Quiz 3

51 flashcardsby Ishan
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1
Affordance
Design hints how to use it (handle = pull)
2
Signifier
A cue showing how to use it ("Push" sign)
3
Mapping
Clear what a control will do (stove dial icons)
4
Affordance vs. mapping
How to use it vs. what it does
5
Perceptibility
User can see the system's state
6
Equity
Same experience for all users
7
Norman's 4 constraints
Physical, cultural, semantic, logical
8
5 learnability principles
Predictability, synthesizability, familiarity, generalizability, consistency
9
Synthesizability
User can see how they got here (undo history)
10
Good representations
Show relationships, cut extra details, show constraints
11
Rapid (steep) learning curve
Learn fast with little experience (good)
12
Slip
Right idea, wrong action
13
Mistake
Wrong idea, wrong action
14
Action-based vs. memory lapse slip
Wrong action vs. forgot an action
15
Rule-based vs. knowledge-based mistake
Wrong decision vs. misread the situation
16
Learned helplessness
User gives up because nothing works
17
Expert blind spot
Experts forget what novices don't know
18
GOMS
Goals, Operators, Methods, Selection rules
19
Operators (GOMS)
Smallest actions
20
Selection rules
How the user picks a method
21
GOMS weakness
Assumes experts; ignores errors
22
KLM
Add up action times to predict task time
23
CMN-GOMS
GOMS with a goal hierarchy
24
NGOMSL
GOMS in plain language
25
Cognitive task analysis
Studies the user's thinking (memory, attention)
26
CTA weaknesses
Slow, ignores context, bad for novices
27
Hierarchical task analysis
Break tasks into smaller subtasks
28
3 types of evaluation
Qualitative, empirical, predictive
29
Reliability vs. validity
Consistent vs. accurate
30
Generalizability
Results apply to others
31
Formative vs. summative
Improve the design vs. prove the result
32
5 things to evaluate
Efficiency, accuracy, learnability, memorability, satisfaction
33
Think-aloud vs. post-event
Talk while using vs. feedback after
34
Between vs. within subjects
One treatment each vs. all treatments each
35
Statistically significant
Under 5% chance it's random
36
Nominal or ordinal data test
Chi-squared
37
Intervalatio data, 2 groups
t-test
38
Intervalatio data, 3+ groups
ANOVA
39
Binomial test
Success or fail data
40
Type I error
False positive
41
Heuristic evaluation
Experts check against design rules
42
Cognitive walkthrough
Step through tasks as a novice
43
Confounding variable
Changes with the IV and muddies results
44
Internal vs. external validity
Caused by the IV vs. applies to the real world
45
Order effects
Earlier conditions affect later ones
46
Counterbalancing
Mix up the order of conditions
47
Latin square
Each condition once in each position
48
Heuristic evaluation key finding
One evaluator misses most problems; use 3–5
49
Heuristic evaluation pros and cons
Cheap and fast, but gives no fixes
50
Cognitive walkthrough focus
Learning by exploring
51
Theory behind cognitive walkthrough
CE+ theory
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