Flashcards
DIS

Flashcards do conjunto (83)
- 1What is the CMN Model? How many processors?Allows estimating reaction times and memory performance
1. Perceptual processor
2. Cognitive processor
3. Motor processor - 2Fitt's Law Goal and formulaGoal: predict time to press buttons as function of distance and size
Formula: I_D = log_2 (2*D / W)
Shannon's: I_pos = a + b * log_2 (D/W + 1)
a, b depending on device - 3List and explain all of the Gestalt Laws1. Good shape
2. Proximity
3. Closure
4. Common Region
5. Similarity
6. Continuity
7. Experience
8. Common Fate - 4What's the Information content in UIs?Measures the information capacity, representation of how complex a UI is going to be;
Measures the freedom of choice - 5Gestalt: Good shapePerception has tendency towards remembering things as "good"/clear/simple shapes
- 6Gestalt: ProximityObjects near each other are perceived as a group
- 7Gestalt: ClosureClosed lines appear as shapes, and thus as belonging together
- 8Gestalt: Common RegionObjects in a bounded area or region appear as belonging together
- 9Gestalt: SimilaritySimilar shapes appear as belonging together
- 10Gestalt: ContinuityContinous shapes appear as belonging together
- 11Gestalt: ExperienceWe tend to "file" new things into already known categories
- 12Gestalt: Common FateAnimated objects within a static environment appear as group
=> synchronous animation groups the items - 13Pros/cons for Analog vs. DigitalAnalog: + quick estimate possible
+easy to detect trends
- reading time increases linearly with number of significant digits
Digital: + reading time ~ constant up to 3-4 digits
- hard to estimate quickly
- trends hard to detect - 14AffordanceDetermines what action is possible;
Relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used - 15SignifierCommunicates where the action should take place;
Indicating what is to be acted upon (perceived affordances);
Signals, labels, drawings placed in the world, such as the signs labeled "push", "pull" or "exit" etc. - 16False AffordancesSuggest actions that are not actually possible
- 17Accidental affordancesAffordances unintended by designers
-> People sitting on suitcases
-> empty bottles on railings - 18Misleading signifiersWhen a signifier does not suggest the right action
- 19Conceptual Model (scheme)

- 20What is Conceptual Model?Humans form a conceptual model of how something works when they encounter it;
CMs are mental models of things:
-> of ourselves, others, the environment...
-> formed through experience training, instruction - 21What are Mappings? Natural Mappings?Relationships between controls, actions and intended results;
Good mappings are natural,
Advantage: understand immediately,
easily to remember,
better ease-of-use - 22What kind of Mappings are there?1. Spacial Analogies
2. Perceptual Analogies
3. Biological and Cultural Analogies - 23Mapping: Spacial AnalogiesArrange controls in the same way what their real-world counterparts are arranged
- 24Mapping: Perceptual AnalogiesThe UI element (input/control or output/display) is an imitation of the device itself
- 25Mapping: Biological and Cultural AnalogiesClassifying physical measurements, dimensions;
Rising level="more", falling level="less";
Order from top to bottom - 26Relation: Mappings & Conceptual ModelTo remember how mappings work, we develop conceptual models
- 27What are Constraints?Limit the way in which an object can be used
Provide users for the proper use of action in new situations
GOAL: To avoid usage errors, minimize the information to be remembered - 28What kind of Constraints? Explain1. Physical
2. Semantic
3. Logical
4. Cultural - 29Forcing FunctionsExtreme physical constrains;
Can help to avoid errors - 30Draw The Seven Stages of Action

