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  1. 1What is the HCI CycleDesign -> Implement -> Evaluation5
  2. 2What Are The Design Thinking Processes1 - Empathize
    2 - Define
    3 - Ideate
    4 - Prototyping
    5 - Test
  3. 3What does Empathize in the Design Thinking Process1 - Understanding the User
    2 - Look for the user's needs not the user's wants
  4. 4What does Define mean in the Design Thinking Process1 - Craft a meaningful and actionable problem statement
    2 - Define a problem and a way to counter this
  5. 5What does Ideate mean in the Design Thinking Process1 - Explore innovative and alternate solutions and prepare for prototyping
  6. 6What does Prototyping phase include in the Design Thinking Process1 - Iterative cycles of artefacts to bring you closer to a final solution
    2 - Start with low fidelity and then progress to high fidelity
  7. 7What does the Testing phase include in the Design Thinking Process1- Get feedback on the prototype you have created.
  8. 8What are the Economic Impacts of Studying HCI1 - To use humans more productively and effectively
    2 - People view computers as appliances and want them to perform like appliances
  9. 9What are the Social Impacts of Studying HCI1 - Contribute to critical parts of society
    eg Education etc
  10. 10What is HCI (4 things)1 - Use and Context
    2 - Human
    3 - Computer
    4 - Development Process
  11. 11What is Use and Context in HCI1 - How humans interact with each other
    2 - Applications areas
    3 - How systems adapt to the user and vice cersa
  12. 12What is Human in HCI1 - Understand the human as a information processing system.
    2 - Information Characteristics - Memory, Perception
    3 - Language - aspects of a language
    4 - Ergonomics - Where controls and displays go
  13. 13What is Computer in HCI1 - Dialogue Technique - software and technique for interacting with humans
    2 - IO Devices = hardware devices
    3 - Dialogue Architecture - Look and Feel
    4 - Dialogue Genre - Style
  14. 14What is the Development Process in HCi1 - Evaluation Techniques - Specific methods for evaluation, usability testing
    2 - Design Approaches - Graphical design
    3 - Implementation Techniques - Tools for implementation
  15. 15System Centered Design1 - Functions the system can perform
    2 - Dont do this lelelellelelelellelelellelelelel
    ALEX THE SCHOOL SHOOTER WAS HERE
  16. 16What is User Center Design1 - Puts the user at the center of all design decisions
    2 - Goal is the optimize the users' experience of a system
  17. 17What does KNOW YOUR USER mean in UCD1 - Know the users goals and motivations
    2 - Know their context of use
    3 - Their activities
    4 - Limitations of the user
  18. 18What is UCD in the HCI CycleDesign - Observations, Interview
    Implement - Prototyping
    Evaluations - User Testing, Usability Testing
  19. 19Economic Benefit for UCD1 - Increased Revenue
    2 - Decreased Development Process
  20. 20Social Benefit for UCD1 - Higher Quality UX
  21. 21What are the problems with UCD1 - Users don't want change
    2 - User's may be wrong
  22. 22What is a Need Finding Study1 - To understand the user
    2 - Understand their needs
  23. 23Techniques for NFS1 - Interviews
    2 - Participant Observations
  24. 24What are the Goals Of Participant Observation and Why1 - Understand the user' needs, goals and values
    2 - We do this to build empathy and to think from their point of view
  25. 25Name Some Levels of Participant Observations1 - None - No contact with field of study - unable to build rapport
    2 - Passive - Backseat role - limits the rapport
    3 - Moderate - maintain between insider and outsider - good combination
  26. 26What do you do in Participant Observation1 - Spend time with people doing their work
  27. 27-Ve of Participant Observation1 - Time-consuming
  28. 28What is Interviewing1 - Allows to expract specific knowledge and emotions from target group
  29. 29What is Diary Studies1 - Give people a diary that they complete at specific time
    2 - Can scale better than observation
  30. 30What is Experience Sampling1 - Remind people are regular interval to record some information on how they feel
  31. 31What are Lead Users1 - Where users can also have design ideas
    2 - Designers can work around this
  32. 32What are extreme users1 - Users who do a lot of the same thing
  33. 33What are Requirements and the Aim of them1 - Insights gained through need finding
    2 - Aim to communicate understand of the system
