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Interaktive Systeme

Paul H Informatik German 110 cards

Interaktive Systeme

Cards in this deck (110)

  1. 1Human Interface CompterHuman Interface Compter
  2. 2Layers of Input ProcessingLayers of Input Processing
  3. 3Interaction Elements- Components of the UI to manipulate the state of UI and domain objects
    - Fit physical input/output devices to human effectors/sensors (shape, behavior, ergonomics)
    - Apply interaction elements to domain objects
  4. 4Input DevicesMouse
    - Actions: Press, release
    - States: Pressed, released
    Input Devices
  5. 5Hard and Soft controls- Hard control is a physical input device
    - Soft control is a software interface
  6. 6Control-Display Relationships- Relationship between operation of a control and effect on display
    - spatial relation
    - Dynamic relationship
  7. 7Spatial Relation- if control DOF < display DOF, modes are necessary to fully access the display DOF (z.B rotation with a mouse)Spatial Relation
  8. 8Control Display (CD) Gain- Quantifies amount of display movement for a given amount of controller movement
    - Speed Accuracy Trade off
    - Opposing relationship between gross and fine positioning times
    Control Display (CD) Gain
  9. 9Latency- latency is the delay between input action and response on display (noticeable in for example VR)
  10. 10Widgets- user interface elements
    - tools to manipulate content
    - verb to object relationship: Widget -> Verb , content -> object
    Widgets
  11. 11No Chrome- widgets are in conflict with actual content (need screen space, visual clutter)
    - Philosophy: interface elements should get out of the way to let user focus (works well for experts and media consumption)
  12. 12Widget Categories- Imperative (buttons)
    - Selection (check box)
    - Entry (sliders)
    - Display (scroll bar)
  13. 13Focus and Hover- Focus: at most one widget is in focus and there is a focus order
    - Hover: widgets respond to mouse movement above them
  14. 14Scene Graphs- Set of trees of graphical objects (nodes)
    - Allows post-hoc transformation of structure (z.B size changes)
    - Creating graphics by modifying the scene graph
    - Efficient
    - Elements: Node (Parent (Group, Region(control, pane)), ImageView, Shape)
    -
  15. 15Panes-BorderPane, HBox Pane, VBox Pane, StackPane, GridPane, FlowPane, AnchorPane
  16. 16Declarative Layout DefinitionAllows for constructing scene graphs declaratively
    Xml structure cooreponds to UI structure
    More clearly shows ui structure than procedural code
  17. 17List View (Example of item collections)- Scrollable list of items
    - automatically observes changes in data model
  18. 18Model View Controller (MVC) Pattern- Often, view and controller merge (as in ListView)
    - flexibility, modularity, seperation of concerns
    Model View Controller (MVC) Pattern
  19. 19Focus vs. SelectionFocus: focused item
    Selected: Selected Items
    Focus vs. Selection
  20. 20Property Binding- A property can be bound to another property (values are linked)
    Example: A label that always shows the focused list item
    - Property either encapsulates a value or is bound to an observable value
    - Property publishes change notifications
  21. 21Interface Observable- Informs other objects when its state changes
    - Can register listeners
  22. 22Reactive Programming- Focus on dataflow
    - Automatically propagate changes
    - Imperative programming assigns value when expression is evaluated
    - reactive keeps value up to date when components change
  23. 23Event Streams ExampleEvent Streams Example
  24. 24SceneGraph: Event DeliverySceneGraph: Event Delivery
  25. 25SceneGraph: Coordinate Systems- Scenegraph has multiple coordinate systems
    - x,y - sceneX,sceneY - screenX, screenY
    - Each node has own coordinate system
  26. 26Affine Transformation- modifys a nodes local coordinate system
    - linear mappings of coordinates (represented as matrices)
    - Translation: shifts origin of coordinate system along x or y axis
    - rotation: rotates the coordinate system
    - scaling: scales axes
    - shearing: rotates the axes, such that they are no longer perpendicular
