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140 Cards in this Set

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Predominant theoretical frameworks or scientific world views

Paradigms

New computing technologies arrive, creating a new perception of the human—computer relationship.

Paradigms of interaction

Batch Processing


- impersonal computing

Example of Paradigm shift

Batch processing, time processing, networking, graphical display, microprocessor, www, ubiquitous computing,

Time Sharing

Interactive computing

networking

community computing

graphical display

direct manupulation

microprocessor

personal computing

www

global information

ubiquitous computing

A symbiosis of physical and electronic worlds in service of everyday activities.

____And____ explosive technological growth and in _____ need to channel the power.

1940s and 1950s. in 1960s

J.C.R. Licklider at ARPA


single computer supporting multiple users


Time sharing

more suitable medium than paper.


Video display units

(capabilities of visual images were realized)

1962 – Ivan Sutherland's Sketchpad

the right _______ provides building blocks to producing complex interactive systems

Programming toolkit

•______ at Stanford Research Institute

Douglas Engelbart

Programming toolkit

A system is more powerful as it becomes easier to user


personal computing

•_____ at Xerox PARC – the ______ as the ultimate personal computer



1970s – _______ (Seymour Papert) language for simple graphics programming by children

• Allan Kay, Dynabook


• Papert's logo

Personal computing

humans can pursue more than one task at a time

Window systems and the WIMP interface

April 1981 – 8010 Star Information System first commercial windowing system (by _________)

Xerox Corporation

relating computing to other real-world activity is effective teaching technique

metaphor

_______ describes appeal of graphically-based interaction.1984 – Apple Macintosh the model-world metaphorWhat You See Is What You Get (WYSIWYG)



•1982 – Ben Shneiderman

Direct Manupulation

interface replaces underlying system

Direct Manupulation

(memory and expansion)

1945 – Vannevar Bush and the memex

describes hypertext as non-linear browsing structure

mid 1960s – Ted Nelson

project still a dream today

Nelson's Xanadu

key to success in managing explosion of information.


• hypermedia and multimedia

Hypertext

a mode is a human communication channelemphasis on simultaneous use of multiple channels for input and output

Multimodality

removes bias of single user / single computer systemCan no longer neglect the social aspectsElectronic mail(E-mail) is most prominent success

Computer Supported Cooperative Work (CSCW)

Critical mass of users lead to a complete transformation of our information economy.

The worldwide web

Original interfaces, Direct Manipulation/WIMP and Agents

Agent-based interface

"The most profound technologies are those that disappear.”Mark Weiser, 1991


Ubiquitous computing

Humans are good at recognizing the “context” of a situation and reacting appropriately

Sensor-based and Context-aware Interaction

what it is, interventions, goals, constraints.

Design

what happens when.

design process

who they are, what they are like

users

rich stories of design

scenarios

finding your way around a system.

navigation

never get it right first time.

iteration and prototypes

not just interfaces not just the immediate interaction


design interaction

not just artifacts not just the system, but also …- documentation, manuals, tutorials


design intervention

achieving goals within constraints.

design

purpose who is it for, why do they want it.

goals

materials, platforms

constraints

golden rule of your design

understand your material

limitations, capacities, tools, platforms.

understand computer

psychological, social aspects

understand people

accident reports .. aircrash, industrial accident, hospital mistake - enquiry … blames … ‘human error


To err is human

Central Message

User

The process design


Steps


requirements


•analysis


•design


•iteration and prototyping •implementation and deployment

Steps in process design; _______ what is there and what is wanted




requirements

Steps in design process; __________ ordering and understanding.

Analysis

Step in design process; ________ what to do and how to decide.


Design

Step in design process; _______ getting it right … and finding what is really needed!


Iteration and prototyping

Step in design process; _______ making it and getting it out there.

implementation and deployment

-description of an ‘example’ user


-use as surrogate user.


-details matter , it makes her real


Persona

given to people to open in their own environment


cultural probes

Types of cultural probes; _____ sometimes hard, in the home and psychiatric patients, …

Direct Observation

Types of cultural probes; ______ items to prompt responses, ex. glass to listen at wall, camera, postcard.

probe packs

- communicate with others - validate other models - understand dynamics


stories for design

-time is linear - our lives are linear, but don’t show alternatives.

Linearity

one linear path through system

Scenarios

- widget choice


- menus, buttons etc.


- screen design


- application navigation design-environment


-other apps, O/S


Levels

navigation design

-elements and tags & links <a href=“...”>


-page design-site structure


-the web, browser, external links


web

navigation design

- controls - buttons, knobs, dials


- physical layout


- modes of device


- the real world


physical devices

four golden rules…

-knowing where you are


-knowing what you can do.


-knowing where you are going or what will happen.


-knowing where you’ve been or what you’ve done.


shows path through web site hierarchy.

