HCI 1 (HCI princinples)

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Anonymous
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HCI 1 (HCI princinples)
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2013-05-13 05:50:43
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human copmuter interaction hci science software
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edinburgh uni HCI exam preparation
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  1. define HCI
    "Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them."    Association for Computing Machinery
  2. Name the three paradigms of HCI
  3. Name three types of HCI design rules and statae the functions/differences
    Principles (abstract design rules - "an interface should be easy to navigate"), guidelines (how to achieve principle - "use colour to highlight links") and standards (specific, measurable rules - "MondoDesktop links are RGB #1010D0")
  4. Give three names of famous people that created HCI design rules
    Shneiderman, Norman and Nielsen
  5. Name Shneiderman's 8 design rules
    • 1. strive for consistency
    • 2. enable frequent users to use shortcuts
    • 3. offer informative feedback
    • 4. design dialogs to yield closure
    • 5. offer error prevention and simple error handling
    • 6. permit easy reversal of actions
    • 7. support internal locus of control
    • 8. reduce short term memory load
  6. Norman's 7 principles
    • 1. use both knowledge in the world and knodledge in the head
    • 2. simplify structure of tasks
    • 3. make things visible
    • 4. get the mappings right
    • 5. exploit the power of constraints, borth natural and artificial
    • 6. design for error
    • 7. when all else fails, standardize
  7. Lis Nielsen's 10 usability heuristics
    • 1. visibility of system status
    • 2. match between system and the real world
    • 3. user control and freedom
    • 4. consistency and standards
    • 5. help users recognize, diagnose and recover from errors
    • 6. errror prevention
    • 7. recognition rather than recall
    • 8. flexibility and efficiency of use
    • 9. aesthetic and minimalist design
    • 10. help and documentation
  8. What are Dix's three principles?
    Learnability Flexibility and Robustness
  9. What does Learnability refer to?
    the ease with which users can begin effective interaction and achieve maximal performance (e.g. familiarity, generalisability, predictability)
  10. What does Flexibility refer to?
    the multiplicity of ways the user and system exchange information (e.g. customizability, substitutability, user control)
  11. What does Robustness refer to?
    the level of support provided to the user in determining succesful achievement and assesment of goa-directed behaviour (e.g. observability, recoverability)
  12. Where do the design rules come from? (4 cases)
    Some are result of empirical study (e.g. Nielsen based his rules on a study of 149 usability problems)

    some are derived from particular charecterisations of the natur of human action (Norman)

    some are collections of experience (Shneiderman)

    some can be directly related to computational complexity

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