Quiz 2

64 flashcardsby Ishan
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1
Direct manipulation
Feeling like you control the object itself
2
Invisible interface
One you don't notice, so you focus only on the task
3
Two parts of directness (Hutchins, Hollan, Norman)
Distance and direct engagement
4
Semantic distance
How hard it is to know what to do
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Articulatory distance
How hard it is to do it
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Example of semantic and articulatory distance
Command line: must know and type the move command. Touchscreen: just drag the file
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Direct engagement
Feeling like you're handling the objects, not the computer
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Two ways an interface becomes invisible
Learning and design
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Example of invisibility by learning
Steering wheel when driving
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Example of invisibility by design
Stylus on a tablet feels like paper
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Which invisibility should designers aim for?
Design, because users won't spend long learning our interfaces
12
Affordance
The look shows how to use it
13
5 tips for invisible interfaces
Affordances, know your user, differentiate your user, let the interface teach, talk to your user
14
Three human systems
Input, processing, output
15
Design rule about color
Never rely on color alone
16
Three kinds of memory
Perceptual store, short-term, long-term
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Parts of the Baddeley and Hitch model
Visuospatial sketchpad, phonological loop, episodic buffer, central executive
18
How much can short-term memory hold?
4 to 5 chunks
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Chunking
Grouping info into one unit
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Example of chunking
Phone number split as 555-123-4567
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Example of recognition over recall
Menus and toolbars
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Procedural vs. declarative knowledge
Knowing how vs. knowing facts
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Cognitive load
How much mental effort a task uses
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Example of cognitive load from outside the interface
Driving while using a GPS
25
Motor system
What users can physically do, like precision
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Example of a motor system problem
Spotify close button next to skip
27
Biggest design mistake
Designing before understanding users
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Second biggest design mistake
Picking one idea too early
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Problem space vs. design space
The problem vs. all possible solutions
30
Why brainstorm individually first?
Groups agree too early
31
Thompson's group brainstorming blockers (4)
Social loafing, conformity, production blocking, performance matching
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Social loafing
People work less hard in a group because no one feels responsible
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Fix for social loafing
Brainstorm alone first, then go through everyone's ideas
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Conformity
People want to agree, so the group ends up with fewer and similar ideas
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Production blocking
A few people talk the most, so others' ideas don't get heard
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Fix for production blocking
Timer limiting how long each person talks
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Performance matching
Everyone's energy evens out, and the group slowly loses momentum
38
Osborn's brainstorming rules (4)
Expressiveness, nonevaluation, quantity, building
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Expressiveness
Say every idea out loud, even weird ones
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Nonevaluation
Don't judge or criticize ideas yet
41
Persona
A made-up character representing a user
42
User profiles
Lists of user traits that map all your users
43
Timeline
A persona stretched over time
44
Scenarios and storyboards
Specific situations, good for edge cases
45
Example of a scenario
Fire truck drowns out the audiobook. How does the user recover?
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User modeling
Comparing designs objectively with task analysis
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Goal after brainstorming
Narrow to 3 or 4 ideas to prototype
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Fidelity
How complete a prototype is
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Main prototyping tradeoff
Low-fi is easy to change; high-fi is detailed
50
What fidelity should the first prototype be?
Low fidelity
51
Horizontal prototype
Whole design, shallow
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Vertical prototype
One part, deep detail
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Card prototype
One screen per card to simulate use
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Wizard of Oz prototype
A hidden person acts as the system
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First prototype for a voice interface
Wizard of Oz
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Wireframe
A detailed digital mockup
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Multi-level prototyping
Different parts at different fidelities
58
Distance
Distance is the mental effort to know and do
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Example of direct manipulation
Pinch to zoom on a photo
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Example of not direct manipulation
Typing a command to move a file, or two-finger tap to right-click
61
Why not rely on color alone?
Many users are colorblind (about 1 in 12 men)
62
Example of designing around color
Red error field plus an icon and error message
63
Center of vision
Best for detail, color, tracking movement
64
Peripheral vision
Good at noticing motion, bad at detail and color
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