Flashcards
Final Exam
Cards in this deck (73)
- 11st D in the DECIDE framework?Determine overall goals
- 21st E in the DECIDE framework?Explore questions to be answered
- 3C in the DECIDE framework?Choose evaluation paradigms
- 4I in the DECIDE framework?Identify issues that must be addressed
- 52nd D in the DECIDE framework?Deal with ethical issues
- 62nd E in the DECIDE framework?Evaluate, interpret and present data
- 74 step process of interactive design?1. Identifying needs and establishing requirements
2. Develop alternatives
3. Prototype
4. Evaluate - 83 key characteristics of interactive design1. Involve users
2. Goals identified at the beginning
3. Iteration through 4 step process - 9What are the 6 usability goals?Effectiveness, efficiency, safety, utility, learnability, memorability
- 10Usability goal: EffectivenessHow good a system is at doing what it is supposed to do
- 11Usability goal: EfficiencyHow many steps required to complete a task
- 12Usability goal: SafetyWhat is the range of errors possible? How easy to recover from them
- 13Usability goal: UtilityCan users complete tasks the way that they want to
- 14Usability goal: LearnabilityCan the user work out how to use by exploring? How hard would this be
- 15Usability goal: MemorabilityHow easy it is to remember how to use a system
- 16Human-Computer InteractionThe design, evaluation and implementation of interactive computing systems for human use
- 17Interaction DesignDesigning interactive products to support people in everyday and working lives
- 18What are the 6 Design Principles?Visibility, feedback, constraints, mapping, consistency, affordance
- 19Design Principle: VisibilityEnsuring functions are visually available to the user
- 20Design Principle: FeedbackEnsure the user knows when a task has been completed/what they have done
- 21Design Principle: ConstraintsRestricting what can take place at any given moment e.g greyed out menu options
- 22Design Principle: MappingThe location of controls
- 23Design Principle: ConsistencyDesigning interfaces that have similar elements for similar tasks
- 24Design principle: AffordanceRefers to an attribute of an object that allows people to know how to use it
- 25Problem SpaceThe boundaries of what you want to create/solve
- 26Conceptual ModelA high level description of how a system is organised and operates
- 27Interaction ParadigmThe framework in which the user interacts. The technical base
- 28Interaction ModeHow does the user interact with the model?
- 29Interaction MetaphorHow can the user draw on prior knowledge? eg. desktop
- 30Experiential CognitionA state of mind in which we perceive, act and react to events around us effectively and effortlessly
- 31Reflective CognitionThinking, comparing and decision making
- 32Light MultitaskerProne to be more distracted by multiple media streams
- 33Heavy MultitaskerBetter at allocating attention, but easily distracted
- 34The 3 Internal Cognitive FrameworksMental models, gulfs of execution and evaluation, information processing
- 35The 3 External Cognitive FrameworksDistributed cognition, external cognition, embodied interaction
- 36Mental ModelHow the user imagines that a system works
- 37Can we you design a mental modelNo, but you can design for it
- 38What are the 3 points on the Execution BridgeIntentions, Action Specification, Interface Mechanism
- 39What are the 3 points on the Bridge of Evaluation?Interface Display, Interpretations, Evaluation
- 40What is the purpose of the bridge of evaluation and execution?To describe the gaps between the user and the interface
- 414 Stages of Information Processing?1. Encoding
2. Comparison
3. Response Selection
4. Response Execution - 42Distributed CognitionThe nature of cognitive phenomena across individuals, artifacts and internal and external representations
- 43External CognitionProcesses involved when we interact with different external representations
- 44What are the benefits of External Cognition?1. Externalising to reduce memory load
2. Computational offloading
3. Annotating and cognitive tracing - 45What is the 7 +- 2 theory?We can only hold 5-9 pieces of information in our head at once
- 46What are the 3 conversation rules?1. Current speaker chooses next speaker
2. Another person decides to speak
3. The current speaker continues talking - 47Synchronous CommunicationConversations in real time, supported by voice or text
- 48Asynchronous CommunicationCommunication takes place remotely and at different times
- 49ClearBoardDeveloped to enable facial expressions of participants to be made visible to others by using a transparent board that showed their face to the others.
- 50HyperMirrorMirror reflections of people were synthesised and projected onto a single screen, so they appeared side by side
- 51VideoWindow SystemTwo lounges connected 24/7 via large tv screens, camera and microphones. Anyone could speak to someone in the other room
- 52Affective ComputingComputers recognise and express emotions
- 53Expressive InterfaceCombination of icons, emoticons and sounds to elicit positive emotions without being intrusive
- 54Interface FrustrationInterface inadvertently eliciting negative emotions
- 55Persuasive TechnologyTechnology used to draw attention to information to change what people do or think
- 56AnthropomorphismAttributing human qualities to objects
- 57ZoomorphisimAttributing animal-like qualities to objects
- 58Ubiquitous ComputingOnly enters our attention when required
- 595 Key issues of data gathering1. Goal Setting
2. Identifying Participants
3. Relationship with participants
4. Triangulation
5. Pilot Studies - 603 guidlines for interview questions1. Split compound sentences into seperate questions
2. Explain things in layman's terms
3. Keep questions neutral - 61EthnographyUncover social organisation of activities. Observe a situation with no frame work or bias
- 62Grounded TheoryCode to concepts to categories to theories
- 63Activity TheoryExplains human behaviour in terms of our practical activity with the world
- 643 Steps of user-centred design approach1. Early focus on users and tasks
2. Empirical measurement
3. Iterative design - 65What are the activities that make up user-centred design?1. Establishing requirements
2. Designing alternatives
3. Prototyping
4. Evaluating - 66Agile software developmentDevelopment and interaction design run in parallel tracks
- 673 kinds of users1. Primary - Frequent hands on user
2. Secondary - Occasional user or user via someone else
3. Tertiary - Affected by its introduction or influence its purchase - 68Heuristic EvaluationExperts, guided by usability principles evaluate whether user interface elements conform to these principles
- 693 Catagories of evaluation1. Controlled setting involving users
2. Natural setting involving users
3. Any setting not involving users - 70Cognitive walkthroughSimulating a user's problem solving process at each step
- 713 Stages of Heuristic walkthrough1. The briefing session
2. The evaluation period
3. The debriefing session - 725 steps in Cognitive Walkthrough1. Typical user characteristics identified and documented
2. Designer and one or more expert come together for analysis
3. Walk through action sequence for each task
4. Record of critical information is complied
5. Design is revised - 73Fitt's LawThe time it takes to point at a target, based on the size of the object and the distance to the object
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- university DECO2500 Flashcards on Final Exam, created by Luke Abel on 21/06/2016.
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- Luke Abel
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