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A comprehensive set of vocabulary flashcards focusing on Human-Computer Interaction principles and concepts.
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Human Action Cycle
Sequence: goal → intention → specify actions → execute → perceive → interpret → evaluate. separates execution vs evaluation; design should minimize gaps.
Purpose of Controls
Allow user to perform actions to achieve goals. Good design: actions are visible, easy, and safe.
Purpose of Displays
Provide information about system state. Good design: relevant, legible, understandable.
Information Theory
Information reduces uncertainty (measured in bits). In HCI, displays reduce uncertainty about system state.
Hick-Hyman Law
More choices increase decision time due to cognitive processing load. Design should reduce options and group logically.
Hick-Hyman Implication
Fewer, clearer options improve speed and reduce errors.
Fitts’ Law
Movement time increases with distance and decreases with target size.
Fitts’ Law Implication
Make buttons large and close to reduce movement time and errors.
Working Memory
Limited capacity system for temporary information processing.
Long-Term Memory
Stores knowledge and experience for later use.
Display Categories
Alerting, monitoring, integrating, navigation, data visualization.
Control Categories
Discrete (buttons), continuous (tracking), input (keyboard).
Alert Levels
Advisory (low), caution (medium), warning (high urgency).
Advisory Alerts
Low urgency; typically visual to indicate status.
Caution Alerts
Moderate urgency; often include auditory signals.
Warning Alerts
High urgency; high salience to demand attention.
Legibility
Ease of reading; affected by contrast and size.
Discriminability
Ability to distinguish between items.
Meaningfulness
Match between symbol and user understanding.
Proximity Principle
Place labels near associated items.
Icons
Visual symbols best for persistent system states.
Earcons
Auditory signals best for time-based events.
Monitoring Displays
Used to track changing system states.
Set Task
User sets a value (e.g., thermostat).
Watch Task
User observes system (e.g., monitor).
Track Task
User follows changing values (e.g., aircraft display).
Analog Display
Continuous representation; good for trends.
Digital Display
Discrete numeric values; good for precision.
Analog Advantage
Shows rate of change and supports mental models.
Digital Advantage
Precise and quick to read exact values.
When Analog is Better
When detecting trends or changes over time.
When Digital is Better
When exact values are required.
Key Design Factors
Rate of change, precision, and range.
Primary Visual Area (PVA)
Area where user focuses most attention.
PVA Rule
Place important and frequent info near PVA.
Clutter Avoidance
Separate unrelated info to reduce overload.
Grouping Principle
Group related elements to aid attention.
Control-Display Compatibility
Controls should match display layout and function.
Configural Displays
Combine multiple variables into one visual pattern.
Benefit of Configural Displays
Reduce mental workload through pattern recognition.
Ecological Interface Design
Visualize system constraints to aid decisions.
Phase-Related Displays
Change based on task stage.
Risk of Phase Displays
Too many modes cause confusion.
Head-Up Displays (HUD)
Overlay info in user’s view to reduce attention shifts.
HUD Risk
Clutter and distraction.
Head-Mounted Displays (HMD)
VR/AR displays attached to head.
HMD Issues
Lag, discomfort, misalignment.
Pursuit Display
Shows both input and system output.
Pursuit Advantage
Allows prediction of disturbances.
Compensatory Display
Shows only error relative to target.
Compensatory Advantage
Simpler when prediction is not possible.
Navigation Tasks
Direct, plan, reorient, track.
Route Lists
Static directions that do not update.
Command Displays
Dynamic navigation instructions.
Map Legibility
Requires good contrast and readable labels.
You Are Here
Helps orientation on maps.
Map Orientation
Should minimize need for mental rotation.
Map Scale
Allows zooming for detail or overview.
2D Maps
Best for precision tasks like driving.
3D Maps
Best for terrain understanding.
Tables
Provide precise numerical values.
Graphs
Show trends and relationships.
Scatterplot
Shows relationships between variables.
Histogram
Shows distribution of data.
Timeline
Shows change over time.
Box Plot
Compares distributions.
Network Diagram
Shows connections.
Dendrogram
Shows hierarchy.
Interval Data
Numeric values with meaningful differences.
Ordinal Data
Ranked categories.
Nominal Data
Categories without order.
Position Encoding
Most accurate visual representation.
Color Encoding
Best for categorical (nominal) data.
Color Rule
Use fewer than 7 colors.
Feedback
Confirms system response to action.
Feedback Importance
Prevents user uncertainty and errors.
Button Size
Small buttons increase errors (Fitts’ Law).
Redundancy Gain
Use multiple cues to improve recognition.
Labeling
Reduces confusion and training needs.
Blind Operation
Allows control without vision via touch.
Numeric Keypad
3x3 layout reduces movement time.
QWERTY
Historical design from typewriters.
Dvorak
More efficient key placement.
Chording Keyboard
Multiple keys pressed simultaneously.
Chording Advantage
Faster with practice, less movement.
Voice Benefit
Hands-free, natural interaction.
Voice Limitation
Affected by noise and variability.
Vocabulary Issue
Limited commands reduce flexibility.
Best Use
When hands/eyes are occupied.
Poor Use
Continuous precise control.
Open-Loop Control
No feedback; fast but error-prone.
Closed-Loop Control
Uses feedback; slower but accurate.
Bandwidth
Frequency of required corrections.
High Bandwidth
Harder task, more workload.
Zero-Order Control
Position directly controls output.
First-Order Control
Controls velocity.
Second-Order Control
Controls acceleration; hardest due to lag.
Gain
Output produced per input.
High Gain
Fast but causes overcorrection.
Low Gain
Accurate but slow.