- 31Where can the Gulfs of Execution occur?World -> Perceive
Perceive -> Interpret
Interpret -> Compare
Goal -> Plan
Plan -> Specify
Specify -> Perform - 32List and explain Three Levels of Processing1. Visceral: -fast, completely subconscious
-not exactly 'emotions' more like hard-coded responses
-e.g. feeling of warmth, happiness when sunny
2. Behavioral: -mostly subconscious, fast, lower level
-"learned responses"
-e.g. sports, walking etc.
3. Reflective: -conscious thinking about events
-slow, deep thinking
-highest level of emotions
-e.g. guilt, pride, blame etc. - 33Two types of Knowledge1. Declarative: facts, rules ("what")
2. Procedural ("how") - 34Feedbackcommuncates to the user the current system state, success or failure of actions, and results of actions
- 35Good feedbackimmediate
informative and clear
the right amount
prioritized - 36Feedforwardis to execution as feedback is to evaluation;
Information that helps you know what you can do - 37Mistakesresults of conscious decision/thinking
REASONS: -wrong goal
-wrong plan
-leaping to wrong conclusions
-false causalities - 38What kind of Mistakes?1. Memory-lapse: memory fails during goal-setting, planning, or evaluation.
2. Knowledge-based: wrong evaluation of the situation because of incomplete knowledge.
3. Rule-based: correct evaluation of the situation but wrong course of action. - 39SlipsMost everyday errors;
Small things going wrong;
Goal formed, but execution messed up - 40What kind of Slips?1. Action-based: the wrong actions performed.
2. Memory-lapse: memory fails, and the intended action is not done or its results not evaluated.
3. Capture Slips: two action sequences with similar initial but different later sequences.
4. Description-similarity Slip: Intention not described in enough detail, fitting two different action sequences;
Often occurs - if similar objects are physically close to each other - 41How to design for errors?Assume all possible errors will be made;
Minimize the chance of errors occurring;
Make them easy to detect;
Make them easy to reverse (undo) - 42List and explain the Four Basic Design Principles1. Proximity: elements that are close to each other are perceived as more related
2. Alignment: creates a scene of order, harmony, and visual appeal
3. Repetition:
the use of similar (identical) elements
-create visual cohesion
-an element of unity within an interaction system
-creates consistency
4. Contrast:
the use of visually different elements
-can guide user's eye to a focal points
-highlight important information
-add variety - 43COLORTriads - create vibrant & lively design;
Split Complementary Triads - 44TYPE (to knows)Never underline:
- cuts text & makes it worse readable
Never All-Caps:
-hard to read
Ether indent or space between two paragraphs. Never both!
-Oldstyle, Modern, SlabSerif, SansSerif - 45Process of Visual Design1. Identify focal point
2. Group information
3. Strengthen alignments
4. Find or create repetition
5. Create contrasts - 46The CIA Cycle... -> Design -> Implement -> Analyze ->...
-usually many iterations
-with each:
-> more concrete & precise design
-> analysis on smaller ans smaller problems
-> more detailed implementation - 47DIA Cycle of Norman

- 48The Double-Diamond Model of Design

- 49The First Three Questions when designing1. Who are the users?
2. What do they want to do with the system?
3. What is the context? - 50Personas"Who are the users?"
-Precise description of hypothetical users
-They act as stand-in for real users -> guide design decisions
-Fictitious, but based on knowledge of real users from observations
-Not elastic! Don't stretch user's assumed abilities instead of good design - 51BrainstormingGOAL: Collect as many ideas as possible;
No Judgement, critique or argue;
Quantity over quality;
Limit to 5-10 minutes - 52Why Concept/Mind Mapping?To structure your brainsormed ideas
- 53Storyboard"what do the users want to do with the systems?"
what? - Sequence of single images
Why? - Describes task showing environment, user and computer;
- At a glance overview of interaction
When? - After describing a task - 54Pros and cons of Paper Prototypes?Quick and cheap;
Hand-drawn, no ruler, no computer;
Pro: not detailed, so designer and user focus on important high-level UI design;
Con: -Dialog sequence hard to convey unless I drive it myself
- Drawing many screens is a lot of work - 55Why Hardware Prototype?For systems that are hard to imagine by software alone;
Physical interaction is important - 56Wizard-Of-Oz: what and why good?Human 'wizard' simulates system response
-> interprets user input according to an algorithm
-> controls computer to simulate appropriate output
-> wizard visible or hidden
Good for:
-Adding simulated & complex vertical functionality
-Testing futuristic ideas - 57Vertical PrototypeFew functions, but those implemented in detail;
Testing of general ideas allowed - 58Horizontal PrototypeEntire UI visible but no functionality;
Simulating each interaction step - 59Evaluation (when, why, where?)When?
-Analysis step
-Through the entire software design process
Why?
-To ensure system matches user needs
-To judge system features (offer the right features)
-How users feel about the system
-To discover specific problem
Where?
-Lab
-In the field - 60Evaluation in the LAB (+/-)+ equipment
+ no distraction
+ quiet
- natural environment missing
- unnatural situation - 61Evaluation IN THE FIELD+ more realistic
+ situations/behaviors more natural
+ better suited for long-term studies
- noise, talk interruptions
- will still feel like a test situtaion - 62Participatory DesignInvolves users as part of the design team throughout the entire software design process;
PROBLEM: hight effort,
conflicts with client hierarchies,
user conversion - 63Evaluation techniques1. without users
2. with users
2.1 qualitative
2.2 quantitative: Controlled Experminets - 64Evaluation without users: E1 to E41. Literature Review
2. Cognitive Walkthrough
3. Heuristic Evaluation
4. Model-Based Evaluation - 65List qualitative Evaluation MethodsE5-E9 with its pros and cons
- 66Quantitative Evaluation MethodE10 Controlled Experiment:
- quantitative, empirical method
- used to identify the cause of a situation or set of events
- "X responsible for Y" - 67Hypothesis (Goal and Approach)GOAL: confirm research Hypothesis(H1)
APPROACH: reject inverse null Hypothesis(H0) - 68KLMKeying
Pointing
Homing
Mentally preparing
Responding
Rule 0-5 - 69GOMSGoals: describe users' end goals
Operators: are elementary user actions (key presses, menu selection, drag & drop)
Methods: are "procedures" to reach a goal (consist of subgoals and/or operators)
Selection rules: which method to use for a (sub)goal;
Likelihood of choosing the one or the other method
-> To estimate execution and learning times before a system is built - 70Information Efficiency (two formulas)

