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HCI REVIEWER Lec04 ERRORS behavioral. Sophistication vs. popularity. Long-term Human vs. Computer relationships. Consideration of the future...

HCI REVIEWER Lec04 ERRORS behavioral. Sophistication vs. popularity. Long-term Human vs. Computer relationships. Consideration of the future Working with the three levels Visceral -> appearance Behavioral -> pleasure and effectiveness of use Reflective -> self-image, personal satisfaction, memories Lec06 COMPUTERS Difference in computation Input/output devices-QWERTY keyboard, Alphabetic keyboard, DVORAK keyboard, Chord keyboard, Phone pads, Handwriting and Speech recognition, Mouse, Trackball, Touchpad, Joystick, Touchscreen, CRT, LCD, Large displays, Digital paper VR Systems, 3D displays-Cockpit controls, 3D Mouse, Data The concept of error glove, VR Helmets, Whole body tracking, VR caves The computer was given information it could not process Sound, smell, haptic interfaces-Special displays, feedback Blame shifted on the human being sounds, physical controls, Achieving a goal should be a cooperative endeavor Sensors-Biosensing, Environment sensing (gps, temperature, Task is not to assess blame but to complete the task humidity, etc) Types of error Paper input and output-Printing, Scanner, Slips- result from automatic behavior Memory-RAM and short-term memory, Long term storage, Mistakes- stem from conscious deliberation Understanding speed and capacity Types of slips Documents currently being edited are in RAM Capture errors-frequently done activity captures the one Windowed systems swap out programs that are not current intended. Mistakenly dialing telephone numbers with the same and reload them when needed prefix Von Neumann bottleneck = causes delays in swapping in Description errors-An action is performed on the wrong and out artifact Compression Data driven errors-Triggered by the arrival of sensory data Used to reduce the amount of space needed to storemedia Association activation errors-He addressed Sugar Ray Different algorithms Leonard and his wife as Sugar Ray and Mrs. Ray. Huffman coding Loss of activation errors-Forgetting to do something Fractal compression Mode errors-An action sequence performed in the wrong Storage formats and standards-ASCII, UNICODE, RTF, XML, Etc. mode Methods of access- Indexed databases, Menu-based systems, (Note: Freudian slip: When you say something but mean “Forgiving” systems, e.g. Soundex “another”-Associative activation errors) Processing- Processing can be too slow or too fast Too slow- Unable to catch input when it happens, Input is Mistakes-Choice of inappropriate goals. Poor decision, buffered; feedback is too slow misclassifies a situation or fails to take all factors into account. Too fast- Output comes out too quickly; user is unable to Mental thought is not neat and orderly. The disorder leads to read it creativity, discovery and great robustness of behavior Limitations on interactive performance Failure to detect problems Computation bound User’s ability to detect errors is unreliable Storage channel bound Relevance bias - people seek confirmatory evidence when Graphics bound evaluating a hypothesis Network bound Partial explanation - crude agreement between what the Networked computing user expects and what he sees Computers are commonly networked Overlap of model and world - mental model is partially Has an effect on interactivity consistent with the world slowed response time lack of feedback leads to frustration Lec05 EMOTIONS Actions of other people may affect your own Effects of happiness Broadening of thorough processes Lec07 INTERACTIONS Greater creativity Interaction Greater imagination The purpose of interaction is to accomplish a goal within an More tolerant of minor difficulties application domain Three levels of processing Domain - area of expertise Visceral-Pre-conscious, pre-thought. Appearance matters. Goal - desired output First impressions are formed. Initial impact of the product’s Tasks – operations to be performed to manipulate the touch, feel, appearance domain Behavioral-Use, Experience with the product, Function, Task analysis – identification of the problem space for the Performance, Usability user in terms of domain, goals, intentions, and tasks Reflective-Affected by culture, experience, education, and System – refers to the computer-based system individual differences. Can override the visceral and Core language – language of the computer-based system User – refers to the person Lec08 DESIGN PRINCIPLES Task language – User’s language LEARNABILITY-ease with which new users can begin effective Interactions take place between the user and the system interaction and achieve maximal performance Interface must translate between them Predictability-Determining effect of future actions based on Translation can fail at a number of points past interaction history Abowd and Beale’s interaction framework Synthesizability-design feature that provides support for the user to assess the effect of past operations on the current state. Familiarity-Measure how prior knowledge and experience of the user can be applied during interaction with a new system Guessability → matches user’s expectations Use of metaphors → making use of the user’s experience of using the metaphors Affordance → appearance suggests how it can be manipulated; the appearance of an object simulates Assessment of interaction familiarity with its behavior Frameworks are meant to be means of judging overall Generalizability-extending specific interaction knowledge to usability of an interactive system new situations All analysis is dependent on the current task Consistency-Likeness in input/output behavior arising from It is only in attempting to perform a task that we can similar situations or task objectives determine if our tools are adequate Hard controls vs soft controls FLEXIBILITY-Multiplicity of ways the user and system exchange information Multithreading-ability of system to support user interaction for more than one task at a time Task Migratability-How easily functions can be moved between user and system Task Substitutivity-allowing equivalent values of input and output to be substituted for each others Customizability-modifiability of the user interface by the user Controller-display relationships (adaptability) or the system (adaptivity). CD relationship Sometimes called mappings ROBUSTNESS-level of support provided to the user in Relationship between what a user does and how the system determining successful achievement and assessment of responds goal-directed behavior. Should be natural, seamless, efficient, and intuitive Observability-users should be able to evaluate and Types of mappings understand the internal state of the system from its Spatial-interacts with space (up down left right etc) perceivable representation. Gain and transfer functions-Ratio between movement of the Recoverability-Ability of a user to take corrective action once controller and movement of the display. Transfer function an error has been recognized nonlinear relationship between C and D Responsiveness-Measure of the rate of communication Latency-Delay between input action and corresponding between the user and the system display. Examples- Internet connections, VR- Effect on user performance is considerable Property sensed and order of control-Human actions – touching, tapping, grasping, moving, pushing, flicking, squeezing, Property sensed by controller – position, displacement, force Order of control Does the property sensed control the position or the velocity of the display? Isotonic vs isometric- Pressure vs position Mental models and metaphor Physical analogies- Interaction design based on human experience Should avoid implementation models- Imposition of interactions that follow the inner workings of the system Modes A functioning arrangement or condition Shift, Ctrl, Alt, Caps Lock Hard keys, soft keys The mobile context Introduced many different forms of interaction that were previously not available for desktops.

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