HCI 3RD CHAPTER

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51 Terms

1

interaction models

translations between user and system •

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2

ergonomics

physical characteristics of interaction •

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3

interaction styles

the nature of user/system dialog •

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4

context

social, organizational, motivational

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5

Interaction

involves at least two participants: the user and the system

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6

domain

the area of work under study

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7

task

how you go about doing it

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8

goal

what you want to achieve

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9

Intention

Is a specific action required to meet the goal

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10

Donald Norman’s model

Seven stages – user establishes the goal – formulates intention – specifies actions at interface – executes action – perceives system state – interprets system state – evaluates system state with respect to goal

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11

gulf of execution

is the difference between the user’s formulation of the actions to reach the goal and the actions allowed by the system.)

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12

Abowd and Beale framework

has 4 parts – user – input – system – output

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13

Ergonomics

Study of the physical characteristics of interaction

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14

Ergonomics - examples

• arrangement of controls and displays

surrounding environment

• health issues

• use of colour

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15

industrial interface

traditional … dials and knobs – now … screens and keypads

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16

glass interface

cheaper, more flexible, multiple representations, precise values

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17

Command line interface

Way of expressing instructions to the computer directly

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18

Menus

Set of options displayed on the screen

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19

Natural language

Familiar to user • speech recognition or typed natural language

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20

Query interfaces

Question/answer interfaces

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21

Form-fills

Primarily for data entry or data retrieval

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22

Spreadsheets

sophisticated variation of form-filling. – grid of cells contain a value or a formula

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23

WIMP Interface

default style for majority of interactive computer systems, especially PCs and desktop machines

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24

Windows

Areas of the screen that behave as if they were independent

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25

Icons

small picture or image • represents some object in the interface

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26

Pointers

important component, uses mouse, trackpad, joystick, trackball, cursor keys or keyboard shortcuts

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27

Menus

Choice of operations or services offered on the screen

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28

Contextual menu

appears where you are

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29

pop-up menus

actions for selected object

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30

pie menus

arranged in a circle

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31

hierarchical menu structure

menu selection opens new menu

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32

key combinations

same effect as menu item

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33

Buttons

individual and isolated regions within a display that can be selected to invoke an action

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34

Toolbars

long lines of icons, fast access to common actions

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35

palettes

little windows of actions

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36

Dialogue boxes

information windows that pop up to inform of an important event or request information.

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37

Context

Interaction affected by social and organizational context

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38

Norman’s model

concentrates on user’s view of the interface

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39

slip

better interface design

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40

mistake

better understanding of system

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41

slip

understand system and goal, correct formulation of action

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42

interaction

translation between languages

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43

true

controls grouped according to function or frequency of use, or sequentially

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44

direct manipulation

user interacts with artificial world

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45

indirect manipulation

user interacts with real world through interface

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46

Query languages

used to retrieve information from database

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47

Point and click interfaces

used in .. – multimedia – web browsers – hypertext

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48

Three dimensional interfaces

virtual reality, ordinary’ window systems, 3D workspaces

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49

Keyboard accelerators

key combinations - same effect as menu item

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50

tear-off and pin-up menus

menu ‘tears off’ to become palette

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51

spring back controls

one-shot buttons, joystick

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