HCI Final Exam Review

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66 Terms

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Prototyping Theory

Principles and practices of creating prototypes during the design and development of interactive systems. Involves building systems to explore, test, and refine design ideas before committing to full-scale development

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Low-Fidelity

Just enough details to communicate the idea (layout/structure…)

Focuses on the solution/idea not the visuals

Done quickly and in high amounts

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Medium-Fidelity

Iterating on the low-fidelity, focusing on how the idea could be implemented. Incorporates basic visuals such as color (not many), typography and graphics.

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High-Fidelity

Feature polished design that emulates the look and feel of the final product.

Used for demonstrating to stakeholder, usability testing, gathering feedback on designs and interactions.

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Role Prototypes

Focuses on everything surrounding the idea itself. Looks at the benefits the user will experience, how the concept would function in the user’s life and the context it exists in (slice of life)

Includes: Storyboarding, journey mapping, concept videos

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Look & Feel Prototypes

Defines the sensory experience of interacting with the idea (the sensory experience)

Includes: Wireframing, moodboards, interactive demos

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Implementation Prototypes

How the idea will be produced and delivered as a solution. Focuses on the logistics of making the idea real (nuts and bolts)

Low fidelity: pseudocode, state machine diagram, flowcharts

Medium fidelity: test cases, benchmarks

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Integration Prototypes

Built to represent the complete user experience. Bringing together role, look and feel, and implementation

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Hierarchy of Saliency

Levels of ‘attention’ (saliency = attention). Things like color, thickness, size, tone, etc., can play a role in drawing more attention to certain design aspects

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Serif

A small decorative flourish on the end of the strokes that make up letters and symbols

Used: Where legibility matters, high resolution displays, paragraphs

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Sans Serif

No flourishes on the end of the stroke of letters and symbols

Used: Where readability matters, low resolution displays, headings and titles

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Mono

Fonts where characters each occupy the same amount of horizontal space

Used: Where alignment matters (code editors)

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Hue (HSV)

Represents the pure color

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Saturation (HSV)

Represents the intensity of the color

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Value (HSV)

Represents the brightness or lightness. Determine how light or dark a color appears

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Slips

Occurs when the goal is correct, but the required actions are not done properly (task understood, bad execution)

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Mistakes

Occurs when the goal or plan is wrong (task misunderstood)

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Mental Models

An internal representation or understanding that a user develops about a system after interacting with it

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Metaphors

Used to map an existing mental model to the actions and feedback of a target interaction

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Gulf of Execution

The gap between the user’s goals or intentions and the actions they need to take

Plan, Specify, Perform

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Gulf of Evaluation

The gap between the system’s output and the user’s understanding or interpretation of the state

Perceive, Interpret, Compare

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Murray’s Four Affordances

Participatory Affordances

Encyclopedic Affordances

Procedural Affordances

Spatial Affordances

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Cognitive Affordances

Aligning with user’s existing mental model and expectations

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Participatory Affordances

Design features or characteristics of an interface that encourages and enables users to actively engage, contribute and collaborate in the interaction process

(Empowers users to play an active role in shaping their experience)

Creating the feeling of agency

From Content-Consumer to Producer

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Spatial Affordances

Design features and characteristics of an environment that provide cues and signals to users about how to interact with and navigate through that space

Repetition: Power Law of Practice/Flow

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Encyclopedic Affordances

How information is organized within an interface

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The Medium is the Message

The nature of the medium (where or how the content is presented) can be just as or even more influential than the actual message itself

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Empathy Maps

A way to structure how we can empathize with our users

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Personas

A depiction of a user group (not a single person) that is used to mitigate egocentric fallacy (designing for yourself)

Helps subvert stereotypes

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Pre-attentive Cues

Visual Stimulus that can be perceived and processed in the sensory memory without requiring conscious attention (detected automatically, often within 200-250 milliseconds)

Use preattentive cue to reduce the cognitive load on the user

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Working Memory

A part of short-term memory responsible for temporary storage

Capacity: 7 ± 2 chunks

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Chunking

Decompose complex information into chunks, making it easier for working memory and cognitive process

3 chunks (sweet spot)

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LTM (Long-term Memory)

A part of our memory system responsible for storage and retrieval of information over long periods of time

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STM (Short-term Memory)

Responsible for temporarily storing and managing information required for completing complex tasks.

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Auditory Stores

Audio half-life: 1500ms

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Visual Stores

Visual half-life: 200ms

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Medium Props

The physical or conceptual tools and elements that are used to convey messages through various media

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useState

A React Hook that allows you to add state to functional components in order to manage and update dynamic data within the component.

const [plants, setPlants] = useState([‘Rose’, ‘Lily’]);

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Flexbox

A CSS Layout model that is direction-agnostic. (can layout items horizontal/vertical)

display: flex

flex-direction: horizontal

align-items: flex-start

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KLM (Keystroke Level Model)

K - Keystroke - 80ms(best)/200ms(avg)/750ms(bad)

P - Pointing - 1100ms

H - Homing - 40ms

M - Mental Prep - 1350ms

Typing (‘hello world’) = M (mental prep) + 11K (keys)

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Fitts’ Law

Movement time calculation for moving mouse to target

MT - Average Movement Time

a - empirical constant, device specific

b - empirical constant, device specific (smaller b = faster input)

D - distance from starting point to the center of the target

W - width of the target measured along the axis of motion (error tolerance)

<p>Movement time calculation for moving mouse to target</p><p>MT - Average Movement Time</p><p>a - empirical constant, device specific</p><p>b - empirical constant, device specific (smaller b = faster input)</p><p>D - distance from starting point to the center of the target</p><p>W - width of the target measured along the axis of motion (error tolerance)</p>
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Hicks’ Law

The time it takes to make a decision increases with the number of choices given

RT - reaction time

a - empirical constant, device dependent

b - empirical constant, user dependent

n - number of choices

+ 1 = null decision (choice of not acting)

<p>The time it takes to make a decision increases with the number of choices given</p><p>RT - reaction time </p><p>a - empirical constant, device dependent </p><p>b - empirical constant, user dependent </p><p>n - number of choices </p><p>+ 1 = null decision (choice of not acting)</p>
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Touch vs. Screen Interactions

Affordances of touch interactions: Gestures (swipe, pinch)

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Representational Strategies (PA)

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Gather > Props > Expose > Evaluate

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Places and Waypoints

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Affective Design

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LTM (SA)

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Likert Scales

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Semantic Differentials

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Accessibility

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Participatory Models

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Machine Model

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Tool Model

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Companion Model

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Game Model

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Organization (EA)

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Taxonomy

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Typology

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Ontology

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Schemas

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Encouraging Participation (PA)

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fetch

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useEffect

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Semantic UI

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Prototyping Encyclopedic Affordances