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Flashcards

SCC202 - HCI

Mac Howarth English 102 cards

Cards in this deck (102)

  1. 1What is the design think process?Empathize
    Define
    Ideate
    Prototype
    Test
  2. 2What do we learn at the 'Empathize' stage?How and why the users do things and their physical/emotional needs
  3. 3What do we do at the 'Define' stage?Create a meaningful and actionable problem statement with the information learned from the last stage
  4. 4What do we do at the 'Ideate' stage?Explore different ideas
  5. 5What do we do at the 'Prototype' stage?Create product prototypes which in someway represent your product iteratively getting away from low fidelity (e.g. paper) and closer to high fidelity
  6. 6What do we do at the 'Test' stage?Allow users to use the prototypes you've created with the hope of obtaining somewhat useful feedback
  7. 7What is User Centered Design (UCD)?An iterative methodology which puts the user at the centre of all design decisions with the goal of optimising a user's experience
  8. 8What is 'Need finding'?A discipline concerned with understanding the user's needs
  9. 9What are five need finding techniques?Participant observation - aims to understand user's needs/goals/values
    Interviews - aims to extract specific information from user's
    Diary studies
    Experience sampling
    Surveys
  10. 10Why do we use requirements?To extract the insights we gained through need-finding
  11. 11What are the types of requirements and define them?Functional requirements - what the system must do
    Non-functional requirements - properties of a system? idk what this definition is
  12. 12What are the three ways in which a requirement can be presented?Personas
    Scenarios
    Use-cases
  13. 13What is a 'Persona'?A persona is a 'model person'
    An abstract user who represents what you found during need-finding
  14. 14What is a 'Scenario'?A scenario is a story about people completing activities in their irrespective contexts, using technology
  15. 15What is a 'Use Case'?A use case describes interaction between people and devices
    short example
    1. Customer go to www.google.com
    2. Google server returns search engine
    3. Shez Googles, Google
    4. Shez.exit();
  16. 16What is a prototype?A realisation of a design idea
  17. 17What is the need for prototypes?User's aren't great at telling you what you what
    But you're more likely to to obtain useful information if they have something to try out
  18. 18What are the principles of prototyping?Fundamental principle - create manifestation that stakeholders and designers are interested in
    Economic principle - simplest and most efficient way to make a design idea visible and measurable
  19. 19What are the properties of prototypes?Resolution - degree to which the prototype approximates the final product
    Scope - range of what the prototype covers
  20. 20What are the two scopes' of a prototype?Horizontal prototype - represents all the features the product has to offer
    Vertical prototype - goes into depth about a select feature
  21. 21What is the 'getting the design right' process?1. Generate ideas
    2. Reflect on all ideas
    3. Choose promising
    4. Develop them in parallel
    5. Add new ideas as they come up
    6. Iterate over your final choice
  22. 22What should storyboards convey?Settings - people involved, environment/situation, task
    Sequence - steps, role of system supporting task, how someone ends up using the system
    Satisfaction - motivation, what is enables user to accomplish and what it addresses
  23. 23What are the benefits of story-boarding?Great for getting all the stakeholders on the same page
    Holistic focus - how an interface helps accomplish a task
    Avoids commitment to a particular UI
  24. 24What are the benefits of paper prototyping?Fast and efficient implementation of UI
    Allow exploration of functions and test how they might work
    They're low fidelity so encourage feedback
    Users can easily contribute to improving the design
  25. 25What is the 'Wizard Of Oz' technique?Faking things that implemented yet
  26. 26What are the benefits of the 'Wizard Of Oz' technique?Early feedback
    Places user at the center of the development
    low fidelity - usually no need for wizard to be hidden
    high fidelity - can make sense to create illusion of intelligent interface
  27. 27What are video prototypes and what do they do?Bring together storyboard and interface design
    Holistic focus just like storyboards, so describing the whole task, motivation and success
  28. 28What are the benefits of video prototypes?Cheap and fast
    Makes sure you have a complete interface
  29. 29What is 'Design funnelling'?Alternate generation of ideas and combination until resolution (which is basically an idea which ticks every box i.e stakeholders like it, users like it etc.)
