INFO3315Human-Computer Interaction

    Exam cheatsheet

    One A4 sheet, both sides. Lectures 1 to 10. In the print dialog choose A4, margins None or Minimum, scale 100%, and double-sided (flip on long edge).

    L1 HCI, usability, rules

    HCI (SIGCHI 1992): design, evaluation, implementation of interactive systems for human use + study of major phenomena around them. 4 reasons for studies: understand good interaction and why it works; design good UIs; evaluate UI quality; improve / invent interaction. Disciplines: human factors, psychology/cognition, CS, engineering, ergonomics, social science. Multi-disciplinary team: + knowledge, more ideas; − communication. Book: Sharp, Preece, Rogers, Interaction Design 5e.

    Usability (ISO 9241-11:2018): specified users, goals, context → effectiveness, efficiency, satisfaction. UX (ISO 9241-210): perceptions and responses from use of a product, system or service. Utility = right functions. Usefulness = needs usability AND utility. Easy but missing features = usable, not useful. Powerful but hard = high utility, low usability, potentially useful. Usability ≠ looks; not only final-stage.

    6 usability goals: effectiveness (does what it should); efficiency (productivity AFTER learning); safety (errors, recovery); utility; learnability (first encounter, self-exploration); memorability (return after time away). Cannot max all: trade-offs, prioritise, quantitative indicators. Shortcuts = efficiency, not learnability. Missing function = utility gap; no undo = safety.

    Rule types: standards (high authority, low generality, e.g. ISO); guidelines (best practice, in-company consistency; iOS HIG, Material); principles (abstract, low authority); patterns (common practice, NOT necessarily good); anti-pattern (poor practice); dark pattern (tricks users, stakeholder over user value). Principles: visibility, consistency, affordances, feedback, constraints, mapping.

    Shneiderman 8: consistency; shortcuts for frequent users; informative feedback; dialogs yield closure; error prevention + simple handling; easy reversal; internal locus of control; reduce STM load.

    Nielsen 10: 1 visibility of system status; 2 match system/real world; 3 user control and freedom; 4 consistency and standards; 5 error prevention; 6 recognition not recall; 7 flexibility and efficiency; 8 aesthetic and minimalist; 9 help recognise, diagnose, recover from errors; 10 help and documentation. Overlaps: consistency, feedback/visibility, STM/recognition, shortcuts/flexibility, error prevention. "Closure" and "locus of control" = Shneiderman only; "minimalist" = Nielsen only.

    L2 Perception, memory, attention

    Vision: fovea = cones, central, sharp, ~5 to 18 deg, reading. Periphery = rods, blurred, movement and brightness change. Pop-out needs a feature contrast the periphery detects (many similar red items do not pop). Put errors where the user looks.

    Gestalt (7): proximity (close = group); similarity (colour/shape/size); common fate (moves together); continuity (continuous forms); closure (fills gaps); symmetry (reduces complexity); figure/ground (pop-ups). Implication: visual hierarchy. Trap: each option is true of a different law, so read the law in the stem.

    Sound: 20 Hz to 20 kHz, most sensitive 1 to 4 kHz. Intensity = loudness (dB), frequency = pitch (Hz), timbre = instrument. Whisper 15, talk 60, horn 110, concert 120+ dB. Alerts +: less visual attention, multitask, less screen info, hard to ignore. −: low resolution, absolute data hard, need 2 sounds for up/down, annoying. Phoneme; phonemic restoration (Warren 1970); sine-wave speech (Remez 1981). Artificial voices: accentuate intonation.

    Haptics (ISO 9241-910:2011): skin, muscles, joints, tendons. Touch/tactile = skin; kinaesthesis = muscles/joints (proprioception, NOT touch). 3 modalities: discriminative touch (mechanoreceptors), temperature + pain (free nerve endings), kinesthetic. Fingertip acuity 1 to 2 mm (two-point threshold).

    Working memory: central executive (decisions), visuo-spatial sketchpad (visual), articulatory loop (auditory); rehearsal or decay. Long-term: semantic (meaning), procedural (how-to: typing, driving), episodic/autobiographical (events), permastore (lifetime). Recognition (cue shown, easy) vs recall (no cue, hard). Prefer recognition: less LTM effort, less WM load, supports decisions and error recovery. Recall is NOT faster or more satisfying.

    Attention: selective = Broadbent early selection; divided (multitasking) = Kahneman capacity allocation. Stroop effect. Response time = reaction + movement. Fitts: T = a + b log2(D/W + 1); D up = slower, W up = faster; a = start/stop, b = device speed. Big, near targets.

    Emotion: Maslow (basic, psychological, self-fulfilment). Ortony et al. 2005: visceral (look, feel, sound), behavioural (use = usability), reflective (meaning, personal value, e.g. MoonSwatch). Affective computing; Galvactivator (skin conductance).

    L3 Frameworks, process, PACT

    Internal: info-processing model, mental models, gulfs. External: distributed cognition (propagation across representations), external cognition (tools). Model Human Processor: Card, Moran, Newell 1986. Gulf of execution: goal to system means ("What do I do now?"). Gulf of evaluation: effort to read system state ("What happened?", re-clicking Submit). Norman 7 stages: Exec 1 goal, 2 intention, 3 specify action, 4 execute; Eval 5 perceive, 6 interpret, 7 evaluate. Goal = stage 1 of execution.

