hci reviewer midterms.pdf

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Human computer interaction False - Interaction refers to a dialogue generated by the command and data, input to is a multidisciplinary field of study the computer, and ps...

Human computer interaction False - Interaction refers to a dialogue generated by the command and data, input to is a multidisciplinary field of study the computer, and psychomotor skills. focusing on the design of computer technology and, in particular, the Components of HCI for System Functionality interaction beween humans and Hardware computers Software Study of interaction between people Application and computers False - Interaction between users and Characterized as a dialogue or computers occurs at the user design. interchange between the human and the computer because the output of Benefits of a good ui design one serves as the input for the other in increases efficiency an exchange of actions and intentions reduces errors reduces training Concerned with the design, improves productivity evaluation and implementation of improves acceptance interactive computing systems for human use and with the study of Gesture-based interactions are technologica major phenomena surrounding them lsystems that can be operated by means of gestures Interdisciplinary field in which False - The goal of HCI is to develop or computer scientists, engineers, improve the system interface's safety, utility, psychologist, social scientists and portability, accessibility, efficiency, and design professionals play important usability roles User Interface: On a computer, virtual reality is primarily Input and output of the device, experienced through two of the five senses: Colors sight and sound. Layout, Social computing - is an area of computer Icons science that is concerned with the Graphics intersection of social behavior and Navigation computational systems. True or false False - The interface is made up of a set of True - Prototyping is an essential part of the hardware devices and the computer system HCI design process to gather user feedback of sensory early False (7) - Donald Norman put forth 8 False - Accessibility in HCI only concerns principles that could be used to assess users with visual impairments. human-computer interaction True - User-centered design involves actively Personality involving users throughout the design Experience process. Motivation True - Affordances are properties of an object Emotions that suggest how it can be used. False - The principles of HCI are static and do Comfort factors not evolve with technological advancements. Equipment False - Testing is a method used in HCI to Layout compare two versions of a design to User interface determine which performs better. Input and output of device False - In HCI, interaction design focuses Colors solely on the visual aspects of a user Layout interface. Icons True - Cognitive load refers to the mental Graphics effort required to process information during Navigation interaction. Task factors True - The primary goal of HCI is to improve the usability of technology for users. How complex/easy it is Skills True - Multimodal interaction refers to using task allocation multiple modes of communication, such as voice and touch, in a user interface. Constraints Human-computer interaction is of critical Cost importance because it makes products more Time usable, safe, helpful, and functional Equipment Components of Human-computer System functionality interaction Hardware Organization factors Software Application Politics Workplace Productivity Factors Design Least amount of cost for most Training efficient output Environmental factors Increase innovation Problem solving Noise Ventilation The goal of HCI is to create a user-friendly system that is also functional and safe. The user Capabilities and cognitive processes Empathize with the users and principles of HCI (Human-Computer anticipate how they will use the Interaction) are: technology Develop tools and techniques to Use both knowledge in the world as enable best practices on building a well as knowledge in the head. sufficient system Simplify task structures. Produce an effective, efficient, and Make things visible. safe interaction Get the mapping right (User mental Multidisciplinary which means it combines model = Conceptual model = the theories and practices from a number of Designed model). fields including computer science, cognitive Convert constraints into advantages and behavioral psychology, anthropology, (Physical constraints, Cultural sociology, ergonomics, industrial design, and constraints, Technological more constraints, etc.). Design for Error. When all else fails − Standardize. HCI Three components Human Computer Interaction Human cognition process is involved when interacting with system, like attention, perception and recognition, memory, learning, reasoning, problem solving and decision making Computer In fact, the most sophisticated When we say interdisciplinary, it means it machines are worthless unless they can be combines research methods and tools from used properly by humans computer science, behavioral science, design, and media studies. Interaction - Refers to a dialogue generated by the command and data, input to the HCI helps to make interfaces that increase computer and the sensory / perceptual input productivity, enhance user experience, to the human and motor response output of and reduce risks in safety-critical systems. the human In 1988, Donald Norman put forth 7 Interface - is made up of a set of hardware principles that could be used to assess devices and software tools from the human-computer interaction. According to computer side and a system of sensory, him, these seven stages can be used to motor and cognitive processes from the transform difficult tasks. Norman’s 7 human side, Building suitable systems Achieve efficient, effective, and safe interaction User interface - Mediate the interaction Put people first (dialog) between humans and computers The user – interface today is often one of the Why HCI is important? most critical factors regarding the success or failure of a computer system Enable us to design interactive products to support people in their everyday and working lives. USER – INTERFACE Develop usable products: “Today, user needs are recognized to easy to learn be important in designing interactive effective to use computer systems, but as recently as provide an enjoyable experience 1980, they received little emphasis” J. Grudin Learning outcomes of HCI A balance of two key features is Design needed for an effective user interface Effective Interactions Expressive Between Humans and Computers Intuitive Effectiveness is defined in terms of our goal: HCI is about Usability Understanding the users Research Understanding users tasks Understanding the surrounding environment Core topics in HCI GUI requirements gathering and Foundation - The human, computer