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77 Cards in this Set
- Front
- Back
Form Fill-In - Advantages |
- Low memory requirements - Self-explanatory - Can gather a great deal of information in little space - Present a context for input information |
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Form Fill-In - Disadvantages |
- Requires valid input in valid format - Require familiarity with interface controls - can be tedious to correct mistakes |
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Interaction Type - Question and Answer |
- AKA Wizards - Restricting for expert users - easy for novice users |
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Question and Answer - Advantages |
- Low memory requirements - Self-explanatory - Simple linear representation - Easy for beginners |
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Question and Answer - Disadvantages |
- Requires valid input provided by user - Requires familiarity with interface controls - Can be tedious to correct mistakes |
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Interaction Type - 3D Environments |
-3D interaction natural in real world - 3D environments common in digital games - Processor intensive |
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3D Environments - 3D Navigation |
Involves two types of movements: - Translation: Movement on a plane - Rotation: Movement around an axis |
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3D Environments - Web based 3D |
- Use vector-based graphics |
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3D Environments - Desktop 3D |
- 3D environments presented on 2D screens are difficult to navigate - 3D navigation can quickly become difficult and confusing |
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Interaction Type - Natural Language |
Interacting with computers using everyday language |
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Natural Language Obstacles |
-Language is ambiguous - Meaning depends on context |
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Natural Language Applications |
- Speech input - Speech output |
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Natural Language - Advantages |
- Ease of learning - Low memory requirements - Flexible interaction - Low screen requirements - Appropriate for beginners |
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Natural Language - Disadvantages |
- Requires knowledge of the task domain - May require tedious clarification dialogues - Complex system development |
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Interaction Type - Speech |
- Where a person talks with a system that has a spoken language application - Used more for inquiring, and the disabled |
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Speech - Research and Design Issues |
-How to design systems that can keep conversation on track - Type of voice actor |
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Interaction Type - Haptic |
- Tactile Feedback - Can enrich user experience or nudge them to correct error - Can be used to simulate the sense of touch |
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Haptic - Research and Design Issues |
- Where best to place actuators on body - Whether to use single or sequence of 'touches' - When to buzz and how intense - How does the wearer feel in in different contexts |
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Interaction Type - Multi-Modal |
Meant to provide enriched and complex user experience - uses different modalities |
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Multi-Modal - Research and Design Issues |
- Need to recognize multiple modalities - What is gained from combining different input and outputs - Is talking and gesturing a natural way to interact with a computer? |
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Interaction Type - Shareable |
Designed for more than one person to use |
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Shareable Examples |
- Large wall displays where people use their own pens or gestures - Interactive tabletops - provide multiple inputs or allow simultaneous input by co-located groups |
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Shareable - Advantages |
- Provide a large interactional space that can support flexible group working - Can be used by multiple users - Can support more equitable participation compared with groups using single PC |
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Shareable - Research and Design Issues |
- Core design concerns include whether size, orientation, and shape of display have an effect on collaboration - Providing larger-sized tabletops does not improve group working encourages more division of labor |
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Interaction Type - Tangible |
- Type of sensor-based interaction, where physical objects are coupled with digital representations. - Digital effects can take place in a number of places or be embedded in the physical object. |
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Tangible - Advantages |
- Can be held in both hands and combined and manipulated in ways not possible using other interfaces - People are able to see and understand situations differently |
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Tangible - Research and Design Issues |
- Develop new conceptual frameworks that identify novel and specific features - The kind of coupling to use between the physical action and digital effect - What kind of physical artifact to use |
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Interaction Type - AR |
-Virtual representations are superimposed on physical devices and objects - Views of the real world are combined with views of a virtual world |
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AR- Research and Design Issues |
- When and where in physical environment? - Needs to standout but not distract from task - Needs to align with real world objects -What kind of device? |
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Interaction Type - Wearable |
provide the user with a means of interacting with digital information while on the move |
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Wearable - Research and Design Issues |
- Comfort - Hygeine - Ease of Wear - Usability |
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Interaction Type - Robots |
- remote robots in hazardous settings - domestic helping around house - pet robots as human companions - sociable robots |
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Robots - Advantages |
- Pet robots have therapeutic qualities - Remote robots can be used to investigate bombs and other dangerous materials |
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Robots - Research and Design Issues |
- How do humans react to physical robots designed to exhibit behaviors? - Should robots be designed to be more human-like or robot-like? - Should the interaction be designed to enable people to interact with the robot as if it were a human or a computer? |
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Interaction Type - Brain-Computer Interface |
- provide a communication pathway between a person's brain waves and an external device
- Work through detecting changes in the neural functioning of the brain. |
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Stages Of Evaluation |
- Evaluation starts with our perception of the world. - This perception must then be interpreted according to our expectations. - Then it is compared (evaluated) with respect to both our intentions and our goals |
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Stages of Execution |
