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- 1What is the HCI CycleDesign -> Implement -> Evaluation5
- 2What Are The Design Thinking Processes1 - Empathize
2 - Define
3 - Ideate
4 - Prototyping
5 - Test - 3What does Empathize in the Design Thinking Process1 - Understanding the User
2 - Look for the user's needs not the user's wants - 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 - 5What does Ideate mean in the Design Thinking Process1 - Explore innovative and alternate solutions and prepare for prototyping
- 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 - 7What does the Testing phase include in the Design Thinking Process1- Get feedback on the prototype you have created.
- 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 - 9What are the Social Impacts of Studying HCI1 - Contribute to critical parts of society
eg Education etc - 10What is HCI (4 things)1 - Use and Context
2 - Human
3 - Computer
4 - Development Process - 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 - 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 - 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 - 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 - 15System Centered Design1 - Functions the system can perform
2 - Dont do this lelelellelelelellelelellelelelel
ALEX THE SCHOOL SHOOTER WAS HERE - 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 - 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 - 18What is UCD in the HCI CycleDesign - Observations, Interview
Implement - Prototyping
Evaluations - User Testing, Usability Testing - 19Economic Benefit for UCD1 - Increased Revenue
2 - Decreased Development Process - 20Social Benefit for UCD1 - Higher Quality UX
- 21What are the problems with UCD1 - Users don't want change
2 - User's may be wrong - 22What is a Need Finding Study1 - To understand the user
2 - Understand their needs - 23Techniques for NFS1 - Interviews
2 - Participant Observations - 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 - 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 - 26What do you do in Participant Observation1 - Spend time with people doing their work
- 27-Ve of Participant Observation1 - Time-consuming
- 28What is Interviewing1 - Allows to expract specific knowledge and emotions from target group
- 29What is Diary Studies1 - Give people a diary that they complete at specific time
2 - Can scale better than observation - 30What is Experience Sampling1 - Remind people are regular interval to record some information on how they feel
- 31What are Lead Users1 - Where users can also have design ideas
2 - Designers can work around this - 32What are extreme users1 - Users who do a lot of the same thing
- 33What are Requirements and the Aim of them1 - Insights gained through need finding
2 - Aim to communicate understand of the system - 34Functional and Non-Functional1 - Functional - What must the system do
2 - Non Functional - properties of a system - 35Requirements Are Presented in many forms1 - Persona
2 - Scenarios
3 - Use-Cases - 36What is a persona1 - fake user who represents what you have found during need finding
- 37What is a Scenario1 - Stories about people undertaking activities using technology
- 38Use Cases1 - Described interaction between people and devices
- 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 - 40Evolve the Design of a Prototype1 - Evolve the design of a prototype
2 - Each prototype has a distrinct purpose - 41Properties Of Properties1 - Resolution - Level of Detail
2 - Scope - Range of what the prototype covers - 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 - 43What is Sketching and the Goal of this1 - Getting the right design
2 - Quick and cheap
3 - Can explore ideas - 44What are StoryBoards and the Goal of this1 - Is all about tasks, what people want to achieve and how they accomplish this task
- 45What does a storyboard entail1 - starts with a goal
2 - develops a setting
3 - explains how the goal is accomplished - 46What do Story Boards Convey1 - Setting - People involved, environment
2 - Sequence - Steps involved, role of the system
3 - Satisfaction - motivation to use the product - 47Benefits of Story Board1 - gets all stakeholders on same page in terms of the goal
2 - avoids commitment to a particular UI - 48What are paper prototypes1 - Is about the interface
2 - used for interaction - 49Benefits of Paper Prototyping1 - fast and efficient
2 - low fidelity encourages feedback - 50What type of feedback from the different Digital MockupWireFrame - feedback on structure
Digital - Feedback on look and feel - 51Wizard Of Oz Prototyping and +Ve1 - Faking things that aren't implemented
2 - More real than paper prototyping - 52What is the Model Human Processor and the processors1 - The user as an information processor
2 - Perceptual Processor
3 - Cognitive Processor
4 - Motor processor - 53What is the Perceptual Processor1 - How we take things in
- 54What is the Cognitive Processor1 - How learn store and access information
- 55What is the Motor Processor1 - How we act on goals
- 56What is Human Memory1 - Process of retaining and retrieving information after the original is not longer present
- 57What is Memory Formation1 - Long lasting or even permanent
- 58What is Memory Activation1 - Reactivation of a stored neural activation pattern
2 - strengthens the memory - 59What is Short Term Memory1 - Not a store
2 - Is what we focus our attention on - 60What is Working Memory1 - Like a cache
- 61What is Attention1 - Is the way we deal with information overload
2 - Focussed and divided attention - 62What is Visual Attention1- We cant process the entire scene
- 63What is STM Characteristics1 - Low capacity
2 - High volatility - 64Interface Problems with STM1 - Modes - Pressing a shutter on a camera, user forgets what mode they are in
2 - avoid modes - 65What is Long term memory1 - Is a store but not imperfect
- 66Characteristics of LTMError Prone - Experiences are not accurate
- 67How to Retrieve from Memory1 - Recognition - encountering something and then remembering
2 - Recall - memory look up assisted by cues - 68What is a Mental Model1 - Behavior towards achieving a goal
- 69What is a slip1 - User has the right model
2 - but does the wrong thing - 70What is a mistake1 - User does what they intend to do
2 - But have the wrong model - 71How would you prevent a slip1 - Improve ergonomics of the interface
2 - Spread things out
3 - Make targets bigger - 72How would you prevent a mistake1 - Provide better feedback
2- Make it clear of what options there are - 73What is Goal, Execute and Evaluate1 - Form a goal, choose and execute an action, evaluate if the action worked. Repeat until goal is
