
  1. Use affordances
    (visually suggest how to use the interface)
    e.g. buttons-press, dial-turning, switches-flicking
  2. Know your users
    (know whom to design for)
    e.g. Invisible to novice - natural,
    invisible to expert - maximizing efficiency
  3. Differentiate your users
    (multiple ways to accomplish tasks)
    e.g. copy in menu vs. ctrl+c
  4. Let your interface teach
    e.g. hotkey next to command in menu
  5. Talk to your users
97
Q

What are the three systems of human abilities?

A

Input, processing, and output.

98
Q

What is input?

A

How stimuli are sent from the world and received inside the mind

99
Q

What is processing?

A

Cognition, how the brain stores and reasons over the inputs it received.

100
Q

What is output?

A

How the brain controls the individual’s actions in the world.

101
Q

What are the aspects of human sensation and perception?

A

Visual, auditory, and haptic.

102
Q

What are the main inputs of visuals?

A

Color (focus) vs. movement (peripheral)

103
Q

What are the ratios of color blindness for women and men?

A

Women: 1/200
Men: 1/12

104
Q

What should be careful about for visual designs?

A

Attention, audience type (old people).

105
Q

What are the main auditory inputs?

A

Pitch and loudness.

106
Q

What are the pros and cons of the auditory sense?

A

Pros:
Locate sounds (near quiet vs. loud far away)

Cons:
Cannot easily filter auditory information

107
Q

What are the main inputs of haptic sense?

A

Temperature, pressure, vibration.

108
Q

What are the pros and cons of haptic sense?

A

Pros:
Only available to the person who is touching, good for personal feedback.

Cons:
Should be right against the skin.
Cannot easily filter information.

109
Q

What are the different types of memories?

A
  1. Perceptual store / working memory (<1 second)
  2. Short-term memory
  3. Long-term memory
110
Q

What is the popular model of working memory?

A

Baddeley and Hitch (1974)

  1. Visuospatial sketchpad
    (stores visual information for active manipulation)
  2. Phonological loop
    (for verbal / auditory information heard recently)
  3. Episodic buffer
    (integrating info from other systems, and chronically putting things in place)
111
Q

What can delays the decay of the perceptual buffer?

A

Expertise / rehearsal.

112
Q

Why is short-term memory important?

A

Avoid requiring the users to store too much at a time.
“Four to five chunks (combination of letters) at a time”

113
Q

What is a useful takeaway for short-term memory?

A
  1. Easier to recognize than to recall.
  2. Help users chunk things.
114
Q

What are the pros and cons of long-term memory?

A

Pros:
unlimited storage

Cons:
need to go over short-term memory for a few times

115
Q

What isthe important cognitive processes?

A

Learning.

116
Q

Which are the two kinds of learning we’re most interested in?

A
  1. Procedural learning (How to do something)
    “Paste the figure here”
  2. Declarative learning (Knowledge about something)
    “What is the hotkey for paste”
117
Q

Which kind of knowledge is for communications?

A

Declarataive knowledge.

118
Q

Which kind of knowledge is mainly used for HCI?

A

Procedural knowledge.

119
Q

What does it mean by unconsciously competent?

A

When procedural knowledge is strong, the doing becomes natural.

120
Q

Why is it hard to explain to someone who lacks the unconscious competent?

A

It’s difficult to translate subconsciuos procedural knowledge into explicit declarative knowledge, but declarative knowledge is what we use to communicate with novice users.

121
Q

What are the takeaways from cognitive load?

A
  1. Reduce cognitive load posed by the interface so users can focus on the tasks
  2. Understand the contexts while users are using the interface.
    “What else is competing the cognitive resources the users need to use the interface”
122
Q

What are the 5 tips for reducing cognitive load?

A
  1. Use multiple modalities
    (visual, verbbal, …)
  2. Let modalities complement each other
    (let each modality support, illustrate, or explain the other instead of competing against each other)
  3. Givev users control of the pace
  4. Enphasize essential content and minimize clutter
  5. Offload tasks
123
Q

What are the 4 sets of design principles? (references)

A

<The> Don Norman's 6 principles
<Usability> Jakob Nielsen's 10 design heuristics
<Software> Larry Constantines' and Lucy Lockwood's 6 principles
<The> Ronald Mace's 7 principles of universal design
</The></Software></Usability></The>