  34. 34Functional and Non-Functional1 - Functional - What must the system do
    2 - Non Functional - properties of a system
  35. 35Requirements Are Presented in many forms1 - Persona
    2 - Scenarios
    3 - Use-Cases
  36. 36What is a persona1 - fake user who represents what you have found during need finding
  37. 37What is a Scenario1 - Stories about people undertaking activities using technology
  38. 38Use Cases1 - Described interaction between people and devices
  39. 39What is a Prototype and the Goal of this1 - manifestation of a design idea
    2 - Created fast to test and idea
    3 - goals is not the artifact, the feedback
  40. 40Evolve the Design of a Prototype1 - Evolve the design of a prototype
    2 - Each prototype has a distrinct purpose
  41. 41Properties Of Properties1 - Resolution - Level of Detail
    2 - Scope - Range of what the prototype covers
  42. 42Horizontal Prototype vs Vertical PrototypeHorizontal - Range of features that do not work
    Vertical Prototype - Only a selected feature but shows in depth how it works
  43. 43What is Sketching and the Goal of this1 - Getting the right design
    2 - Quick and cheap
    3 - Can explore ideas
  44. 44What are StoryBoards and the Goal of this1 - Is all about tasks, what people want to achieve and how they accomplish this task
  45. 45What does a storyboard entail1 - starts with a goal
    2 - develops a setting
    3 - explains how the goal is accomplished
  46. 46What do Story Boards Convey1 - Setting - People involved, environment
    2 - Sequence - Steps involved, role of the system
    3 - Satisfaction - motivation to use the product
  47. 47Benefits of Story Board1 - gets all stakeholders on same page in terms of the goal
    2 - avoids commitment to a particular UI
  48. 48What are paper prototypes1 - Is about the interface
    2 - used for interaction
  49. 49Benefits of Paper Prototyping1 - fast and efficient
    2 - low fidelity encourages feedback
  50. 50What type of feedback from the different Digital MockupWireFrame - feedback on structure
    Digital - Feedback on look and feel
  51. 51Wizard Of Oz Prototyping and +Ve1 - Faking things that aren't implemented
    2 - More real than paper prototyping
  52. 52What is the Model Human Processor and the processors1 - The user as an information processor
    2 - Perceptual Processor
    3 - Cognitive Processor
    4 - Motor processor
  53. 53What is the Perceptual Processor1 - How we take things in
  54. 54What is the Cognitive Processor1 - How learn store and access information
  55. 55What is the Motor Processor1 - How we act on goals
  56. 56What is Human Memory1 - Process of retaining and retrieving information after the original is not longer present
  57. 57What is Memory Formation1 - Long lasting or even permanent
  58. 58What is Memory Activation1 - Reactivation of a stored neural activation pattern
    2 - strengthens the memory
  59. 59What is Short Term Memory1 - Not a store
    2 - Is what we focus our attention on
  60. 60What is Working Memory1 - Like a cache
  61. 61What is Attention1 - Is the way we deal with information overload
    2 - Focussed and divided attention
  62. 62What is Visual Attention1- We cant process the entire scene
  63. 63What is STM Characteristics1 - Low capacity
    2 - High volatility
  64. 64Interface Problems with STM1 - Modes - Pressing a shutter on a camera, user forgets what mode they are in
    2 - avoid modes
  65. 65What is Long term memory1 - Is a store but not imperfect
  66. 66Characteristics of LTMError Prone - Experiences are not accurate
  67. 67How to Retrieve from Memory1 - Recognition - encountering something and then remembering
    2 - Recall - memory look up assisted by cues
  68. 68What is a Mental Model1 - Behavior towards achieving a goal
  69. 69What is a slip1 - User has the right model
    2 - but does the wrong thing
  70. 70What is a mistake1 - User does what they intend to do
    2 - But have the wrong model
  71. 71How would you prevent a slip1 - Improve ergonomics of the interface
    2 - Spread things out
    3 - Make targets bigger
  72. 72How would you prevent a mistake1 - Provide better feedback
    2- Make it clear of what options there are
  73. 73What is Goal, Execute and Evaluate1 - Form a goal, choose and execute an action, evaluate if the action worked. Repeat until goal is
  74. 74What is a Unit Task1 - Task that we give unbroken attention
    2 - Breaking everything down into smaller tasks
  75. 75What is a Conceptual Model1 - What users can do with the system
  76. 76What is Object/Analysis1 - What will be in the UI