analysis and interaction Design prototype Design Process - Principles of Design, Evaluate the system Feedbacks The goal of HCI “is to develop or improve the Evaluation - Testing and Evaluation safety, utility, effectiveness, efficiency and usability of system that include computers.” Virtual reality is an artificial environment that The goals of HCI are to produce usable and is created with software and presented to the safe systems, as well as functional systems. user in such a way that the user suspends In order to fulfill that, developers must belief and accepts it as a real environment. attempt to: virtual reality is primarily experienced through Understand how people use two of the five senses: sight and sound. technology Augmented reality (AR) is an interactive disabilities that may be medical, mental, or experience of a real-world environment where psychological. the objects that reside in the real-world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. The internet of things, or IoT, is a system of interrelated computing devices, mechanical and digital machines, objects, animals or User centered approach people that are provided with unique Early focus on users and tasks: identifiers ( UIDs ) and the ability to transfer directly studying cognitive, data over a network without requiring human- behavioral, anthropomorphic, and to-human or human-to-computer interaction attitudinal characteristics Empirical measurement: users’ Mobile interaction - is the study of interaction reactions and performance to between mobile users and computers. scenarios, manuals, simulations, and Mobile interaction is an aspect of human– prototypes are observed, recorded, computer interaction that emerged when and analyzed computers became small enough to enable Iterative design: when problems are mobile usage, around the 1990s. found in user testing, fix them and carry out more tests Gesture-based interaction are technological systems which can be operated by means of Four basic activities of interaction design gestures Discovering requirements A touch user interface (TUI) is a computer- Designing alternatives pointing technology based upon the sense of Prototyping alternative designs touch (haptics). Evaluating product and its user experience throughout Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. Google design sprint HCISec is the study of interaction between Unpack humans and computers, or human–computer Sketch interaction, specifically as it pertains Decide to information security. Prototype Test Special needs (or additional needs) is a term used in clinical diagnostic and Four basic activities In interaction design functional development to describe Discovering requirements individuals who require assistance for Designing alternatives Prototyping Crowdsourcing --- it is a range of different Evaluating people who are encouraged to contribute, and this can include any and all of the User centered rest on three principles stakeholders. Ibig sabihin, iba't ibang Early focus on users and tasks opinions from all walks of life. Empirical measurement and Three principles measurable usability criteria Iterative design Users’ tasks and goals are the driving force behind the development Users’ behavior and context of use are The Design Council of the United Kingdom studied, and the system is designed captures these in the double diamond of to support them design, as shown in Figure 2.1. This approach Users’ characteristics are captured has four phases which are iterated: and designed for. Users are consulted throughout Discover: Designers try to gather development from earliest phases to insights about the problem. the latest. Define: Designers develop a clear All design decisions are taken within brief that frames the design the context of the users, their challenge. activities, and their environment. This Develop: Solutions or concepts are does not necessarily mean that users created, prototyped, tested, and are actively involved in design iterated. decisions, but that is one option. Deliver: The resulting project is finalized, produced, and launched. Discovering Requirements This activity covers the left side of the double diamond of Interaction design has specific design, and it is focused on discovering activities focused on discovering something new about the world and defining requirements for the product, designing what will be developed. In the case of something to fulfill those requirements, and interaction design, this includes producing prototypes that are then evaluated. understanding the target users and the In addition, interaction design focuses support an interactive product could usefully attention on users and their goals. provide. This understanding is gleaned through data gathering and analysis, which Expectation management is the process of are discussed in Chapters 8–10. It forms the making sure that the users’ expectations of basis of the product’s requirements and the new product are realistic. Its purpose is to underpins subsequent design and ensure that there are no surprises for users development. when the product arrives. Designing Alternatives This is the core Ownership is when users who are involved activity of designing and is part of the Develop and feel that they have contributed to a phase of the double diamond: proposing product’s development are more likely to feel ideas for meeting the requirements. For a sense of ownership toward it and support interaction design, this activity can be viewed its use. as two sub-activities: conceptual design and concrete design. Conceptual design involves Experiential vs. reflective cognition ( producing the conceptual model for the Norman, 1993 ) product, and a conceptual model describes Fast vs slow thinking ( Kahneman, an abstraction outlining what people can do 2011 ) with a product and what concepts are needed to understand how to interact with it. Experiential cognition is related to actions Concrete design considers the detail of the we do that need no or minimum mental effort product including the colors, sounds, and Reflective Cognition involves thinking, images to use, menu design, and icon design. comparing, and decision-making Alternatives are considered at every point. Cognitive process Prototyping is also part of the Develop phase of the double diamond. Interaction design Attention involves designing the behavior of interactive products as well as their look and feel. The Perception most effective way for users to evaluate such designs is to interact with them, and this can Memory be achieved through prototyping. This does not necessarily mean that a piece of software is required. There are different prototyping Learning techniques, not all of which require a working piece of software. For example, paper-based Reading, speaking and listening prototypes are quick and cheap to build and Problem-solving, planning, are effective for identifying problems in the reasoning and