  27. 27Scene Node Properties- Cursor: The mouse cursor image (z.B an hand)
    - Effects: Blurring, shadow, reflection
    - Clipping: a node that defines the clipping shape
    - Opacity: degree of transparency
  28. 28JavaFX Threads- Application Thread: Primary Thread
    - Render Thread: Updates interface at 60 fps
    - Worker threads: long running tasks, programmer-defined
  29. 29Concurrency- UI has to stay responsive
    - Long task should run on different thread
    - Access Javafx scenegraph only over application thread
    - Communication between worker threads and application thread
  30. 30Concurrency API- Worker: interface for objects performing work on background thread
    - Task: executes work
    - Service: Executes tasks
  31. 31Static/Dyamic Web UI strutcureStatic: DOM, CSS, HTML
    Dynamic: DOM, Events, JS
  32. 32Document Object Model (DOM)Browser represent parsed html/css as tree
    W3C specified api for this tree
    Can access and modify nodes
  33. 33DOM: Fundamental Data InterfacesNode: every object in tree is a node
    Document: represents loaded page
    Element: base interface for element objects (HTML, SVG)
    Element attributes
    text: text of an element
    event: event triggered by user or programmatically
    event target: receiver objects of events
    Mutationobserver: observes changes in dom tree
  34. 34DOM: Event FlowCapture Phase: from window to targets parent
    Target Phase: event reaches event target
    Bubble Phase: from targets parent to window
    DOM: Event Flow
  35. 35Cancelable Events- Can control further processing
    - e.g prevent checkbox to change its state
  36. 36UIEvent InterfaceUIEvent provides information associated with user-generated events
    Examples: load, select, focus, blur(focusout)
  37. 37Reactive for web- Events streams as layer on top of js events
    - map: define mapping of events on stream
    - link/bind: from view to model -> Eventlistener to react to user input; from model to view -> modify an html element when dependent obserable is modified
  38. 38VueJSModel View ViewModel architecture
    ViewModel: Additional layer between View and Model (converts values between view and model; Bindings between view elements and properties in Viewodel)
    - Components (reuseable extensions of html elements)
    - Templates
  39. 39Svelte- Declaration of reactive bindings between DOM elements and js objects
    - Requires a compilation step (transformation of reactive syntax into relationships)
  40. 40interaction technique definitionAn interaction technique is a way of using a physical input/output device to perform a generic task in a human-computer dialogue
  41. 41Alignment techniquestranslation, rotation stretching for placing objects in 2D
    - Precise spatial relationships with other objects
  42. 42Grid Snapping- Snapping object points to a grid of discrete points
    - Less general and flexible than object snapping(predefined grid is not always appropriate)
    - Makes scaling difficult (scaled objects may fall between grid points)
    Grid Snapping
  43. 43Snap draggingWhen objects are dragged or stretched, positions that correspond to preferred ending points are given gravity
    - Warp (snap) objects to gravity points when close enough
    Snap dragging
  44. 44Traditional snappingTraditional snapping
  45. 45Snap-and-Go- Traditional snapping makes area in close proximity of snap location inaccessible
    - snap-and-go stops objects at snap location (shifts cursor position relative to object)
    Snap-and-Go
  46. 46Oh SnapAvoids object jumps towards snap location
    Avoids displacement by catching up after snap location
  47. 47Semantic snappingGeometric aspect and semantic aspect
    - Geometric: Objects in close proximity snap into positions
    - Semantic: Reflects semantic consequences of a snap
  48. 48Pointing techniquesSelecting one object among a larger set of candidates
    Tradeoff between precision and speed
    Point Cursor: Problematic for small targets
    Area Cursors: well suited for small targets (area resizes depending on distance to closest target)
    To reduce movement time: increase target size or reduce distance to target.
