Introduction to Human Computer Interaction
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Questions and Answers

Which of the following factors is NOT mentioned as influencing Human Computer Interaction (HCI)?

  • Culture
  • Other factors
  • Ever-changing standards
  • Technology advancement (correct)

Good technology is always defined by its usability alone.

False (B)

What does HCI study focus on concerning user performance?

The interaction between humans and machines in the context of a system.

The Ergonomics Research Society, established in _____, focused on the physical characteristics of machines and systems.

<p>1949</p> Signup and view all the answers

Which technology is known for its excellent video recording features, as mentioned for comparison?

<p>Canon (A)</p> Signup and view all the answers

HCI is solely about improving technology without considering user experience.

<p>False (B)</p> Signup and view all the answers

Name one example of a distinguishing factor between good and bad technology.

<p>Purpose or usability.</p> Signup and view all the answers

Match the technologies with their respective features:

<p>Nikon = Ergonomic design Canon = Video recording features Apple = Security features Android = Versatility</p> Signup and view all the answers

What is the primary goal of User Experience design?

<p>To have a universal standard for designing products (C)</p> Signup and view all the answers

User Experience is only concerned with technology-related products.

<p>False (B)</p> Signup and view all the answers

What does the term 'affordances' refer to in User Interface design?

<p>The perceived properties of an artifact that provide clues for possible usage.</p> Signup and view all the answers

Usability in design primarily focuses on how easy or __________ it is to use a product.

<p>pleasing</p> Signup and view all the answers

Match the types of user interfaces with their senses:

<p>Vision = Monitors, projectors, screens Hearing = Microphones, speakers Haptic = Buttons, touch screens Psychological = User's emotional response</p> Signup and view all the answers

Which of the following questions is related to User Experience?

<p>What makes you repeatedly do something? (C)</p> Signup and view all the answers

You push a car door handle to open it.

<p>False (B)</p> Signup and view all the answers

In which decade did the interest in User Experience gain momentum?

<p>1950s</p> Signup and view all the answers

Which of the following is NOT one of the six design principles outlined by Donald Norman?

<p>Aesthetics (B)</p> Signup and view all the answers

Usability testing only concerns measuring the user's satisfaction with a product.

<p>False (B)</p> Signup and view all the answers

What term describes the restrictions to the kind of interactions possible with a device?

<p>Constraints</p> Signup and view all the answers

The principle that refers to the relationship between functional and spatial layout is called ______.

<p>Mappings</p> Signup and view all the answers

Match the types of usability constraints with their definitions:

<p>Physical = Constrain possible operations Semantic = Rely on meanings of situations to control actions Cultural = Accepted cultural conventions that control actions Logical = Relationship between functional and spatial layout and the things they affect</p> Signup and view all the answers

Which design principle focuses on how a product indicates its current status to the user?

<p>Feedback (A)</p> Signup and view all the answers

The principle of visibility deals with whether the user can see the controls of a device.

<p>True (A)</p> Signup and view all the answers

Why are constraints important in user-centered design?

<p>They reduce chances of error and focus user attention on tasks.</p> Signup and view all the answers

Which of the following is NOT a type of usability metric?

<p>Cognitive-based (D)</p> Signup and view all the answers

Mental models help users understand systems and predict their effects.

<p>True (A)</p> Signup and view all the answers

What is feedback in the context of usability?

<p>Information about the effects of user’s actions.</p> Signup and view all the answers

Design provides strong clues for __________.

<p>usage</p> Signup and view all the answers

Match the following terms with their definitions:

<p>Feedback = Provides information about user actions Visibility = Indicates possible user actions Mappings = Relationship between controls and effects on a system Usability Metrics = Methods to evaluate user interaction</p> Signup and view all the answers

Why might designers be hesitant to try new ideas?

<p>Fear of having their ideas stolen (A)</p> Signup and view all the answers

Business design is separate from technology design.

<p>False (B)</p> Signup and view all the answers

What is the primary purpose of usability metrics?

<p>To evaluate user interaction with a system.</p> Signup and view all the answers

What is a possible outcome of a usability issue?

