Flashcards
Human Computer Interaction
Cards in this deck (123)
- 13 Guidelines for User-Interface DesignKeep commands short (to minimise typing)
Use memorable command names
Use consistent syntax where possible - 2Schneiderman (1982) Sucessful GI features...-Visibility of objects
-Replacement of complex commands with actions to manipulate visible objects directly
-Incremental action at the interface with rapid feedback
-Reversibility of actions
-Syntactic correctness of actions (every action is legal)
-Few/no changes of mode - 33 factors driving changes in Interactioni. Technical Developments
ii. Need to support a wider range of users
iii. Application to a wider range of tasks - 4Human-Human Interaction is (3)...Proactive rather than reactive
Context-aware
Adaptive - 5Good Interface: Four Key Concepts (Shakel):learnability
throughput
flexibility
attitude - 6Screen-reader users generally....work more slowly
make more errors
report higher levels of fatigue - 7HCI Components (Abowd and Beale):U - User
I - Input device(s)
S - System
O - Output device(s) - 8Interaction Styles:Command-language
Form-filling
Menu-selection
Function keys
Question and Answer
Direct-manipulation
Anthropomorphic/Natural Language - 9Perception TypesVisual perception
Auditory perception
Tactile perception
Memory
etc. - 10HCI Metrics examplesSUMI
WAMMI
etc
Accessibility validators
eg. WebXact - 11Modelling 2 typesTask Analysis
Cognitive Modelling - 12Task Analysis 3 typesHierarchical Task Analysis
Knowledge-Based Analysis
Entity-Relationship Techniques - 13Cognitive modelling 3 modelsTask-Goal Hierarchies
Linguistic/Grammatical Models
Device-Level Models - 14Design and Evaluation Techniques:Questionnaire design
Experimental design
Statistical analysis
Iterative design and evaluation - 15Sensory Memories 3 typesIconic (visual)
Echoic (auditory)
Haptic - 163 main processes associated with long-term memoryStorage/remembering
Information Retrieval
Forgetting - 172 LTM retrieval typesrecall
recognition - 182 features of rehearsalTotal time hypothesis
Distribution of practice - 192 types of recallEpisodic
Semantic - 202 LTM forgetting typesDecay (EBBINGhaus)
Interference - 21Visual system (AND AUDITORY SYSTEM!!) 2 stages:Physical reception of light
Processing / interpretation - 22Image path through eyecornea -> iris -> lens -> retina
- 23Photoreceptors 2 typesRods
Cones - 24Rods attributeslight
monochrome
low res
120 rods
para-foveal / peripheral - 25Cones attributeslimited light
colour (2-3% blue)
hi res
6 mil
foveal
pre-attentive - 26Size Judgement techniquesBinocular vision
Head movement
Monocular Cues
Familiarity / Pattern-Matching - 27Monocular Cues 4 typesRelative size
Relative clarity
Texture gradient
Shadow cues - 28Factors that affect the readability of text include:Font-style and capitalisation
Font size
Character spacing
Line length
Contrast / Luminance - 29why is 2D better than 3Dcognitive/perceptual effort
abstraction vs. realism - 30When presenting text...removing all unnecessarys
avoid descriptions...
break-up text - 313 Text Complexity MeasurementsAverage reading time
Cloze Technique
Fog Index, Flesch Reading Ease Test, etc. - 323 characteristics of soundpitch
loudness
timbre - 33Sound Intensity depends on...pressure
distance
duration (>0.2 secs)
absorption/reflection
frequency - 34Timbre depends on...number of harmonics
relationship of harmonics
amplitude envelope (over time) - 35Sound Localisation 4 mechanisms...stereo
head movement
reflected / direct
familiarity - 36Sound Localisation: Stereo 2 typesintra-aural intensity
HI FREQ
intra-aural delay
LOW FREQ - 37Sound Localisation: Angles of sensitivity1 degree front/back
15 degrees LR
70 degrees zone of bad - 38Sound Localisation: Bad Frequency Range1000-3000 Hz
- 39Auditory Memory Effects (AND HAPTIC!!)recall of unattended material
(few secs)
recency
(3-5 digits)
auditory suffix - 40Non-Speech Sound 3 typesauditory icons (natural) ARkola
earcons (motifs) TIDE Math
spearcons (speeded up) - 41SPEECH PERCEPTION Two ApproachesBottom Up
Top Down - 42SPEECH PERCEPTION Bottom Up attributesseparate into words
written - 43SPEECH PERCEPTION Top Down attributesprosody
key words
lazy processing - 44Prosody 3 featuresintonation
rhythm
also gestures - 45Key Words two typescontent (new information)
function (given) - 46Speech Perception: Co-Operativeshared context
clarification and repair - 47Speech Recognition Processesword recognition
recovery of meaning - 48-recovery of meaning Problemsunprompted
no punctuation
fragments
repetition & re-phrasing
minor sentences
anaphora
gestures
prosody
shared context - 49recovery of meaning Usestranscription
limited domain - 50Speech ApplicationsSSML
CSS Speech
VoiceXML
XHTML + Voice
Web Speech API
Aircraft Maintenance
Voice Mail - 51Screen Readers Featureskeyboard short cuts
speech & braille
scripts
different voices
voice control - 52Skin Receptorsthermo..
