TIG121 - Kogntitiva perspektiv på människa-dator interaktion - 2024-11-12 Flashcards
(33 cards)
Seven Stages of Action
Definition: The Seven Stages of Action is a model in Human-Computer Interaction (HCI) that describes the mental steps a user goes through when interacting with a system, from forming a goal to evaluating the outcome.
Explanation: Imagine ordering a pizza. You first have to decide what you want (goal formation), then figure out how to order (plan), then execute the steps (action), then perceive the results (perceive), then interpret those results (interpret), then decide if you’re satisfied (evaluate), and finally, you might reflect on the process (reflect).
Goal
Definition: A goal is the desired outcome or state that an individual aims to achieve through their actions and behaviors.
Explanation: Think of a goal as a destination on a map. You know where you want to go, and you plan your route (actions) to get there. Goals provide direction and motivation for our actions.
Plan
Definition: A plan is a detailed outline or strategy that specifies the steps, actions, and resources needed to achieve a desired outcome.
Explanation: Think of a plan as a roadmap. It guides you from your starting point (current situation) to your destination (desired outcome), outlining the specific routes and checkpoints you need to follow.
Specify
Definition: Specify refers to the design principle of providing users with clear and unambiguous instructions or options, reducing ambiguity and uncertainty.
Explanation: Imagine a map with only one path to your destination. That’s specifying - eliminating confusion by presenting a clear and direct way forward. It’s like giving users a set of instructions that leave no room for interpretation.
Perform
Definition: Perform refers to the user’s ability to successfully complete a task using a product or system.
Explanation: Think of it like a musician playing a song. Perform means the user can ‘play’ the product or system to achieve their goal, just like a musician plays their instrument to create music.
Perceive
Definition: Perceive is the process of becoming aware of something through our senses.
Explanation: Imagine your eyes as cameras capturing images. Perceiving is the brain’s interpretation of those images, making sense of what you see.
Interpret
Definition: Interpret is the process of assigning meaning to sensory information received from the environment.
Explanation: Imagine you’re reading a book. You see words on the page, but you don’t just see black squiggles. You interpret those squiggles as letters, words, and sentences, giving them meaning and understanding.
Compare
Definition: Compare is a cognitive process that involves examining two or more objects, ideas, or experiences to identify similarities and differences.
Explanation: Think of comparing as putting two objects side-by-side and looking for what makes them alike and what makes them different. It’s like playing ‘spot the difference’ but with your mind.
Visceral
Definition: Visceral design refers to the immediate, instinctive, and emotional responses elicited by a product or interface.
Explanation: Think of it as the ‘gut feeling’ you get when you first encounter something. A sleek, ergonomic chair might evoke a visceral sense of comfort, while a clunky, outdated website might trigger a visceral feeling of frustration.
Behavioral
Definition: Behavioral refers to the study and analysis of user actions and interactions with a product or system.
Explanation: Think of it like watching someone use a smartphone. You observe their taps, swipes, and facial expressions to understand how they interact with the device. This is behavioral analysis, focusing on what users do rather than what they say.
Reflective
Definition: Reflective refers to the ability of a design element to provide feedback to the user about its state or the result of an action. This feedback can be visual, auditory, or tactile.
Explanation: Think of a light switch: when you flip it, the light turns on, providing visual feedback. This is reflective design, letting users know what’s happening.
Human Error
Definition: Human error refers to any action or inaction by a human that leads to an undesirable outcome, deviating from expected or intended behavior.
Explanation: Think of it like a typo: you meant to type ‘the’, but accidentally typed ‘teh’. Human error is a common occurrence, often stemming from misinterpretations, distractions, or simply a lapse in attention.
Slips
Definition: Slips are errors in action that occur when a person intends to do one thing but ends up doing something else, often due to a lapse in attention or memory.
Explanation: Imagine you’re driving home and automatically turn into your usual street, even though you meant to go to the grocery store. This is a slip, a mistake caused by autopilot mode taking over when your mind is elsewhere.