    2 - Objects, Attributes, Relationship
  77. 77Object/Actions Matrix1 - Illustrating model as a matrix
  78. 78What is Heuristic Evaluation1 - Type of evaluating usability
    2 - Find and fix issues before
  79. 79What is Think Aloud1 - For user testing
    2 - Verbalize thoughts
    3 - Insight into thought process, mental model and decision making
  80. 80What is an Interaction Type1 - What a user is doing when interacting with a system
  81. 81What are the 4 key conceptual interaction type model1 - Instructing
    2 - Conversing
    3 - Manipulating
    4 - Exploring
  82. 82What is Instructing and a Positive of this1 - Tell the system what to do
    2 - Quick and efficient
  83. 83What is Conversing and the +VE and -VE of this1 - Having equivalent of having a 2 way conversation with another human eg Siri
    2 - +VE - Makes people feel comfortable
    3 - -VE - Not socially acceptable
  84. 84What is manipulation1 - Interaction with objectrs
  85. 85What is Direct Manipulation and the Core Principles of this1 - Digital Objects interact the same as real world objects
    2 - Continuous representation of object
    3 - Immediate feedback
    4- Physical commands
  86. 86+Ve and -Ve of Direct Manipulation1 - Novices can learn functionality quickly
    2 - Not all tasks can be described
  87. 87What is Exploring1 - Moving through a virtual space eg gaming
  88. 88What is an Interface Metaphore1 - Used to explain something hard grasp
    2 - Used to describe operations
    3 - Used to name application or hardware
  89. 89+Ve and -Ve Of Interface Metaphore1 - Makes learning new systems easier +ve
    2 - May conflict with other design principles
  90. 90What are Command Based Interactions, +VE and -VE of this1 - Commands Typed into a prompt
    2 - Fast and efficient +ve
    3 - Large set of commands to remember -ve
  91. 91What is WIMP1 - Windows
    2 - Icons
    3 - Menu
    4 - Pointing Device
  92. 92What is Windows in WIMP1 - Scrollbars, multiple windows
  93. 93What is Icons in WIMP1 - Represent application, objects and tools
    2 - Easier to remember than commands
  94. 94What is Menu in WIMP1 - Provide a list of Options
  95. 95What is Pointing Device in WIMP1 - Mouse to access all of the above
  96. 96What is an Informational Website1 - Structured Content
    2 - Typically generated in a semi-automated fashion
  97. 97What is an Application Website1 - Do stuff
    2 - Structured tasks and dialogues
  98. 98What is an Entertainment Website1 - Unit of interaction is the experience
    2 - Designer Goals: Maximise amount of time on website
  99. 99What is a Responsive Web Design1 - One URL for your site
    2 - Design that changes the layout based on device you are using
    3 - Images must resize to fit the screen
  100. 100What is Accessibility in Web Design1 - Giving anyone access to your site
    2 - Text equivalent for every non-text element
  101. 101What is Human Perception Based on1 - The past - Our experience
    2 - The present - The current context
    3 - The future - our goals
  102. 102What does Gestalts Law Describe1 - Describes how human vision is optimized to see structure
  103. 103What is Proximity1 - Distance between objects to form
  104. 104What is Similarity1 - Objects that look similar are grouped
    2 - UI: Similar appearance = similar function
  105. 105What is common fate1 - Objects that move together are perceived as grouped or related
  106. 106What is figure and ground1 - Separation of the foreground and background
  107. 107What are Usability Studies1 - Isability studies are about UX
  108. 108What are Formative and Summative Evaluation and what are they used forFormative - Before a design is done and goals is to make improvements
    Summative - Evaluate the final product. Goal is to check how well objectives have been met
  109. 109What are Qualititave vs Quantitative1 - Qualititative - Provide valuable insight, feedback from users
    2 - Quantitative - Numbers and stats
  110. 110What is Sampling1 - How many participants you need
    2 - Only need 5
  111. 111What is Measurement1 - Variables and measurements in which you measure
  112. 112What are Independent And Dependent Variabels1 - Independent - The thing you manipulate or control eg age of participants
    2 - Dependent - The thing you measure eg time on task, no of errors
  113. 113What are the types of Data1 - Nominal
    2 - Ordinal
    3 - Interval
    4 - Ratio
  114. 114What is Nominal Data1 - Set of Named Attributes
    2 - Not ordered
    3 - Limited to counts
    4 - EG different user groups; novice, expert