- Start at the top with the goal. - The goal is translated into an intention to do some action. - The intention must be translated into an action sequence that can be performed to satisfy the intention. - The action sequence is still a mutual event: nothing happens until it is performed upon the world |
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Seven Stages of Action |
1. Forming the goal 2. Forming the intention 3. Specifying an action 4. Executing the action 5. Perceiving the state of the world 6. Interpreting the state of the world 7. Evaluating the outcome |
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Gulf Of Execution |
The difference between the intentions and the allowable actions |
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Gulf of Evaluation |
reflects the amount of effort that the person must exert to interpret the physical state of the system and to determine how well the expectations and intentions have been met. |
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Usability |
The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use. |
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Nielsen Hueristics - Visibility of System Status |
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. |
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Nielsen Hueristics - Match Between System and the Real World |
The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-‐oriented terms. Follow real-‐world conventions, making information appear in a natural and logical order. |
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Nielsen Heuristics - Usercontrolandfreedom |
Essentially supporting undo and redo |
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Nielsen Heuristics - Consistency and Standards |
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. |
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Nielsen Heuristics - Error Prevention |
Either eliminate error-‐prone conditions or check for them and present users with a confirmation option before they commit to the action. |
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Nielsen Heuristics - Recognition Rather Than Recall |
Minimize the user's memory load by making objects, actions, and options visible. Instructions for use of the system should be visible or easily retrievable whenever appropriate. |
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Nielsen Heuristics - Flexibility and Efficiency of USe |
Cater to both inexperienced and experienced users. Allow users to tailor frequent actions. |
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Nielsen Heuristics - Aesthetic and minimalist design |
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. |
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Nielsen Heuristics - Help Users Recognize, Diagnose,and Recover From Errors |
Error messages should be expressed in plain language(no codes), precisely indicate the problem, and constructively suggest a solution. |
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Nielsen Heuristics - Help and documentation |
Help should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. |
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Shneiderman's 8 Golden Rules |
1. Strive for consistency 2. Enable frequent users to use shortcuts 3. Offer informative feedback 4. Design dialogs to yield closure 5.Offer error prevention and simple error handling 6. Permit easy reversal of actions 7. Support internal locus of control 8. Reduce short-‐term memory load |
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Norman's 7 Principles |
1.Use both knowledge in the world and knowledge in the head. 2. Simplify the structure of tasks. 3.Make things visible: bridge the gulfs of execution and evaluation. 4. Get the mappings right. 5.Exploit the power of constraints, both natural and artificial. 6. Design for error. 7. When all else fails, standardize. |
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Ease of Learning |
How fast can a user learn to accomplish basic tasks? |
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Memorability |
Can a user remember enough to use it effectively the next time? |
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Error Frequency and Severity |
How often do users make errors ,how serious are these errors,and how do users recover from these errors? |
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Predictive Models |
Provide performance estimates for human behavior in interacting with a system. MHP and KLM. |
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Descriptive Models |
Provide a framework for thinking about user interaction. State networks and 3-state model. |
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Fitt's Law |
Average time for the completion of a target selection task. MT = a + b log2(A/W + 1)
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Fitt's Law - Index of Difficulty (ID) |
Quantifies the difficulty of a task based on width and distance. log2(2A/W) A - distance to target W - width of target Later refined to log2(A/W + 1) |
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Fitt's Law - Index of Peformance (IP) |
Based on the relationship between the time it takes to perform a task and the relative difficulty of the task. Rate of human information processing (ID/MT) |
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State Transition Networks |
appropriate for showing sequential operations that may involve choice on the part of the user, as well as for expressing iteration. |
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STN's - Key Concepts |
Action: A discrete, atomic step in user behavior. State: An implicit, abstract placeholder Indicator: Information made available to the user about states or actions. Mode: A set of states that behave in the same way |
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GOMS |
User interaction can be described by defining sequential actions a person undertakes to accomplish a task |
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GOMS - Goals |
Tasks are deconstructed as a set of goals and subgoals |
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GOMS - Operators |
Tasks can only be carried out by undertaking specific actions |
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GOMS - Methods |
Represent ways of achieving a goal |
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GOMS - Selection Rules |
The method that the user chooses is determined by selection rules |
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CMN-GOMS |
Includes specific analysis procedures and notation descriptions. Can judge memory requirements. |
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NGOMSL |
provides a structured natural-language notation for GOMS analysis and describes the procedures for accomplishing that analysis. |
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Hick's Law |
states that the time it takes to choose one item from n alternatives is proportional to the logarithm(base2) of the number of choices, plus 1. T=a+blog2(n+1) |
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Framework |
A structure that provides a context for conceptualizing something |
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Mapping |
How we make connections between things |
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Semantic Distance |
The distance between what people want to do and the meaning of an interface element |
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Articulatory Distance |
The distance between the physical appearance of an interface element and what it actually means |
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Visibility |
If the functionality is apparent by observation or exploration, the function is visible. |
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Affordance |
A relationship between an object and a user relating to how readily perceivable the object’s action possibilities are to that user. |