Breadcrumbs

marriage service

UI design

_______ blanks for names pattern of interaction between people

general flow, generic

pattern of interaction between users and system but details differ each time.

computer dialogue

-show different paths through system


-more task oriented then hierarchy


network diagram

logically together  physically together

grouping and structure

-think! - what is natural order-should match screen order! use boxes,

Order of group and item

- use boxes to group


- use fonts for emphasis, headings


decoration

type of alignment; ______ read from left to right (English and European)

alignment-text

types of alignment; ______ Usually scanning for surnames Þ make it easy!


alignment-names

types of alignment; _______


-Which is biggest?


-visually: long number = big number


-align decimal points or right align integers.


alignment-number

the counter (WHAT YOU SEE)

white space

types of white space

space to structure


• space to separate


• space to highlight

- different colours for different functions


- lines around related buttons (temp up/down)


decorations

centered text in buttons


alignment

-defrost settings


-type of food


-time to cook


grouping of items

- type of heating


- temperature


- time to cook


- start


order of items

gaps to aid grouping

whitespace

- use task analysis (ch15)


- groupings


- natural order for entering

logical layout

- standards for common actions


- language – bold = current state or action


labels

- psychological term


- for physical objects


- for screen objects


- culture of computer use


affordance

- aesthetically pleasing designs

aesthetic and utility

- both often used very badly!


- Colour


color and 3D

-changing interfaces for particular cultures/languages

localisation & internationalisation

try to choose symbols etc. that work everywhere


globalisation

getting better and starting well

iteration and prototypes

- moving little by little …


pitfalls of prototyping

Designing for maximum usability

principle of usability


standards and guidelines


design patterns

the goal of interaction design


Designing for maximum usability

general understanding


Principles of usability

direction for design


standards and guidelines

capture and reuse design knowledge.


Design patterns

Types of Design Rules


Principles, Standards and Guidelines

abstract design rules, low authority and high generality


Principles

specific design rules, high authority and limited application


Standards

lower authority and more general application


Guidelines

Principles to support usability


Learnability, Flexibility and Robustness

_____ the ease with which new users can begin effective interaction and achieve maximal performance.


Learnability

the multiplicity of ways the user and system exchange information


Flexibility

the level of support provided the user in determining successful achievement and assessment of goal-directed behaviour.


Robustness

Principles of learnability

Predictability, Synthesizability, Familiarity, Generalizability and Consistency

determining effect of future actions based on past interaction history and operation visibility.


Predictability

determining effect of future actions based on past interaction history and operation visibility.


Predictability

assessing the effect of past actions. immediate vs. eventual honesty.


Synthesizability

how prior knowledge applies to new system and guess ability; affordance.


Familiarity

extending specific interaction knowledge to new situations.


Generalizability

likeness in input/output behaviour arising from similar situations or task objectives.


Consistency

Principles of flexibility


Dialogue initiative, Multithreading, Task Migratability, Substitutivity and Customizability

freedom from system-imposed constraints on input dialogue. system vs. user pre-emptiveness.


Dialogue initiative

ability of system to support user interaction for more than one task at a time. concurrent vs. interleaving; multimodality


Multithreading

passing responsibility for task execution between user and system.


Task Migratability

allowing equivalent values of input and output to be substituted for each other. representation multiplicity; equal opportunity


Substitutivity

modifiability of the user interface by user (adaptability) or system (adaptivity).


Costomizability

Principles of robustness


Observability, Responsiveness, Recoverability and Task Conformance

ability of user to evaluate the internal state of the system from its perceivable representation.

Observability

ability of user to take corrective action once an error has been recognized.

Recoverability

how the user perceives the rate of communication with the system.

Responsiveness

degree to which system services support all of the user's tasks.

Task conformance

- suggest how to increase usability.


- differ in generality and authority.


Design rules

set by national or international bodies to ensure compliance by a large community of designers standards require sound underlying theory and slowly changing technology


Standards

more common than software high authority and low level of detail


Hardware standard

defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks


ISO 9241

- more suggestive and general


- many textbooks and reports full of guidelines


Guidelines

Characteristics of guidelines;


_____ (principles) applicable during early life cycle activities

Abstract guidelines

Characteristics of guidelines;______(style guides) applicable during later life cycle activities

Detailed Guidelines

An approach to reusing knowledge about successful design solutions


HCI design patterns

is an invariant solution to a recurrent problem within a specific context.


Pattern

Characteristics of pattern;


a pattern language should be _____ and assist in the development of complete design

Generative

Characteristics of pattern;


capture design _____ not theory

Practice

Characteristics of pattern;


capture the_____ properties of good examples of design

essential

Characteristics of pattern;


capture the_____ properties of good examples of design

essential common

Characteristics of pattern;


______ design knowledge at varying levels: social, organizational, conceptual, detailed

present

Characteristics of pattern;


embody values and can express what is _____ in interface design

Humane

Characteristics of pattern;


are______ and can therefore be used for communication between all stakeholders

intuitive and readable