- 74What is a Unit Task1 - Task that we give unbroken attention
2 - Breaking everything down into smaller tasks - 75What is a Conceptual Model1 - What users can do with the system
- 76What is Object/Analysis1 - What will be in the UI
2 - Objects, Attributes, Relationship - 77Object/Actions Matrix1 - Illustrating model as a matrix
- 78What is Heuristic Evaluation1 - Type of evaluating usability
2 - Find and fix issues before - 79What is Think Aloud1 - For user testing
2 - Verbalize thoughts
3 - Insight into thought process, mental model and decision making - 80What is an Interaction Type1 - What a user is doing when interacting with a system
- 81What are the 4 key conceptual interaction type model1 - Instructing
2 - Conversing
3 - Manipulating
4 - Exploring - 82What is Instructing and a Positive of this1 - Tell the system what to do
2 - Quick and efficient - 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 - 84What is manipulation1 - Interaction with objectrs
- 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+Ve and -Ve of Direct Manipulation1 - Novices can learn functionality quickly
2 - Not all tasks can be described - 87What is Exploring1 - Moving through a virtual space eg gaming
- 88What is an Interface Metaphore1 - Used to explain something hard grasp
2 - Used to describe operations
3 - Used to name application or hardware - 89+Ve and -Ve Of Interface Metaphore1 - Makes learning new systems easier +ve
2 - May conflict with other design principles - 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 - 91What is WIMP1 - Windows
2 - Icons
3 - Menu
4 - Pointing Device - 92What is Windows in WIMP1 - Scrollbars, multiple windows
- 93What is Icons in WIMP1 - Represent application, objects and tools
2 - Easier to remember than commands - 94What is Menu in WIMP1 - Provide a list of Options
- 95What is Pointing Device in WIMP1 - Mouse to access all of the above
- 96What is an Informational Website1 - Structured Content
2 - Typically generated in a semi-automated fashion - 97What is an Application Website1 - Do stuff
2 - Structured tasks and dialogues - 98What is an Entertainment Website1 - Unit of interaction is the experience
2 - Designer Goals: Maximise amount of time on website - 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 - 100What is Accessibility in Web Design1 - Giving anyone access to your site
2 - Text equivalent for every non-text element - 101What is Human Perception Based on1 - The past - Our experience
2 - The present - The current context
3 - The future - our goals - 102What does Gestalts Law Describe1 - Describes how human vision is optimized to see structure
- 103What is Proximity1 - Distance between objects to form
- 104What is Similarity1 - Objects that look similar are grouped
2 - UI: Similar appearance = similar function - 105What is common fate1 - Objects that move together are perceived as grouped or related
- 106What is figure and ground1 - Separation of the foreground and background
- 107What are Usability Studies1 - Isability studies are about UX
- 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 - 109What are Qualititave vs Quantitative1 - Qualititative - Provide valuable insight, feedback from users
2 - Quantitative - Numbers and stats - 110What is Sampling1 - How many participants you need
2 - Only need 5 - 111What is Measurement1 - Variables and measurements in which you measure
- 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 - 113What are the types of Data1 - Nominal
2 - Ordinal
3 - Interval
4 - Ratio - 114What is Nominal Data1 - Set of Named Attributes
2 - Not ordered
3 - Limited to counts
4 - EG different user groups; novice, expert - 115What is Ordinal Data1 - Ordered Groups or categories
2 - attribute are ordered
3 - eg rating scales - 116What is Interval Data1 - Ordered set where distance is meaningful
2 - eg days of week - 117What is Ratio Data1 - Ordered sets
2 - eg Time, number of errors - 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 - 119What are the types of UX Metrics which are User Reported1 - Rating scales - each item is a statement, users rate their level of agreement
- 120What are the types of UX metrics which are Behavioral1 - Measuring stress
2 - Eye tracking
3 - Measuring emotion - 121What are descriptive statistics1 - For internal and ratio data
2 - Describing the data - 122What are the Measures of Central Tendency1 - Mean median mode
- 123What are the measures of variability1 - Range - useful for outliers
2 - Variance - How spread out results are from the mean - 124What are Bar graphs1 - For presentation values of ratio data
2 - Axis must start at 0 and labelled - 125What are Line Graphs1 - Good for showing trends
2- Show your data points - 126What are Scatter Plots1 - Used for exploring relationships between 2 continuous variables
- 127What are pie charts1 - Only illustrate the parts
2 - Must add to 100%
3 - Include labels, minimize the segments - 128Classification of Different Inputs and examples of each1 - Mechanical - switch
2 - Motion - Gyroscope
3 - Contact - sensor
4 - Signal processing - audio - 129Continuous vs Discrete Input1 - Continuous input eg moving of a mouse
2 - Discrete input eg clicking of a mouse - 130Specific devices and General devices1 - Specific - optimized for a specific task
2 - General - adapted to do many tasks - 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 - 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 - 133Direct vs Indirect1 - Direct is touchscreen
2 - Indirect is mouse click - 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 - 135Challenges of Touchless Interfaces1 - Need data from multiple sensors
- 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 - 137What is a Model1 - Simplification of reality
2 - useful for designing evaluating and predicting and understand behaviour - 138What is a Predictive user model1 - Simulate user behaviour
2 - Task is broken down into actions. Allows us to predict user performance - 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 - 140KLM Model1 - Assumes expert level
- 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 - 142What is steering law1 - Describes the time it takes you to to move through a path
MT = a + b x(A/W) - 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 - 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) - 145Hick Hymen1 - When given a choice, how long it takes
- 146Law of Practice1 - How task increases with practice
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- Descripción
- Fichas sobre 202Full, creado por Shez F el 14/04/2017.
- Creado por
- Shez F
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