  49. 49Fitts lawMovement Time: MT=a+b*ID
    Index of difficulity: ID = log_2(D/W+1)
  50. 50Bubble CursorBubble Cursor
  51. 51DynaspotSize of activation area depends on movement speedDynaspot
  52. 52Empirical Research- Research: Systematic investigation and study of phenomena in order to establish facts and reach new conclusions
    - Empirical: Originating in or based on observation or experience
  53. 53ReproduciblityThe extend to which consistent results are obtained when produced repeatedly
    Research write-up must be sufficiently detailed to allow reproduction
    Research results are more credible if independently confirmed
  54. 54Problems of research repetitionsDifficult to publish
    Expensive
    Takes time
  55. 55Replicability/ReproducibilityReplicability: Exact repetition of experiment
    Reproducibility: Repetition with some variation in conditions
  56. 56Observe/MeasureOberserve: Starting point
    Measurements: empirical evidence
  57. 57Nominal DataCategorical
    No mean
    count is important
  58. 58Ordinal Dataassociates an order or rank to an attribute
    Example: Users rank GPS-Systems
    Comparison of greater than or less than possible
  59. 59Interval DataEqual distance between boundaries of intervals of same size
    No absolute zero
    Example: Temperature in C
  60. 60Ratio DataPreferred scale of measurement
    Absolute zero -> many calculations possible
    Ratios enable summaries and comparisons
  61. 61ExperimentsThe process of performing a scientific procedure to determine something
    Setup artificial conditions, try to uncover relationsships
    Document steps of the process
    In HCI: what variables, tasks and procedures; How many participants.
  62. 62Good research questionIs the measured entry speed (in words per minute) higher for the new technique than for QSK after one hour of use.
    define experimental condition and decide what to measure.
  63. 63Internal/external ValidityInternal: The extent to which the results are due to test conditions
    External: the extend to which the results are generalizable to other people and situations
    Its tradeoff between the two
  64. 64Independent VariableIndependent of participant behaviour e.g interface, device, layout
    In HCI: Must have atleast two levels e.g device: mouse, trackball, joystick
  65. 65Human characteristicsGender, age, height, weight
  66. 66Dependant variableDepends on what participant does e.g task completion time, speed, accuracy etc.
  67. 67Random VariableCircumstance that is allowed to vary randomly
    z.B Prior experience using a phone in a phoen experiment. Consumed coffee etc.
    Improves external validity and compromises internal validity
  68. 68Control VariableCircumstances that are kept constant while testing effect of independent variable
    More contol -> less generalizable
    Improves internal validity and compromises external validity
  69. 69Cofounding VariableCircumstance that varies systematically with an independent variable
    Example camera when the camera distance is an independent variable.
  70. 70QuestionnairesCollect information about participants (demographics, feedback)
  71. 71Within-Subjects, Between-SubjectsWithin: Each participant is tested on each condition (Fewer participants needed, less variation, negative order effects through learning for example (can be fixed with latin sqiuare)
    Between: Each participant is tested on one condition only (No order effects, more participants, more variation, need to balance groups)
  72. 72Null HypothesisQuestion: is the time different to complete task using method A or B
    Null hypothesis: there is no difference
    Significance test: check if obtained data makes null hypothesis unlikely
  73. 73Randomization Tests with Independent SamplesBetween subject experiments
    Each participant provides a single data point
    data points are assumed to be independent
  74. 74Randomization test with matched samplesEach participant generates two datapoints
    Within subject experiment
    Samples are not independent from single participant
  75. 75Parametric/Non-Parametric TestsNon-Parametric: data are not assumed to come from a particular distribution
    Parametric: data is assumed to come from distribution e.g normal ditribution
  76. 76Measurement Scales and StatisticsMeasurement Scales and Statistics
  77. 77Kind of testKind of test
  78. 78AnovaGoal: determine if independent variable has significant effect on dependent variable
    Idea: Compare variability within groups and across group-means
    Anova
  79. 79STD, VarianceSTD, Variance
  80. 80Errors in Hypothesis testing- Null hypothesis is true (there is no effect)
    Experiement yields p <= 0.05 -> null type 1 error (falsely rejected)
    Experiment yields p > 0.05 -> correctly accepting
    - Null hypthesis is false (there is effect)
    p <= 0.05 -> correctly rejecting
    p > 0.05 -> type 2 error (failing to reject)
  81. 81Assumption for ANOVADV is normally distributed
    Equal variances in groups
    Independent observations
    ANOVA is robust against violations of normality
  82. 82CHi-square testFor nominal data
    compares observed counts against expected
  83. 83Confidence intervalshelp judge the variability of the data
    easy to interpret
  84. 84Correlationlinear association between two variables
  85. 85Descriptive modelsDescribes aspects of reality
    Any reduction of a problem space qualifies as a descriptive model
  86. 86Guiards model of bimanual controlGuiards model of bimanual control
  87. 87Predictive modelspredictive model is an equation
    predicts dependent variable based one or more independent variables
    They deal with numbers
    Without a model its hard to predict other points in space than the ground truth
    predicts how the dependent variable varies with change of the independent variable
  88. 88Linear RegressionA linear prediciton equation is found using linear regression
    Goal: Given a set of (x, y) sample points, find coefficients m and b for the line that minimizes squared distances of the points from line
    Result: equation that yields best y for x
    Assumption: Linear relationship
  89. 89Fitts LawModel for rapid aimed movements
    Fitts index of difficulty (ID) is a measure of the difficulty of a target selection task
    hypothesized that movement time and ID have a linear relationship
  90. 90Keystroke-Level Model (KLM)for predicting human performance with interactive computing systems
    Predicts expert error-free task completion times
    Elements: Task, Command language, Motor skill parameter, response time parameter
  91. 91Stepwise model selectionpredictor variables (independent) are removed one by one to get the best model.