  30. 30What is the Model Human Processor (MHP)?Seeing the user as an information processor
  31. 31What are the three processors in Model Human Processor (MHP)?Perceptual - how we sense and take in information from the world
    Cognitive - how we learn, store and access information
    Motor - How we act upon perception and goals
  32. 32What is human memory?Process of retaining, retrieving and using information after the original is no longer present
  33. 33What is memory formation?Changes in the chemistry of the neurons involved in a neural activation pattern
  34. 34What is the memory activation pattern?Reactivation of a stored neural activation pattern
  35. 35What are the characteristics of Short Term Memory (STM)?Low capacity, meaning can only have 7 +/- 2 unrelated items in STM at a time
    Highly volatile, meaning information can easily be lost, mind can wander, change blindness can occur
  36. 36What are some things to consider when designing with STM in mind?UI's should help people remember essential information from one moment to another
    Don't require users to remember system status, or what they have done
  37. 37What are interface problems caused due to STM?Modes - some actions have different effect depending on the mode (users usually forget to check what mode the system in in)
    Instructions - multi-step instructions they will probably forgot
  38. 38What are the characteristics of long term memory (LTM)?A store - meaning most of the things we have experienced are stored in the LTM
    Error prone - experiences are a combination of abstract features, so won't be 100% accurate
  39. 39What are two types of memory retrieval?(Easy) Recognition - retrieval triggered by a new perception that is similar to something you've already seen
    (Hard) Recall - retrieval triggered by other brain activity, assisted by cues
  40. 40What are design implications when considering recognition vs recall?Recognition is easier than recall, so show users their options, rather than forcing them to recall their options
    Recall and type is useful for searchable interfaces
  41. 41What is a mental model?A mental model is how a user thinks they should interact with the interface
  42. 42What is a slip and what is a mistake?Slip - user has right mental model but accidentally does the wrong thing
    Mistake - user interacts the way they intended too but has the incorrect mental model
  43. 43How can we prevent errors (slips/mistakes)?Preventing slips - improve the ergonomics of the interface, spread things out and make targets bigger
    Preventing mistakes - provide better feedback, make it clear what the options are and improve the perceived affordences
  44. 44What is a unit task?A task we give unbroken attention too
    usually 6-30 seconds long.
    Best solution is to break each task into 10 second chunks
  45. 45What is a conceptual model?Describes what users can do with the system and what concepts they need to aware of
    A model for the users mental model
  46. 46What are the steps in creating an object/action conceptual model?Declare the concepts he user see
    Conceptual objects (e.g. Button)
    Actions/operations (something you can do to the objects e.g. Press)
    Relationships between the objects
  47. 47Once we have a object/action conceptual model how do map this to a matrix?Y axis shows object
    X axis shows actions
    The aim is to display the simplicity/complexity by showing how many objects/actions there are to learn and to show consistency, meaning how easy it is to transfer what they have learned
  48. 48What are some factors which can aid the learning of an interface?Concepts, metaphors and vocabulary are familiar and consistent
    Designing with the intent of preventing errors before they can occur
    Allow users to undo/correct slips
  49. 49What are two types of usability evaluations?Heuristic evaluation - evaluators given task of critiquing design. They check for issues and step through the design multiple times
    single evaluator -> 35% issues found
    multiple evaluators -> 75% issues found
    Think aloud - verbalize thoughts as interacting with interface. This provides insights into the thought process, mental model and decision making
  50. 50What are the 2 types of conceptual models we've covered in this course?Interaction types - this defines what the user is doing when interaction with a system e.g. Instructing
    Interface type - this defines the kind of interface used to support the mode e.g. Speech
  51. 51What are the concepts in the interaction types conceptual model?Instructing (Command line interfaces)
    Manipulating (GUI's and WIMPs)
    Conversing (Voice activated assistants)
    Exploring (VR, Immersive navigation)
  52. 52Define the Instructing interaction typeIssuing commands and selecting options
    tell the system what to do e.g Print a file
    common conceptual model for word processors
    Advantages;
    quick and efficient
    good for repetitive actions
  53. 53Define the Conversing interaction typeInteracting with a system as if having a conversation e.g. Cortana
    Advantages;
    Natural
    Allows novices/technophobes to interact easier
    Disadvantages;
    Misunderstandings
    Can be alot slower than other methods of interaction
  54. 54Define the Manipulating interaction typeInteracting with objects in a virtual/physical space by manipulating them