decision-making early stages of design, and through role- playing users can get a real sense of what it Attention will be like to interact with the product. Selecting things on which to Evaluating is also part of the Develop phase concentrate at a point in time from of the double diamond. It is the process of the mass of stimuli around us determining the usability and acceptability of Allows us to focus on information that the product or design measured in terms of a is relevant to what we are doing variety of usability and user-experience Focused and divided attention criteria. Evaluation does not replace activities Involves audio and/or visual senses concerned with quality assurance and testing Design recommendation to make sure that the final product is fit for its intended purpose, but it complements and Perception enhances them. How information is acquired from the The term lifecycle model (or process model) world and transformed into is used to represent a model that captures a experiences set of activities and how they are related. Icons should enable users to distinguish their meaning readily Cognition - thinking, remembering, learning, Bordering and spacing are effective daydreaming, decision-making, seeing, visual ways of grouping information reading, talking, writing. Sounds should be audible and Graphical interfaces provide visually-based distinguishable options (menus, icons) that users need only Research proper color contrast browse through until they recognize one techniques when designing an interface: Web browsers provide tabs and history lists Yellow on black or blue is fine of visited URLs that support recognition Yellow on green or white is a no-no memory Haptic feedback should be used judiciously George Miller’s (1956) theory of how much Memory Involves recalling various kinds of information people can remember knowledge that allow people to act appropriately Golden rule of user interface design Context affects the extent to which information can be subsequently retrieved Recognition in psychology a form of remembering characterized by a feeling of familiarity when something previously experienced is again encountered in such situations a correct response can be identified when presented but may not be reproduced in the absence of such a stimulus. Recall involves reproducing information stored in memory (with the fewest possible cues). Command-based interfaces require users to recall from memory a name from a possible set of 100s of names 6 key ui design principles Clarty- from recognizing interactive and static elements to making navigation intuitive, clarity is an essential part of a great ui design Familiarity - do you automatically look for the menu at the top of the home page of a new website, usability is closeley related to familiarity Jacob's law states that "Users spend most of their time on other sites. this means that users prefer your site to work the same way as all other site they already know" - Increases user retention - easier for ui designers - reduces the learning curve for users User control - place users in control of the interface. Jakob Nielsen explain this is " Users often choose system functions by mistake and will need a clearly marked 'emergency exit' to leave the unwanted state Incidental learning (for example, recognizing without having to through an extened people’s faces, what you did today) dialogue Intentional learning (for instance, studying for an exam, learning to cook) Hierarchy - is a core design principle of a successful user interface. it consists of Design implications arranging visual elements in a way that explains the level -Design interfaces that encourage exploration of importance of each element and guides Design interfaces that constrain and guide users to take the desired action learners Color - first and one of the most Dynamically linking concepts and important elements of establishing visual representations can facilitate the learning of hierarch complex material Size - matters a lot in UI deisgn, especially when establishing visual hierarchy, the bigger the element is Reading can be quicker than speaking or listening Fonts - play around with different sizes, weights, and styles of fonts to establish Listening requires less cognitive effort than visual hierarchy reading or speaking Negative - give your elements some Dyslexics have difficulties understanding and breathing room - dont cram all the objects recognizing written words and elements together on the screen. Voice user interfaces allow users to interact Flexibility - doesnt just follow a linear path, with them by asking questions it's about knowing your custom and giving For example, Google Voice, Siri, and Alexa flexibility for different customer intents" explains brooke cowling, co-founder and CMO of digital of things Speech-output systems use artificially- generated speech For instance, written text- to-speech systems for the visually impaired multimodal user interface allows user to Natural-language systems enable users to interact with the system through multiple type in questions and give text-based modes, such as speech, text touch, vision. responses Such as, chatbots Accessibility - will not force you to make a product that is ugly, boring, or cluttered. it will introduce a set of constraints to incorporate as you considered your design mental models - craik 1943 ( internal - the practical engagement with the social constructions of aspect of the external world and physical environment enabling predictions to be made - creating, manipulating, and making meaning through our interactions with things Gulf of evaluation - what's the current system - how our bodies and active experiences state shape how we percieve, feel, and think ( Hornecker et al., 2017 ) Gulf of execution - how do i use this system - they enable us to develop a sense of the world at both a concrete and abstract level Information processing - conceptualizes Proof concept - conceptualize what the human performance in metaphorical terms of proposed product will do information and processing stages Ideation process Distributed cognition - concerned with the nature of cognitive, phenomena accross -asking questions indiviudals, artifacts, and interal and external -reconsidering one's assumptions reprsentations ( hutchins, 1995 ) -articulating one's concerns and standpoint external cognition - concerned with explaining how we interact with externnal assumption - taking something for granted representations when it needs further investigation computational offloading - when a tool is used in conjuction with an external representation to carry out a computation claim - stating something to be true when it is still open ot question Annotation involves modifying existing representations through making marks Cognitive tracing involves externally manipulating items into different orders or structures Embodied interaction

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