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HCI midterm
Module 2: Design Principles
2.3: Visibility
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Cards (19)
Visibility
- making the invisible state & behavior of software perceivable by the user
Actions
- the things the user can do in the interface
State
- the current configuration of the interface & its backend, which objects are selected or what data is in the model
Feedback
- the result of a user's actions, which might be a change in visible state or might simply be an acknowledgment of the action taking effect
Affordances
: low-level properties that tell you what a graphical object is and how to interact with it
Self-disclosure
: a technique for making a command language more visible, helping the user learn the available commands & syntax
Information scent
: visible properties of a link that indicate how profitable it will be to follow the link
Information foraging theory
:
the gathering of information can be modeled like
animals gathering food
constantly evaluating & making decisions to maximize information collected against cost of obtaining it
The
quality of information
scent depends on the user's
particular goal.
Modes
: interface states in which the same action has different meanings
Spotlight metaphor
: attention focuses on one input channel at a time
fovea
: the user's field of vision
Types of Feedback:
Low-level
feedback
High-level
feedback
Low-level feedback
: provided by a view object; shows that the interface took notice of the user's input, and is responding to it
High-level feedback
: the actual result of the user's action
Perceptual fusion
: two stimuli within the same perceptual cycle appear fused
100 milliseconds
is a typical value for the perceptual processor's cycle time.
The cycle time may also range from 50 - 200 milliseconds, based on the
individual
and on the
stimulus.
Visible View State
: the current state of the user's interaction with the interface