Action Slips
Definition: Action slips are unintended errors that occur when our automatic actions deviate from our intended goal, often due to a mismatch between our mental model and the system’s design.
Explanation: Imagine you’re driving home and automatically reach for your usual coffee cup, but it’s not there because you’re in a different car. This is an action slip - your habitual action doesn’t match the current situation.
Memory-Lapse Slips
Definition: Memory-lapse slips are errors that occur when we forget a step or piece of information during a task.
Explanation: Imagine you’re making a sandwich and forget to put the cheese on. This is a memory-lapse slip, a simple forgetting error that happens in everyday tasks.
Mistakes
Definition: Mistakes are errors or deviations from intended actions or outcomes, often resulting from misinterpretations, misjudgments, or unintended consequences.
Explanation: Think of a recipe: a mistake is adding the wrong ingredient or forgetting a step. It disrupts the intended outcome, but can be learned from and corrected.
Rule-Based Mistakes
Definition: Rule-based mistakes occur when a user follows a learned rule or procedure that is incorrect or inappropriate for the current situation.
Explanation: Imagine you’re driving a car and always use your left hand to signal. If you switch cars and the signal lever is on the right, you might instinctively reach for the left, making a rule-based mistake.
Knowledge-Based Mistakes
Definition: Knowledge-based mistakes occur when an individual applies incorrect knowledge or a flawed understanding of a situation, leading to an error.
Explanation: Imagine you’re trying to fix a leaky faucet but mistakenly use a screwdriver instead of a wrench. You know you need a tool, but your knowledge about which tool is incorrect, leading to a mistake.
Root Cause Analysis
Definition: Root cause analysis is a systematic problem-solving technique used to identify the fundamental cause of a problem, rather than just addressing its symptoms.
Explanation: Imagine a leaking faucet. Root cause analysis would look beyond the dripping water to find out why the faucet is leaking, such as a worn-out washer or a loose connection. By addressing the root cause, you prevent the problem from recurring.
Five Whys
Definition: The Five Whys is a problem-solving technique that involves repeatedly asking “Why?” to understand the root cause of an issue. It encourages deeper analysis by exploring the underlying reasons behind a problem, moving beyond superficial explanations.
Explanation: Imagine a car that won’t start. Asking “Why?” five times might lead you from a dead battery to a faulty alternator, revealing the true cause. This method helps uncover the root cause, not just the symptom.
Deliberate Violations
Definition: Deliberate Violations refer to intentional design choices that break established conventions or user expectations to achieve a specific effect, often to draw attention or highlight a particular feature.
Explanation: Imagine a website with a bright red button placed in the middle of the page, defying typical button placement. This deliberate violation draws attention to the button and makes it stand out, even if it goes against standard design practices.
Design Thinking
Definition: Design Thinking is a human-centered problem-solving approach that emphasizes empathy, ideation, prototyping, and testing to create innovative solutions.
Explanation: Imagine you’re building a house. Design Thinking is like first understanding the needs of the people who will live there (empathy), then brainstorming different house designs (ideation), building a small model (prototyping), and then testing it out with the residents (testing) before building the real thing.
Double-Diamond Model of Design
Definition: The Double Diamond Model of Design is a framework that outlines the four stages of the design process: Discover, Define, Develop, and Deliver. It emphasizes a divergent and convergent approach, moving from broad exploration to focused solutions.
Explanation: Imagine a diamond shape, where the first half (Discover and Define) is about understanding the problem and its context, and the second half (Develop and Deliver) is about creating and implementing solutions. The model encourages both expansive thinking and focused refinement throughout the process.
Human-Centered Design (HCD)
Definition: Human-Centered Design (HCD) is a design philosophy that prioritizes understanding and meeting the needs of users throughout the design process.
Explanation: Imagine designing a chair. HCD would involve observing how people sit, understanding their comfort needs, and then designing a chair that perfectly suits those needs. It’s about putting the user at the center of the design process.