    e.g. dragging, selecting, opening
    This interaction type exploits users knowledge of how to move objects in real life
  55. 55Define the Exploring interaction typeMoving through a virtual environment/physical space
    Virtual environments - gaming, virtual communities, information visualisation
    Physical space - use embedded sensors
    smart homes, GPS
  56. 56What is direct manipulation?The interaction of digital objects in ways that are comparable to the real world
    e.g. dragging a file from one part of the desktop to another
  57. 57What are the three core principles involved in direct manipulation?1. Continuous representation of objects and actions of interest
    2. Rapid, reversible and incremental actions with immediate feedback on objects of interest
    3. Physical actions and button pressing instead of issuing commands with a complex syntax
  58. 58What are the benefits of direct manipulation?Novices can easily learn functionality and quickly
    Prevents the need for error messages
    Shows users immediately how their actions are furthering their goals
  59. 59What are the disadvantages of direct manipulation?Not all task can be described by objects and actions
    Can use large amounts of screen real estate
  60. 60What is an interface metaphor?An interface metaphor is a way to describe a system in manner that is easier to grasp
    Thus making it easier to learn systems and helps users understand the underlying conceptual model
  61. 61What are some disadvantages to using interface metaphors?Cultural and logical contradictions may be required for the metaphor to work e.g. recycle bin shouldn't be on the desktop
    May conflict with other design principles
    Limits the designers imagination and innovation
  62. 62What are the three types of websites?Informational - Basic unit of interaction is a fact - designers key goal is reducing the amount of time it takes to find specific information
    Application - Basic unit of interaction is a task - designers key goal is reducing the amount of time it takes to complete a task
    Entertainment - Basic unit of interaction is the experience - designers key goal is to maximise the amount of time user spends on site
  63. 63What are the three ways users tend to navigate?Omniscience - The user has perfect knowledge of how to use the site and makes no mistakes
    Optimal rationality - The user reasons perfectly, but only know what they have seen
    Satisficing - The user avoids remembering/planning and makes decisions on what they can see
  64. 64What are four navigation design techniques?Mental maps
    Rote memorisation
    Information foraging
    Information costs
  65. 65What are mental maps?The user actively uses the cues available to try infer the structure of a website
  66. 66What is rote memorisation?If the a user finds a path that works they tend to remember and repeat it
    (make sure the most obvious path isn't inefficient)
  67. 67What is information foraging?The user tries to get as much information as possible at a single location
  68. 68What are information costs?This assume's the user has limited knowledge/reasoning ability
    thus, minimising the mental cost of sense making, decision making , remembering and planning
  69. 69What is meant by the term Responsive Web Design (RWD)?A design that changes the layout of the page based upon the device you're viewing the website on
  70. 70What is meant by the phrase 'perception biased by context'?Something maybe perceived differently based on the context
    e.g. a button that doesn't look like a button
  71. 71What is meant by the phrase 'perception biased by goals'?Anything unrelated to our goals tend to be filtered out sub-consciously - this is known as perception filtering
  72. 72What do the Laws of Gestalt describe?How human vision is optimised to see structure
  73. 73What are the Gestalt principles?Proximity
    Similarity
    Common fate
    Continuity, closer and symmetry
    figure/ground
  74. 74Describe the 'Proximity' Gestalt principle?The relative distance between objects affects out perception of whether and how they are organised into subgroups
    Objects related are grouped
    e.g. rows, columns, groups, pairs
  75. 75Describe the 'Similarity' Gestalt principleObjects which look similar appear grouped, all other things being equal
  76. 76Describe the 'Common Fate' Gestalt principleObjects that move together are perceived as grouped or related
    Similar behaviour indicates same outcome of an action
    e.g. Dragging multiple objects
  77. 77Describe the Gestalt principles 'Continuity, closure and symmetry'Continuity - human vision is biased to perceive continuous forms rather than disconnected segments
    Closure - human visual system tries to close open figures so that they are perceived as whole objects
    Symmetry - human vision chooses the simplest interpretation of data in the visual field, with the most symmetry
  78. 78Describe the Gestalt principles 'Figure/ground'Foreground (figure) consists of the elements of our primary attention - when small object overlaps larger object, we perceive this as the figure
    Background (ground) is everything else
  79. 79What are the two types of data a study can produce?Qualitative
    Quantative
  80. 80What are the two types of evaluation?Formative - This is done before a design is finalised, iteratively with the goal of making improvements prior to release