mechano…
noci... - 53Mechanoreceptorsrapidly-adapting
(changes)
slowly-adapting
(continuous) - 54Sensory Acuitytwo-point test
fingers good (x10) - 55Kinaesthetic Receptors Typesrapidly-adapting
slowly-adapting
static - 56Optacon144 pins (24*6)
solenoid
camera movement good
slow & rapid MRs - 57Action StagesStimulus
Response
Move (fitness) - 58Action Stages: Stimulus150ms audio
200ms visual
700ms tactile
practice vs. fatigue - 59Usability Design: Waterfall Model features...inflexible
add evaluation - 60Usability Design: Waterfall Model 5 Stagesrequirements
design
implementation
verification
maintenance - 61Usability Design: Agile attributes...circular
sprints (2-4 week)
no user-testing - 62Usability Design: Agile 5 Stagesrequirements
design
implementation
verification
maintenance - 63Usability Design: Lean UX attributes...circular
waste
repetition of work - 64Usability Design: Lean UX 3 stagesThink
Make
Check - 65Usability Design: Dual Track StagesDiscovery
(requirements & prototypes)
Delivery - 66Usability Design: Key Stagesrequirements gathering
(for Requirements Document)
design
evaluate - 67Usability Design: Key Stages: Requirements gatheringarea of expertise
users
needs
conditions - 68Usability Design: Key Stages: Requirements gathering: Users attributes...profile
experience / motivation
persona
primary & secondary - 69Usability Design: Key Stages: Requirements gathering: NeedsNormative
Expressed
Felt - 70Usability Design: Key Stages: Requirements gathering: Determining NeedsDirect Observation
Questionnaires
Interviews - 71Usability Design: Key Stages: Requirements gathering: ConditionsPhysical
Safety
Social
Organisational - 72Usability Design: Key Stages: Designrelevant guidelines & models
difficulties
mental model
metaphor - 73Usability Design: Key Stages: Design: DifficultiesComplex
Novel
Similarities Mask Differences - 74Usability Design: Key Stages: Design: Mental Model1. structural
(taxi-driver)
2. functional
(ticket machine) - 75Usability Design: Key Stages: Design: Metaphor / Re-engineering Exampleson-screen calculator
shopping basket
video controls - 76Interface Guidelines...were huge
now concise
overview
reminders
generalisations - 77Shneiderman's Eight Golden Rules 1-4Consistency
Universal
Feedback
Closure - 78Shneiderman's Eight Golden Rules 5-8Errors
Reversal
Control
Short-Term - 7912 Web Content Accessibility Guidelines InfoW3C Web Accessibility Initiative
2008 - 8012 Web Content Accessibility Guidelines Levelsimpossible
difficult A Priority 1
somewhat difficult AA Priority 2
good? AAA Priority 3 - 8112 Web Content Accessibility Guidelines 1 - 4 (Perceivable)1. text alternatives
2.time-based alternatives
3.no loss of info
4.see & hear. foreground / background - 8212 Web Content Accessibility Guidelines 5 - 8 (Operable)5.keyboard
6.time to read
7.seizures
8.navigation - 8312 Web Content Accessibility Guidelines 9 - 11 (Understandable)9.readable
10.predictable
11.avoid mistakes - 8412 Web Content Accessibility Guidelines 12 (Robust)12. future tech
- 85Interaction Styles-Form Fill-in
-Menu-selection
Question-and-Answer
Command-language
Direct Manipulation
Anthropomorphic /
Natural User Interface (NUI) - 86Interaction Styles: Direct Manipulation Features-incremental
rapid feedback
reversible
no mode change
everything legal
tricky to script
browser becoming front end
applets / flash / jQuery / drag and drop - 87Two Approaches to TestingHeuristic evaluation
Usability Metrics - 88Heuristic evaluation attributes...greek: find, discover
good enough
rules of thumb
10 rules - 89Ten recommended Heuristics (Jacob Nielsen) 1-5Visibility of system status
Match between system and the real world
User control and freedom
Consistency and standards
Error prevention - 90Ten recommended Heuristics (Jacob Nielsen) 6 - 10Recognition rather than recall
Flexibility and efficiency of use
Aesthetic and minimalist design
Help users recognize, diagnose, and recover from errors
Help and documentation - 91Heuristic Evaluation Ideal Conditionsalone
3-10 (4)
different problems
effectiveness vs. cost
