CSCC 35.1 - Module 1

Cards (45)

  • Which main aspect are we interested in considering a technology to be good or bad?
    DESIGN
  • The Ergonomics Research Society was established in 1949 and they focused on the physical characteristics of machines and systems and how these affect human performance.
  • Ergonomics and human factors, separate but very related disciplines, both are concerned with user performance in the context of a system. These are actually some areas that will have influence on how computers were designed later.
  • Cognitive sciences (a broad and heady mix which includes psychologylanguageartificial intelligencephilosophy and even anthropology) had been making steady progress during the 1970s and by the end of the decade they were ready to help articulate the systems and science required to develop user interfaces that worked for the masses.
  • The term HCI (Human Computer Interaction) became popular in the 1980s.
  • John Carroll, the Edward Frymoyer Chair Professor of Information Sciences and Technology at the Pennsylvania State University.
  • John Carroll says that the discipline of Human-Computer Interaction has emerged in 1980 as all these separate disciplines began to realign around a single objective; making computing easier for the masses.
  • HCI, or Human-Computer Interaction, is a specialized field of study concerned with the interaction between people (users) and computers. 
  • HCI, or Human-Computer Interaction, is multi-disciplinary. What are some of the disciplines involved?

    Computer Science
    Cognitive Science
    Human Factors
  • Which fields are involved in Cognitive Sciences?
    Psychology
    Computer Science
    NeuroScience
    Philosophy
    Linguistics
  • What are the four main components of Human-Computer Interaction?
    The human being (or the user)
    The computer (or the interactive technology)
    The task (what is being done by the user on the computer)
    The usability (how well the task is done by the user on the computer)
  • Is there a unified theory in the study of HCI?
    NONE
  • In the study of HCI, we are concerned with the physicalpsychological, and theoretical aspects of the process of interaction.
  • Human Computer Interaction is the academic discipline that most of us think of as UI design. It focuses on the way that human beings and computers interact to ever increasing levels of both complexity and simplicity.
  • What are the 7 design principles?
    1. Affordances
    2. Constraints
    3. Conceptual Models
    4. Mappings
    5. Visibility
    6. Feedback
    7. Consistency
  • Design principles are generalizable abstractions for thinking about different aspects of design. They refer to what to do and not to do in interaction design. In interactive products, these principles tell us what to provide and what not to provide at the interface. These principles are derived from a mix of theory-based knowledge and common sense.
  • Refers to an attribute of an object that allows people to know how to use it. For example, a button invites pushing, a door handle affords pulling. Simply, we know what to do with the object. Which design principle is this?
    Affordances
  • This design principle restricts possible actions that can be performed at a particular time. This helps prevent users from selecting incorrect options. This design principle can be physical, semantic, cultural, or logical. Which design principle is this?
    Constraints
  • What are the 4 types of constraints?
    1. Physical Constraints
    2. Semantic Constraints
    3. Cultural Constraints
    4. Logical Constraints
  • These constrain possible operations physically. For example, different keys fit different locks, and they open particular locks only. A very simple example also are walls - things outside the walls are constrained. What type of constraints is this?
    Physical Constraints
  • This type of constraint relies on the meaning of a situation to control actions. For example, when you arrange books in a shelf, there is no stopping you from putting the spine (the one where we can read the title) away from you, but you don't. Instead, you make sure that the spine faces you so you can read the title of the books when you are scanning through them.
    Semantic Constraints
  • This type of constraint refers to how our accepted cultural conventions control what we can and cannot do. For example, in cultures that use chopsticks, you will not stick your chopsticks through your food. Another example is, I have a blackboard eraser on one hand and a crucifix on the other. I might throw the eraser to a noisy student instead of the crucifix.
    Cultural Constraints
  • These constraints are the relationship between spatial or functional layout of components and the things they affect. For example, even if an exit door is wide open, I may instead still enter through the entrance door. Another example is in a buffet, you will not carry around the tongs because each tong is supposed to be for a particular dish.
    Logical Constraints
  • Which design principle refers to mental models of a system? These allow us to understand the system, predict effects, and interpret results.
    Conceptual Models
  • This design principle refers to the relationship between controls and their effects on a system.
    A very good example of this are elevator buttons. The floor numbers map to the actual floor of the building you want to go. Another example are fire escape plans. The arrows map to the directions where you are supposed to go when there is an emergency.
    Mappings
  • With this design principle, the design makes the conceptual model apparent to users. Basically, the design tells the user what actions he/she can perform.
    A simple example are glass doors. Can you see the handles and panels? Can you see the hinge? If you can't see these, then you might not know that this is a door.
    Visibility
  • This design principle sends information back to the user about what has been done. These include sound, highlighting, animations, or combinations of these.
    Feedback
  • This design principle tells design interfaces to have similar operations and use similar elements for similar tasks. For example, shortcut keys for common operations in Windows use CTRL, followed by the first initial of the command, e.g. CTRL + C (copy), CTRL + S (save), CTRL + O (open).
    Consistency
  • What are the two types of consistency?
    • Internal Consistency
    • External Consistency
  • What type of consistency refers to designing operations to behave the same within an application, e.g. the shortcut keys convention mentioned above. Although, this is difficult to achieve with complex interfaces as consistency may breakdown.
    Internal Consistency
  • What type of consistency refers to designing operations, interfaces, etc., to be the same across applications and devices. Some examples include the similar shortcut keys for Windows and Mac. However, this may be a very rare case as design is largely based on different designer's preferences.
    External Consistency
  • A measure of how well a specific user in a specific context can use a product/design to achieve a defined goal.
    Usability
  • There are 3 variations of the word 'usability' what are they?
    • Useful (Effectiveness) Design can accomplish what is required.
    • Usable (Efficiency) - Design can accomplish tasks easily and naturally.
    • Used (Satisfaction) - Design is attractive and fun.
  • It was mentioned that in designing systems, the users should be kept in mind. What kind of system development methodology should we use?
    User-centered methods
  • There are 6 usability goals, what are they? [ E. Eff. S. U. L. M.]
    1. Effectiveness ↔ The product is good and is doing what it was supposed to do.
    2. Efficiency ↔ Product is carrying out its task without much trouble.
    3. Safety ↔ Product can protect users from dangerous conditions and undesirable situations.
    4. Utility ↔ Product provides the right kind of functionality that users can do what they need and want to do.
    5. Learnability ↔ Product is easy to learn how to use.
    6. Memorability ↔ Product is easy to remember how to use it.
  • I can enroll the courses I need to enroll using SLMIS.
    Effectiveness
  • Enrolling in SLMIS is quite troublesome because I need to secure first the class numbers to facilitate faster enrollment.
    Efficiency
  • When I do self-service enrollment for the first time, I really need a manual or guide to do it.
    Learnability
  • I usually forget how to do self-service enrollment the next semester, so I need to ask around or look for guides on how to do it.
    Memorability
  • Whenever there are class schedule conflict in the sections I chose, SLMIS tells me and will not allow to enroll two courses with conflicting schedule.
    Safety