<p>An error that prevents task completion (C)</p> Signup and view all the answers

Efficiency is primarily concerned with the amount of effort required to complete a task.

<p>True (A)</p> Signup and view all the answers

What is the maximum acceptable error rate determined by?

<p>Single errors measured by frequency and error rate.</p> Signup and view all the answers

Errors that are assumed to be correct but are actually not are referred to as __________ errors.

<p>serious</p> Signup and view all the answers

Which of the following factors indicates that an error has significant implications?

<p>High cost due to failure (C)</p> Signup and view all the answers

Match the types of errors with their descriptions:

<p>Trivial errors = Minor mistakes that have little impact Moderate errors = Mistakes that can hamper user experience Serious errors = Errors that prevent task completion</p> Signup and view all the answers

What design approach is used to tackle complicated problems in product development?

<p>Design Thinking</p> Signup and view all the answers

Multiple errors are assessed only by the number of times they occur.

<p>False (B)</p> Signup and view all the answers

What does the ratio of success over time measure?

<p>Efficiency in task performance (A)</p> Signup and view all the answers

Gathering the user's preferences is an essential step in the 'Empathize' phase.

<p>True (A)</p> Signup and view all the answers

What should efficiency be defined by?

<p>Counting successful tasks</p> Signup and view all the answers

The key in the 'Empathize' phase is to ___ assume.

<p>not</p> Signup and view all the answers

Match the terms with their definitions:

<p>Learnability = Time and effort needed to become proficient Efficiency = Ratio of success over time Empathize = Understanding user preferences Define = Focus on the real problem to solve</p> Signup and view all the answers

What is tracked to measure learnability?

<p>Time-on-task and errors (A)</p> Signup and view all the answers

Task completion rate is irrelevant to measuring efficiency.

<p>False (B)</p> Signup and view all the answers

What is a trial in the context of learnability?

<p>A single attempt made by a user to complete a task.</p> Signup and view all the answers

Flashcards

HCI

Human-Computer Interaction is a specialized field studying how humans interact with computers.

Good/Bad Technology

Technology quality depends on the user's needs and perspective.

HCI Components

HCI involves the computer, human, task, and usability.

HCI Research Goal

To determine how to create, assess, and utilize good technology.

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Ergonomics Research

Studies the physical characteristics of machines and systems to improve human performance.

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User Experience (UX)

The overall impression a user gets while interacting with a system.

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User Interface (UI)

The visual elements and controls a user interacts with on a system.

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HCI Challenges

No single theory for HCI exists due to changing standards, cultural factors, etc.

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Affordances

The perceived properties of an object that suggest how it can be used.

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UX Goal

To have a standard for designing products (like websites and apps) to make them easy and enjoyable to use.

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UI senses

The interactions with computers, which use parts for different senses like vision (monitors), hearing and speech (speakers, microphones), and touch (touch screens).

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Usability

A measure of how easy a product is to use.

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Interaction Between People and Computers

Study of how people and computers work together.

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Historical Context of UX

The study of interaction and its evolution, such as addictive product usage.

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Constraints

Limits on the actions a user can take within a system or object.

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Conceptual Models

Mental models a user creates about how a system works.

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Mappings

Relationship between controls and their effects.

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Feedback

Information a system provides to a user about the result of their actions.

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Usability Testing

A technique that evaluates how easy and intuitive a product or system is to use.

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Levels of Usability

Different degrees of ease and use regarding how usable a product is, impacting how satisfied a user will be when interacting with it.

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Usability Metrics

Methods to measure how easy and effective a system is to use.

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Performance-based metrics

Usability metrics that focus on measuring the speed and accuracy of user tasks.

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Issues-based metrics

Usability metrics that focus on identifying issues within the design of the system.

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Business system design

Business people also design systems as well, focused not only on the technology, but the entire process.

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Efficiency

The effectiveness of completing a task successfully, including time taken and successful attempts.

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Learnability

How quickly and easily a user can become proficient with using a system.

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Task Completion Rate

The percentage of successful task attempts within a specific time frame.

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Mean Time on Task

The average time it takes a user to complete a specific task.