(discount method) - 92Heuristic Evaluation Processassess heuristics (not likes)
repeat interface
record comments
assist after comment - 93Usability Metricsexpensive
time consuming
qualitative or quantitative - 94Quantitative Usability Metric Aspects of Interaction:success rate
time
errors (number, time)
use of documentation
user satisfaction (subjective) - 95Quantitative Usability Metric eg. SUMI (Software Usability Measurement Inventory)-12 subjects
-50 questions
-reliable (similar results)
-scales - 96Quantitative Usability Metric eg. SUMI (Software Usability Measurement Inventory) Scalesefficiency
affect
helpfulness
control
learnability - 97Automated Testing ExamplesIBM’s Rational Policy Tester
Accessibility Edition
WAVE
TotalValidator
Cynthia Says - 98Interaction Modelling Categories1.Task Analysis
2.Cognitive Models - 99Interaction Modelling Categories 2.Cognitive Modelsuser info
psychological
categories
granularity - 100Interaction Modelling Categories 2.Cognitive Models Categories:Hierarchical representations
of the user's task and goal structure
Linguistic and Grammatical models
Physical and Device-Level models - 101Interaction Modelling Categories 2.Cognitive Models Granularitytop-level goal
lowest level sub-goal
(unit tasks - routine, learned) - 102Physical and Device-Level modelsmotor actions
low level
verbose
use high-level for overall interaction - 103Fitt’s Law Part 1For a given system,
the time taken
to move a pointer
onto a target
varies... - 104Fitt’s Law Part 2...as a function of:
-the distance the pointer has to be moved
-the size of the target - 105Fitt's Law Part 3 (Equation)movement time
=
start/stop time
+
device tracking speed
* log2 *
(distance moved / target size +1) - 106Fitt’s Law Implicationslarge targets & small distances
point and click > dragging
distance:size ratio is proportional
mouse is best
index of difficulty (ID) - 107Example of mouse is bestXerox Star 8010 - GUI
- 108Law derived from Fitt's LawAccot-Zhai Steering Law
- 109Usability Testing as opposed to....guidelines
metrics
modelling - 110Usability Testing Stages when to testpreliminary
design
prototype
iterative (each stage) - 111Usability Testing: Comparing Systems attributes...two or more conditions
task
prediction
variables
subjects
experimental procedure - 112Usability Testing: Comparing Systems: Two or more conditions: two types...new system (experimental condition)
old system (control condition) - 113Usability Testing: Comparing Systems: Task attributes...relevant
testable
no subject advantages
task should not favour either system in any other respect
prediction - 114Usability Testing: Comparing Systems: Variables two types...Independent
Dependent - 115Usability Testing: Comparing Systems: Suitable Subjects 3 types...potential customers
students (same IQ)
disableds - 116Usability Testing: Comparing Systems: Subject Grouping... 3 Typesindependent measures
(random groups)
matched subjects
repeated measures
(all subjects & conditions) - 117Usability Testing: Comparing Systems: Experimental Procedure restrictions...how much to tell
how much help
how much time - 118Usability Testing: 4 Data ClassificationsNominal-scaled
Ordinal-scaled
Interval-scaled
Parametric - 119Usability Testing: Normal Distribution features...infinite subjects
bell curve
ie. intellegence, height, lifespan
symmetrical - 120Usability Testing: Normal Distribution central tendencymean = mode = median
- 121Usability Testing: Distribution can be defined by only...mean & variance (standard deviation)
- 122Usability Testing: Variance attributes...spread
standard deviation
square root of variance
can have same normal distribution - 123Usability Testing: Sensitivity attributes...higher quality - fewer samples
few subjects
(parametric data & related samples)
more subjects
(nominal-scaled data &
independent samples)
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- Flashcards on Human Computer Interaction, created by John Ratzinger on 08/05/2019.
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- John Ratzinger
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