Wednesday 15 June 2011

Human Computer Interaction Exam

Hi all,

tl;dr: That's Ok. This post is more for myself then you guys. Just watch the video, I bet you get it wrong. Silly noobs. Foo, I have used you as my reasoning examples, for lulz. See way below.

Today is the day I am sitting my Human Computer Interaction exam. I'm such a bullshit topic really. Talks about how people interact with a computer. Though it is quite useful for design purposes, most of the thing they teach are ridiculous.

I'm putting these here to show to myself I haven't forgot the random ass acronyms we came up with the remember everything.

Nielson's Heuristics: VMUCERFAHH: These are the things that every website should have, for ease of use.
Visibility of system status
Match between the system and the real world
User control and freedom
Error prevention
Recognition over recall
Flexibility and efficiency
Aesthetics
Help and documentation
(H something that means)Error recovery
NOTE: My blog fits all of these requirements :D

Gestalt's Principles of Perception: CAPS 3123: The way humans perceive things.
(Good) Continuity
Closure
Common Fate
Area
Proximity
Pragnanz
Similarity
Symmetry
Surroundedness

Usability Testing: MESELF: What we test when we are testing usability of a website.
Memorability
Efficiency
Subjective satisfaction
Error frequency and severity
Learning
Fit for use

Principles of Aesthetics: PUBE PCI: Three things that relate to aesthetics on a computer.
(P is for principle of aesthetics)
Unity
Balance
Emphasis
    -Placement
    -Contrast
    -Isolation

Principles of Interaction Design: FUSSness and SiMPiVity: Things that we want for good interaction design.
FUSSness
Effectiveness/Usefullness
    -Flexibility
    -Utility
    -Safety
    -Stability
SiMPiVity
Efficiency/Usability
    -Simplicity
    -Memorability
    -Predictability
    -Visibility

Other non acronym notes:
Colour
    -Hue - the colour
    -Saturation - the amount of colour in the colour
    -Value - brightness
Monochromatic - one colour scale
Analogous - colours next to each other
Complimentary - opposite colours
Dissonant - clashing colours (disgusting)
Triadic - three colours where any two are dissonant (and it looks good some how)

Sound
Earcons - synthesised sounds.
Auditory icon - natural noises.

Gulfs and Distances
Gulf of Execution - hard to do what you want to do in a system.
Gulf of Evaulation - hard to see what a system does.
Semantic Distance - distance between what you want to do and what the system actually does.
Articulatory Distance - distance between what you think a system does and what it actually does.

Affordance - expectations from the look of a system - a door with a handle you expect to pull

Analysis Techniques
    Brain storm - obvious - quick, easy - can go beyond problem space
    Card sort - label cards and group card together - quick, easy, in problem space - your interpretation might be different from anothers
    Persona - create a person on paper - easy, fast, give an idea of the users - may not be a good indicator of the systems users
    Scenarios - create a scenario of what could happen - fast, shows potential system flaws, allows an ease of use study - may not be a good indicator of what the users are using the system for

Interaction Styles
Command Line - CLI
Menu Based - iPod
Form Fill-in - Sign up sheet
Question and Answer - Windows install wizard
Direct Manipulation - drag and drop
Metaphors - Desktop, trashcan
Web Navigation - web nagivation...
3D Environments - Games, decent games
Zoomable Interface - Google Maps
Natural Language - Car GPS talk to you thingys

Human
Hearing 20Hz - 15kHz
Touch - Haptics - Reaction time depends on stimuli
Fitt's Law - Time taken to click a button - a + b binarylog(D/S + 1)
Memory
    -Sensory - moved to short with attention - visual = iconic - aural = echoic - haptic = tactile
    -Short Term - moved to long with rehearsal - 7 +-2 chucks of information
    -Long Term - little to no decay - overriden by interferance - uses:
    Semantic network - a tree

    Frame - data structure
    Script - walkthrough guide of assuming what happens
    Procedural - condition and action


 Reasoning
    -Deductive - if x then y - Foo wears shorts on Wednesday. It is Wedsnesday therefore Foo is wearing shorts.
    -Inductive - hypothesis therefore conclusion (generalisation) - I have only seen pink pigs therefore all pigs are pink.
    -Abductive - conclusion therefore hypothesis - Foo drives fast when drunk. I have seen Foo driving fast, therefore, Foo is drunk.

Errors
Slips - Knowing you should always be making probes.
Mistake - Intentionally stopping probe production to mass army

Standards and Patterns
Standards - cost money - ISO - you must follow
Patterns - free - guidelines



END:
Ok that's all I'm doing.
I hope you didn't actually read all of that.
If you are doing an HCI course this might come in handy.
Otherwise I will see you all tomorrow.
Phase One from this post should be happening today (15th).
Will report on that when the time comes.

cheers,
Milk

3 comments:

  1. Interesting . . . lol if only my scooter actually went faster when I was drunk

    ReplyDelete
  2. im taking hci exam tmrw..this really come in handy..although some of the terms are bit different..

    ReplyDelete