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Empathize

Understanding the user's needs, wants, and pain points through observation and feedback.

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Define

Identifying and clarifying the specific problem to be solved based on user feedback.

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Trial

An attempt to complete a task, which may or may not be successful.

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Track Over Time

Observing and recording how efficiency and learnability change over time, based on user experience.

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Design Thinking

A user-centric approach for solving complex problems, focusing on practical and logical innovation. It utilizes a non-linear process to understand user needs and develop effective solutions.

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Errors in Usability

A user action or inaction that hinders efficient task completion, potentially leading to frustration or failure. It occurs when a user's intended actions are misinterpreted or fail to yield the expected result.

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Error Rate

The frequency of errors made by users during a specific task. It's a measure of how often users make mistakes in a given time frame.

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Efficiency in Usability

The amount of effort required by a user to complete a task effectively. It considers both cognitive and physical effort users exert while interacting with a system.

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Multiple Errors

A series of errors made by a user during a single task. This is different from a single error, as it represents a more complex pattern of mistakes.

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Error Score

A rating system for classifying errors as trivial, moderate, or serious. It's a measure of the level of impact an error has on the user's experience.

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Design Thinking Steps

The stages of the design thinking process include: Empathize, Define, Ideate, Prototype, Test, and Analyze.

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User-Centric Approach

Prioritizing the user's needs and perspective throughout the design process. All decisions are made to ensure usability, satisfaction, and overall positive user experience.

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Study Notes

Human Computer Interaction (HCI) Introduction

  • Interest in building more effective weapons led to studying humans and machines.
  • Ergonomics Research Society (1949) focused on the physical characteristics of machines and systems, and how they affected human performance.
  • HCI includes the computer as the machine.
  • HCI tries to answer questions about technology, and how to evaluate it.
    • What makes a good and bad technology?
    • How can good technology be built?
    • How can good technology be validated?
  • Good and bad technology depend on perspective. Some technologies are designed for a specific purpose.
    • Examples include Nikon's ergonomic design, vs Canon's video recording features, and Apple's security vs Android's versatility.

Human Computer Interaction Components

  • HCI is composed of computers, humans, and tasks.
  • There is no unified theory due to culture, changing standards, and other factors.

User Experience vs. User Interface

  • User Experience (UX) is the overall experience of using a product, like a website or app. How easy and enjoyable is it to use?
  • User Experience encompasses all aspects of the user's interaction with a company, its services, and products.
    • Example: Why are people addicted to Facebook? What makes them repeatedly do something?
  • User Interface (UI) is the space where interactions between users and machines occur.
    • Computers have three UI interfaces for different senses: vision, hearing, and touch. (monitors, projectors, screens, VRs; microphones, speakers, headsets; buttons, pens, touchscreens.)

Usability

  • Usability is a major but abstract component of HCI. It involves the ease and use of objects that humans interact with.
    • Usability is subjective and measured through testing.
    • Techniques used include user-centered interaction design.

Design Principles (Donald Norman)

  • Affordances: How to use something.
  • Constraints: Why limitations exist.
  • Conceptual models: Previous experience.
  • Mappings: Where something is.
  • Visibility: Can we see it?
  • Feedback: What is the system doing?

Usability Metrics

  • Different types include performance-based, issue-based, self-reported, and behavioral/psychological.
  • Performance metrics determine the magnitude of a specific usability issue.
    • How many people are likely to encounter a problem.
  • Common examples include task success and time on task.

Design Thinking

  • A non-linear process for tackling complex problems in product development.
  • User-centric approach.
  • Aims for practical and logical innovation.
  • Steps include empathize, define, ideate, prototype, and test.

Module Summary

  • HCI focuses on creating good design.
  • It is composed of humans, computers, and tasks.
  • UX is different from UI.
  • Usability is an important component and can be measured through metrics.

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Related Documents

Human Computer Interaction PDF

Description

Explore the fundamentals of Human Computer Interaction (HCI), which examines how humans interact with computers and technology. This quiz covers key concepts such as ergonomics, user interface, and user experience, highlighting the evolving nature of technology assessment. Understand the components of HCI including tasks, users, and systems.

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