- 71Information Efficiency - What do we try to determine?How much information actually is being transported through the interface in input & output direction
How fast can I expect an interface to be in the optimal case - 72Information per Alternativep(i) * log_2 (1 / p(i) )
- 73List and explain the Ten Golden Rules of Interface Design1. Keep the interface simple!
2. Speak the user's language!
3. Be consistent and predictable"
4. Provide feedback & be responsive!
5. Minimize memory load!
6. Avoid errors, help to recover, offer undo!
7. Design clear exits and closed dialogs!
8. Include help & documentation!
9. Address diverse user needs!
10. Hire a graphic designer! - 74Bad examples of bad ResponsivenessA screen pointer that doesn't keep up
Delayed response to botton-clicks
Sliders & scrollbars that lag
Applications that go "dead" during disk operations - 75Three Human Deadlines0.1 seconds: Perception of cause & effect, e.g. delay between moving a mouse & pointer following
1 second: Turn-taking in conversation,
min. reaction time for unexpected events
10 seconds: typical human attention span,
Max. time for one step of a task - 76Design Techniques for ResponsivenessDisplay important information first
Work in parallel
Optimize queueing
Create logical order (prioritize)
manage time dynamically (adjust the strategy if not keeping up) - 77Example of good responsivenessWordStar
Never dropped characters typed;
They were always on screen instantly;
Instead stopped updating other areas of the screen - 78Perceptual ProcessorTakes input from the eyes and ears and drops it into two temporary memories, the visual image store and the auditory image store.
- 79Cognitive ProcessorThe cognitive processor operates on data from all the memories, including long-term
memory, and puts its results back in the working memory. - 80Motor ProcessorTakes instructions from the working memory (which you might think of as RAM), and runs those instructions on the muscles.
- 81E2: Cognitive WalkthroughAnalytical method for early design
For each task, derive
goal - intention - action sequence,
and ask:
- System help user to get from goals to intentions and actions?
- What knowledge and cognitive processes will the user need for this decision process?
- What problems could learning/doing this step have? - 82E3: Heuristic EvaluationVariant of Cognitive Walkthrough
Choose usability heuristics: General guidelines, Ten Golden Rules etc.
Go through tasks and check whether the guidelines are followed - 83E4: Model-Based EvaluaionUse Some models that offer a framework for design and evaluation
e.g. GOMS, KLM
Informações
- Descrição
- bachelor DIS FlashCards sobre DIS, criado por Nestan Gujejiani em 06-02-2024.
- Criado por
- Nestan Gujejiani
- Visualizações
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- Avaliação