Ictp midterm

Subdecks (1)

Cards (75)

  • EM
    Emotional Interaction
  • INTERACTION
    Emotional interaction mechanism
  • Design rules
    Standards and guidelines providing direction for designers in order to enhance the interactive properties of the system
  • W7: INTERACTION
    Emotional interaction
  • EMOTIONAL INTERACTION
    Emotional interaction
  • Implementation Support
    A planned approach to integrate new or upgraded software or systems into the existing workflow of an organizational structure to help ensure the success of a business' overall system
  • Implementation Support
    • Programming Tools
    • Windowing Systems
    • Interaction Toolkits
    • User Interface Management Systems
  • Programming Tools
    • Provide a means of effectively translating abstract designs and usability principles into an executable form
    • Provide different levels of services for the programmer
  • Compiler
    A special program that processes statements written in a particular programming language and turns them into machine language or "code" that a computer's processor uses
  • Debugger
    A program that allows you to step through another program one line at a time to identify incorrect code and analyze how a program "flows"
  • GUI designer
    A software development tool that simplifies the creation of GUIs by allowing the designer to arrange graphical control elements using a drag-and-drop WYSIWYG editor
  • Windowing Systems
    • A central environment for both the programmer and user of an interactive system, allowing a single workstation to support separate user-system threads of action simultaneously
    • A system for sharing a computer's graphical display presentation resources among multiple applications at the same time
  • Device independence
    The process of making a software application able to function on a wide variety of devices regardless of the operating system and local hardware
  • The emotional interaction mechanism
    1. Describes the way emotions affect each other
    2. Situated intrapersonal, interpersonal, or human-computer interactions
    3. Necessary for efficient, effective and affective learning
  • Shared resource
    A computer resource made available from one host to other hosts on a computer network
  • Client-server
    A computer network in which one centralized, powerful computer (the server) is a hub to which many less powerful personal computers or workstations (the clients) are connected
  • Toolkits
    • A set of basic components and accessories that help software developers create programs in a more efficient manner
    • A program used for software development or system maintenance
    • A single utility program, a set of software routines or a complete integrated set of software utilities that are used to develop and maintain applications and databases
  • Toolkits
    • AWT (Java Foundation Classes)
    • Google Web Toolkit
  • User Interface Management Systems
    • Aims to improve portability, reusability, multiple interfaces, and customizability of user interfaces
  • Seeheim Model
    • Presentation - defines the behavior of the system as perceived and manipulated by the user
    • Dialogue Control - maintains communication between presentation and application layer
    • Application Interface - manages communication with the application and provides the view of the interface
    • Little Box/Switch - improves performance between them by providing direct link
  • Designing for maximum usability
    • Principles of usability
    • General understanding
    • Standards and guidelines
    • Direction for design
    • Design patterns
    • Capture and reuse design knowledge
  • Emotions and the user experience
    • What makes us happy, sad, annoyed, anxious, frustrated, motivated, delirious and so on
    • Translating this into different aspects of the user experience
    • Why people become emotionally attached to certain products (e.g. virtual pets)
    • Can social robots help reduce loneliness and improve wellbeing?
    • How to change human behaviour through the use of emotive feedback
  • Emotions and the user experience
    • HCI has traditionally been about designing efficient and effective systems
    • Now more about how to design interactive systems that make people respond in certain ways
    • Emotional interaction is concerned with how we feel and react when interacting with technologies
  • Types of design rules
    • Principles
    • Standards
    • Guidelines
  • Emotional model

    • Our emotional state changes how we think
    • When frightened or angry we focus narrowly and body responds by tensing muscles and sweating
    • More likely to be less tolerant
    • When happy we are less focused and the body relaxes
    • More likely to overlook minor problems and be more creative
  • Principles
    A fundamental truth or proposition that serves as the foundation for a system of belief or behavior or for a chain of reasoning
  • Expressive interfaces
    • Provide reassuring feedback that can be both informative and fun
    • Can also be intrusive, causing people to get annoyed and even angry
    • Color, icons, sounds, graphical elements and animations are used to make the 'look and feel' of an interface appealing
    • Conveys an emotional state
    • Can affect the usability of an interface
    • People are prepared to put up with certain aspects of an interface (e.g. slow download rate) if the end result is appealing and aesthetic
  • Principles
    • Abstract design rules
    • Low authority
    • High generality
  • Causes of annoying interfaces
    • When an application doesn't work properly or crashes
    • When a system doesn't do what the user wants it to do
    • When a user's expectations are not met
    • When a system does not provide sufficient information to enable the user to know what to do
    • When error messages pop up that are vague, obtuse or condemning
    • When the appearance of an interface is garish, noisy, gimmicky or patronizing
    • When a system requires users to carry out too many steps to perform a task, only to discover a mistake was made earlier and they need to start all over again
  • Standards
    An idea or thing used as a measure, norm, or model in comparative evaluations
  • Standards
    • Specific design rules
    • High authority
    • Limited application
  • Guidelines
    A statement by which to determine a course of action
  • Guidelines
    • Lower authority
    • More general application
  • Principles to support usability
    • Learnability
    • Flexibility
    • Robustness
  • Learnability
    Concerned with interactive system features, which aid novice users to learn quickly and also allows steady progression to expertise
  • Principles of learnability
    • Predictability
    • Synthesizability
    • Familiarity
    • Generalizability
    • Consistency
  • Predictability
    This interactive design principle requires a user's knowledge of interaction to be sufficient to determine the outcome of present or future interaction with the system
  • Synthesizability
    The ability of the user to assess the effect of past operations on the current state
  • Familiarity
    How prior knowledge applies to new system, or make use of the new users past experience with other applications; affordance
  • Generalizability
    This interactive design principle provides support for users to extend knowledge of specific interaction within, and across applications, to new, but similar situations