user centered design, user experience and human computer interactions Flashcards

(26 cards)

1
Q

what is human computer interactions

A

HCI is a term used to describe the communication between people and computer systems. It refers to how people and computer systems interact and how efficient the system is.

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2
Q

what is a user interface?

A

The User Interface (UI) is anything a human may interact with to use a digital product or device.

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3
Q

what are the 4 different types of interface?

A

graphical user interfaces (GUI)
command line interfaces (CLI)
Menu driven interfaces (MDI)
natural language interfaces

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4
Q

what is a GUI

A

this type of interface presents the user with graphical elements, such as windows, icons, pointers, and menus (WIMP), to interact with the computer. This is the most common type of interface used in computers and mobile devices.

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5
Q

what is CLI

A

This type of interface uses text-based commands to interact with the computer. It is typically used by advanced users and in certain types of specialised software and systems.

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6
Q

what are menu driven interfaces

A

this interface presents the user with a series of menus or options to choose from in order to interact with the computer. The user is then asked to make a choice by selecting one of the options presented.

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7
Q

what are some social and health issues surrounding the use of mobile phones

A

Too much time on mobile phones may mean less physical activity and/or less sleep.
Obesity might become an issue as a result of the lack of physical exercise.
Addiction to mobile phones could lead to low self-esteem, depression and/or anxiety.
Social isolation may lead to well-being and mental health issues.
Car accidents can happen when drivers are distracted and are using mobile devices.
The use of mobile devices can lead to addiction (nomophobia).
Excessive use of mobile devices may lead to mental health or relationship problems.
Exposure to blue light that devices emit can suppress melatonin and interrupt a user’s circadian clock.

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7
Q

what are natural language interfaces

A

this interface allows users to interact with a computer system using natural language, such as spoken or written words, as opposed to specialised commands or syntax. The goal of this interface is to make the interaction between the user and the computer as natural and intuitive as possible.

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8
Q

what are some social and health issues related to desktop and computer devices

A

Repetitive strain injury (RSI) caused by repeated movement of the hand or arm using the device.
Back, neck or shoulder pain.
Achy or tired muscles.
Laptops tend to cause more problems than desktops due to the inability to change the position of the keyboard and the screen.
Vision problems such as dry eyes or eye strain.
Headaches.

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9
Q

what are some social and health issues for the use of VR

A

Health issues caused by VR illusion. This makes the eyes focus on objects apparently in the distance that are actually on a screen just centimetres away.
Eye problems including short-sightedness (myopia).
Dizziness and nausea.
Headaches.
Isolation (spending too much time in the virtual world rather than the real world).
Potential dangers of being unaware of surroundings, e.g. tripping or falling.

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10
Q

what are the five principles within UCD

A

Understand the user
iterate and improve
involve the user
Integrate the UCD with other development activities
An iterative design process

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11
Q

what are the four phases of user centered design (UCD)

A

specifying the context of use
specifying requirements
creating design solutions
evaluating designs

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12
Q

how are user requirements refined and noted

A

Ethnographic study
Continual feedback
Contextual enquiry
Prototype and usability testing

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13
Q

what are the tools used in UCD

A

Personas
Scenarios
Use cases

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14
Q

what are the main considerations of UCD

A

Visibility
Accessibility
Legibility
Language

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15
Q

what is the definition of digital user experience (DUX)

A

This refers to the overall experience of a person when using a digital product or service.

16
Q

what are the four main pillars of DUX

A

design, navigability, performance, efficiency, cross platform compatibility

17
Q

describe design

A

This refers to the practice of designing digital products with the user’s needs and preferences in mind. This involves understanding the user’s goals and motivations, and designing the product or service to make it easy for the user to achieve those goals.

18
Q

describe navigability

A

This refers to the ease with which a user can move around and find what they are looking for. Having a logical navigation through a digital product has a positive effect on the user’s overall experience.

19
Q

describe performance

A

Performance refers to the speed and reliability of a digital product. This is an important aspect of DUX, as users often have high expectations for the performance, and can become frustrated or dissatisfied if the product does not perform well.

20
Q

describe efficiency

A

Efficiency is concerned with the ability of a digital product to help the user achieve their goals in the most effective way possible. Users often have limited time and attention so therefore need to complete tasks in the least time possible.

21
Q

describe cross platform compatibility

A

Cross-platform compatibility refers to the ability of a digital product to be used on multiple platforms and devices.

22
Q

give examples of a wearables

A

fitness trackers, virtual reality, augmented reality

23
Q

what is the purpose of a wearable

A

To make digital user experience easier and more efficient without having to carry around a separate device

24
what are the elements used when considering DUX
Aesthetics of design Information architecture Accessibility Human-computer interaction (HCI) Ergonomics Utility Performance
25
what are the metrics used when evaluating DUX
Task success rate Task completion time Retention rate Conversion rate Error rate Satisfaction Heuristic evaluation