IT 223 (Part 5)

Cards (53)

  • Learnability is all about how easy it is for someone new to start using something (like an app or a website) and get really good at it quickly.
  • If you pick up a new video game, learnability is how quickly you can understand the controls, figure out how to move around, and start having fun or winning.
  • A system with high learnability means you don't need a lot of time or a thick manual to get going; you can jump right in and feel like a pro sooner rather than later.
  • Predictability: Determining effect of future actions based on past interaction history
  • Predictability: Clearly shows what your actions will do.
  • Predictability: If you press "play" on a music app, you expect it to start playing music, because that's what happened in other apps.
  • Predictability: Seeing a trash bin icon and knowing clicking it will delete something.
  • Synthesizability: A design feature that provides support for the user to assess the effect of past operations on the current state.
  • An example of synthesizability in learnability is the "undo" feature found in many software applications.
  • Synthesizability refers to the ability of users to assess the impact of their past operations on the current state of the system.
  • Familiarity: Measure how prior knowledge and experience of the user can be applied during interaction with a new system.
  • Familiarity in the context of human-computer interaction (HCI) refers to the ease with which users can apply their previous knowledge and experience to interact with a new system.
  • A system with high familiarity is intuitive for users because it behaves in ways they expect based on their past experiences.
  • Guessability: This is about how well the design meets the user's initial expectations.
  • For instance, a play button (triangle shape) on a video player is guessable because most people expect it to start the video.
  • Use of metaphors: Refers to using real-world analogies in design, like a desktop icon representing the main screen of a computer, helping users intuitively grasp how to navigate the interface.
  • Affordance: Indicates how the design elements suggest their function, such as a scrollbar looking like something you can drag up or down to view more content on the page.
  • Generalizability is extending specific interaction knowledge to new situations.
  • Generalizability refers to the ability of users to apply knowledge gained from one context to another within the same system or interface.
  • Generalizability is about how learning one part of the system helps to understand and use other parts.
  • Generalizability: If a user learns to cut and paste text in a word processor like Microsoft Word, they should find it easy to apply the same action (cut and paste) in other applications, such as an email client or a graphic design tool.
  • Generalizability: This concept relies on consistent interaction patterns across different areas of the system, enhancing the user's ability to generalize their knowledge and skills to new tasks within the system.
  • Consistency is the likeness in input-output behavior arising from similar situations or similar task objectives.
  • Consistency means that a system should behave in a uniform way across its various parts.
  • When actions are consistent, users can transfer their knowledge from one part of the system to another.
  • Consistency: For example, if double-clicking an icon on a desktop opens an application, then double-clicking should open items similarly in other contexts within the operating system.
  • This consistency helps users learn the system faster because they can
    predict how it will respond to their actions based on their past experiences.
  • Flexibility means the multiplicity of ways in which the end-user and the system exchange the information.
  • Flexibility in human-computer interaction refers to the system's ability to adapt to the user's needs, allowing for multiple ways to achieve tasks or goals.
  • Flexibility: It encompasses the ease with which users can customize or modify the system to better suit their preferences and the way they work.
  • Multithreading: Enables users to perform multiple tasks simultaneously.
  • Multithreading: For instance, in a web browser, users can open several tabs to work on different websites at the same time.
  • Multithreading: In a web browser, you can download a file, watch a video, and chat in a messenger app all at the same time within separate tabs.
  • Task Migratability: Facilitates the transfer of tasks across devices or systems, providing continuity in the user experience.
  • Task migratability is the ability to pass a control for the execution of a given task so that it becomes either internalized by the user or the system or shared between them.
  • Task Migratability: Using a smartphone to listen to music while browsing the internet and receiving notifications. This shows how users can engage in different activities simultaneously on the same device.
  • Task Substitutivity: Offers alternative methods to accomplish tasks, catering to different user habits or situations.
  • Substitutivity is allowing equivalent values of input and output to be arbitrarily substituted for each other.
  • Task Substitutivity: In a word processor, selecting text can be done by mouse dragging, using shift-key with arrow keys, or tapping on a touchscreen. This variety allows users to choose their preferred method.
  • Customizability is the modifiability of the user interface by the user or the system.