    Summative - This is done after the design has been finalised and the goal is to evaluate the final product and to check how well objectives have been met
  81. 81What do we use to measure ux?Metrics - variables that are observable and quantifiable
  82. 82What are the building blocks for planning a usability study?Sampling - The selection of your participants, how many participants do i need. More -> Increased accuracy. 80% issues found with 5 participants
    Measurement - Choice of metrics and method of data collection
    Design - The design of the setup, tasks and procedures
    Analysis - How the data is analysed and presented
  83. 83What are types of Measurement?Variables - take on different values
    Attributes - specific value on a variable
    Dependent variables - things you measure in the study
    Independent variables - things you manipulate/control in the study
  84. 84What are the types of data?Nominal - set of named attributes e.g. users who clicked link A instead of B
    Ordinal - ordered groups or categories e.g. discrete rating scales, "excellent, good" etc
    Interval - ordered set where distance between attributes is meaningful e.g. days of the week, years etc - Likert
    Ratio - ordered series e.g. time, no of errors
  85. 85What are the types of UX metrics?Performance - measures how the user performs with an interface e.g. task success
    Issues - based on behaviour when using an interface e.g. behaviours which prevent task completion, for instance a tally of number of errors
    User reported - rating scales, post-task ratings etc
    Behavioural - no description but eye tracking, analysing visual behaviour
  86. 86What are descriptive statistics?Statistics which describe the data without saying about about the larger population
    Essential for interval/ratio data
    Allows you to draw conclusions about the population beyond your participants
  87. 87What are the three types of descriptive statistics?Measures of central tendency - mean, median and mode
    Measures of variability - range, variance and standard deviation
    Confidence interval - confidence/alpha level
  88. 88What are the five most common ways to represent data graphically?Column/bar chart - ratio data
    Line chart - show trends
    Scatterplots - show pairs of values (ratio/interval)
    Pie charts - percentages
    Stacked bar/column charts - series of data sets
  89. 89What are pre-attentive features?Seeing things without thinking
    e.g. size, direction, colour
  90. 90What are unistroke gestures?The mapping of single strokes to enter letter commands
  91. 91What is absolute positioning?Direct mapping of input device position to a display input position e.g. touchscreen
    also known as direct input
  92. 92What is relative positioning?Mapping changes in input device position changes in display input position e.g. mouse
    also known as indirect input
  93. 93What are false positive and false negative errors in relation to touchless interfaces?False positive error - user does not intend to perform a gesture but system recognizes one
    False negative error - user believes he/she has performed a gesture but the system doesn't recognize it
  94. 94What is a model?A simplification of reality and is useful for designing, evaluating, predicting and understand behaviour
    Must be simpler than the behaviour it models
  95. 95What is a predictive user model?A model which simulates user behaviour
    Allow designs to be explored hypothetically without being implemented
  96. 96What are the five predictive models of interaction?GOMS (KLM, NGOMSL)
    Fitts' Law
    Steering Law
    Hick-Hyman Law for Choice Reaction
    Power Law of Practice
  97. 97What is the GOMS predictive model?G - goals that the user wishes to accomplish
    O - operators e.g. elementary acts that change the users mental state or task environment
    M - methods, these complete goals by invoking operators
    S - selection rules - which method to choose?
  98. 98What are the two types of GOMS?KLM (Keystroke-Level Model)
    Task execution time is predicted by the total time for elementary KL actions
    Equation is
    T(total time) = T(1st op) + T(2nd op) + T(nth op)
    other goms is pept
  99. 99What is the Fitts' Law predictive model?Models movement time for selection tasks
    MT = A + B x ID
    MT = movement time
    A and B are constants
    a & w = amplitude and width
    ID = Log2(a/w+1)
  100. 100What is the Steering Law predictive model?Describes the time for the cursor to move through a constrained path
    e.g. creating new folder
    MT = A + B x a/w
    MT = movement time
    A = tunnel length, W = path width
    a/w = index of difficulty
  101. 101What is the Law of Choice Reaction predictive model?Time take to select from a series of options when the user is optimally prepared
    RT = a + b x log2(C)
    RT = reaction time
    C = number of choice
    a and b are constants
  102. 102What is the Power Law of Practice predictive model?Describes how task performance increases with practice
    Tn = t1n-a + C
    T1 = time for the first trial
    a = constant between 0.2 & 0.6 usually 0.4
    c = constant

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Flashcards on SCC202 - HCI, created by Mac Howarth on 02/05/2017.
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Mac Howarth
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