    Backwards Elimination: init model with all predictors -> weak predictors are dropped one at a time -> Select model with highest adjusted R^2 and drop insignificant predictors
    Forward selection:
    - Initially model contains no predictors
    - add strong predictors one at a time
    - select model with highest adjusted R^2
    add predictor with lowest significant p-value
  92. 92Goals of visualizationidentify patterns, trends etc.
    replace cognitive calculations with simple perceptual operations
    make data more accessible
  93. 93Augmented CognitionUsing external artifacts to amplify human mental abilities
    -> Reduce effort/ need for search
    -> Enable pattern recognition
  94. 94Definition of Information visualization- Transforming of the symbolic into the geometric
    - Finding the artificial memory that best supports our natural means of perception
  95. 95Visualization DesignWhat is the purpose
    What data has to be shown
    How to map data values to graphical features
    Clarity
    Aesthetics
  96. 96TreeMapShows hierarchy as 2D layout
    Fillup space with rectangles representing objects
    nested rectangles indicate levels of hierarchy
    TreeMap
  97. 97Treemap problemsadjacency not well defined
    lots of thin and wide boxes
    hard to understand
    Solution->Squarified Treemaps(avoids large aspect ratios)
  98. 98Slice and Dice AlgorithmsSlice and Dice Algorithms
  99. 99Strip Treemap AlgorithmusStrip Treemap Algorithmus
  100. 100Types of visual encodingsElement properties (position, size)
    Gestalt properties (grouping)
    Animation
  101. 101Visual encodings Design CriteriaConsistency: property of image should match data
    Importance ordering: encode most important information in most efficient way
    Expressiveness
    Effectivness
  102. 102Information Visualization Reference ModelInformation Visualization Reference Model
  103. 103Brushing and LinkingInteract with one view, see effects in this view and in other views
    Linking: Indicating which parts of one data view correspond to that of another
    Brushing: Selecting subsets of data by brushing items in a single view
  104. 104Human-Centered AIfocus on amplifying, augmenting and enhancing human performance in ways that make systems reliable safe and trustworthy
  105. 105Attributes of Human-Centered AITrustworthy: Can user trust predictions
    Ethical: data collected in ethical manner
    Secure: How vulnerable is the system to attack
    Private: Does the system protect a persons identity and data
    Robust
    Available
    Resilient: Can the system recover from disruptions
  106. 106Control and AutomationAutomate where: Reliable performance is possible but allows overrides
    Give human control where: Desired for creative flexibility
    Automation is uncertain
    But prevent human errors
  107. 107Guidelines for Human-AI InteractionGuidelines for Human-AI Interaction
  108. 108Why explainability/intelligibility is importantAI may have wrong objectives
    inadequate features (bias)
    users are more likely to accept if there is an explanation
  109. 109Aims of explanationsAims of explanations
  110. 110Microsofts ML WorkflowMicrosofts ML Workflow

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Informatik Flashcards on Interaktive Systeme, created by Paul H on 07/08/2022.
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