  115. 115What is Ordinal Data1 - Ordered Groups or categories
    2 - attribute are ordered
    3 - eg rating scales
  116. 116What is Interval Data1 - Ordered set where distance is meaningful
    2 - eg days of week
  117. 117What is Ratio Data1 - Ordered sets
    2 - eg Time, number of errors
  118. 118What is Performance Metrics and examples of some1 - Measure how user does on an interface
    eg;
    1 -Time on tasks
    2 - NUmber of slips and mistakes
  119. 119What are the types of UX Metrics which are User Reported1 - Rating scales - each item is a statement, users rate their level of agreement
  120. 120What are the types of UX metrics which are Behavioral1 - Measuring stress
    2 - Eye tracking
    3 - Measuring emotion
  121. 121What are descriptive statistics1 - For internal and ratio data
    2 - Describing the data
  122. 122What are the Measures of Central Tendency1 - Mean median mode
  123. 123What are the measures of variability1 - Range - useful for outliers
    2 - Variance - How spread out results are from the mean
  124. 124What are Bar graphs1 - For presentation values of ratio data
    2 - Axis must start at 0 and labelled
  125. 125What are Line Graphs1 - Good for showing trends
    2- Show your data points
  126. 126What are Scatter Plots1 - Used for exploring relationships between 2 continuous variables
  127. 127What are pie charts1 - Only illustrate the parts
    2 - Must add to 100%
    3 - Include labels, minimize the segments
  128. 128Classification of Different Inputs and examples of each1 - Mechanical - switch
    2 - Motion - Gyroscope
    3 - Contact - sensor
    4 - Signal processing - audio
  129. 129Continuous vs Discrete Input1 - Continuous input eg moving of a mouse
    2 - Discrete input eg clicking of a mouse
  130. 130Specific devices and General devices1 - Specific - optimized for a specific task
    2 - General - adapted to do many tasks
  131. 131What is Force vs Displacement1 - Force is called isometric
    2- Displacement is called isotonic
    3 - Force is mapped to a rate
    4 - Displacement is mapped to position
  132. 132Absolute vs Relative Position1 - Absolute is direct mapping of device position to a display input eg stylus
    2 - Relative is positioning is changing eg mouse
  133. 133Direct vs Indirect1 - Direct is touchscreen
    2 - Indirect is mouse click
  134. 134What might we want to sense in Touchless Interfaces1 - Position : GeoLocation of the device
    2 - Gaze: Determine where a person is
    3- Speech - Detect and process voice input
  135. 135Challenges of Touchless Interfaces1 - Need data from multiple sensors
  136. 136Errors of Touchless Interfaces1 - False Positive - User does not to intend to perform a gesture but the system picks it up. Makes system oversensitive
    2 - False Negative - User believes they have performed a gesture, but system does not recognize it. Makes system unresponsive
  137. 137What is a Model1 - Simplification of reality
    2 - useful for designing evaluating and predicting and understand behaviour
  138. 138What is a Predictive user model1 - Simulate user behaviour
    2 - Task is broken down into actions. Allows us to predict user performance
  139. 139What components do GOMS have1 - Goals - What user has to accomplish
    2 - Operators - Elementary acts
    3 - Methods - Accomplish a goal using an operator
    4 - Selection - choose appropriate method, multiple ways of doing the same thing
  140. 140KLM Model1 - Assumes expert level
  141. 141Process of KLM1 - Identify task
    2 - List the keystroke level-actions required for the task
    3 - Insert mental operators for when user has to stop and think
    4 - Look up standard execution time for each operator
    5 - add up execution times
    6 - the total is the estimated time to complete the task
  142. 142What is steering law1 - Describes the time it takes you to to move through a path
    MT = a + b x(A/W)
  143. 143Operations and TImesK - keystroke
    P - Point mouse to taraget
    B - Press release mouse button
    H - Hands to keyboard or mouse
    W - System response
    M - Thinking
  144. 144Fitts' Law1 - Time it takes to select the heading
    MT = A + B * ID
    MT = Movement Time
    A = distance to taget
    B = measure of hand eye cordination
    ID = log2 (A / W + 1)
  145. 145Hick Hymen1 - When given a choice, how long it takes
  146. 146Law of Practice1 - How task increases with practice

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Karteikarten am 202Full, erstellt von Shez F am 14/04/2017.
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