    Interaction design: goal-directed, creative problem-solving; Saffer 2010 "facilitating interactions between humans through products and services". UCD (Gould and Lewis 1985): early focus on users and tasks; empirical measurement; iterative design. Involve users: usable and used, ownership, expectations. Too much participation: conflict, rework. Inspections can inform revisions (sample key: iteration = real users).

    Double Diamond: Discover, Define, Develop, Deliver. 4 basic activities: discover requirements, design alternatives, prototype, evaluate. Lifecycles: waterfall, spiral, agile (1 to 3 week timeboxes; XP, Scrum, Kanban, DSDM). Parallel tracks: vision first, design 1 iteration ahead. Docs: minimal, not none. Stakeholders = direct or indirect influence. Usability engineering = measurable criteria. A/B testing.

    PACT: People, Activities, Contexts, Technologies. People: physical, psychological, language/culture, experience/personality, goals. Activity: temporal, cooperative, complexity, safety-critical, data and content. Context (3 only): organisational, social, physical. Tech: input (alphanumeric, numeric, indirect/direct pointing, speech, sensors, eye, brain); output (screen, multi-touch, printer, sound/earcons/TTS, haptics). Earcon = audible alert.

    L4 Requirements, data gathering

    6 requirement types: functional (what it does); data (type, volatility, size, persistence, accuracy, value); environment (physical, social, organisational, technical); user (profile: background, language, education, disability; novice/expert, frequent/casual); usability; UX. Story: As a <role>, I want <behaviour> so that <benefit>. MoSCoW: Must, Should, Could, Won't (this time). Others: Kano, 100 dollar test, cost of delay.

    5 data-gathering issues: goals; whom; relationship; triangulation (more than one method or data type); pilot. Sampling: probabilistic = known chance (census, random, stratified); non-probabilistic = unknown (snowball, self-selected, volunteer). PIS + consent form.

    Survey: attitudes, awareness, intent; NOT precise measures or usability problems. + many, cheap, non-intrusive; − shallow, no follow-up. Open: own words, rich qualitative, effort. Closed: ordered (ranking, Likert) / unordered; easier stats. Validated: SUS, CSUQ, QUIS, WAMMI.

    Interview: unstructured (topic guide); semi (probe); fully structured (same Qs, same order, easy to compare, hard to follow up). Unfamiliar domain = unstructured/semi. Phases: intro, warm-up, main, cool-off, closure. No double-barrelled / double-negative Qs; break at least every 2 h. Prestige bias. Focus group 3 to 10, facilitator: + sensitive/diverse issues, consensus, interaction; − controversial topics, group-dependent, high effort.

    Observation: direct vs indirect (diaries, logs, video). Silent; think aloud; constructive interaction (2 people). Frames: person/place/thing; Robson 2014: space, actors, activities, objects, acts, events, time, goals, feelings. Logging: unobtrusive, privacy. Diary: feedback vs elicitation; structured/unstructured. Issues: presence alters behaviour, overt/covert, recording, timing; not only labs.

    L5 Analysis, tasks, personas

    7 techniques: survey, interviews, focus groups, observation, contextual inquiry, ethnography, documentation. CI = interview + observation; 4 principles: context, partnership, interpretation, focus. Ethnography: immersion, full participant to full observer. Documentation: background/legislation, never alone. Choose by: focus, participants, nature of technique, resources. Combine: observation = context; interview = specific users; survey = reach; focus group = consensus.

    Quantitative: numbers; mean, median, mode, SD; significance test compares means; Pearson correlation. Qualitative: words/images; themes, patterns, stories. Clean data (age 223); coding = to numeric. Inductive = bottom-up (themes, affinity diagram); deductive = top-down (preset categories). Critical incidents. Interaction analysis (video, inductive) vs content analysis (preferences). Excel, SPSS, R; nVivo, Atlas.ti.

    Task analysis: HTA (logic of task) vs cognitive (cognitive walkthrough, GOMS). HTA: goal on top, 4 to 8 subtasks, plans = order/conditions (not tasks); outputs manuals, interface design. GOMS: Goals, Operators, Methods, Selection rules.

    Use case: essential (user intention vs system responsibility, no implementation) vs normal + alternative courses. Diagram: ellipse = use case; stick figure = actor (person, org, external system); box = boundary; line = association. Persona: synthesised, typical not idealised; fixes elastic user. Types: primary, secondary, supplementary, customer, served, negative. Scenario: persona's task story: who, trigger, what happens, outcome. Courage and Baxter 2005.

    L6 Models, interaction, prototypes

    Conceptual model (Johnson and Henderson 2002): high-level how it is organised and operates. Metaphor jobs: conceptualise activity, instantiate model (desktop), visualise operation (cart). Choose (4): understand function; spot problems; generate; evaluate. Evaluate (5): structure? relevant? easy to represent? understood? extensible? + easy to learn, helps model, diverse users, innovation; − constrains design, limits understanding, poor designs, clashes with new models, breaks cultural rules (recycle bin on desktop).

    5 interaction types: instructing (commands, repetitive); conversing (dialogue: phone, disability, children, elderly); manipulating (drag, zoom; affordances); exploring (VR, AR); responding (system initiates). Direct manipulation (3): continuous representation; rapid, reversible, incremental actions with feedback; physical actions not syntax. Interaction type ≠ interface type. Object/operation: nouns + attributes + verbs; exclude buttons, menus.

    Sketch: quick, timely, inexpensive, disposable, plentiful. Storyboard = context of use, 3 to 7 scenes; wireflow = user view through a task; wireframe = one screen, structure. Lo-fi: early, no commitment (sketches, cards, Wizard of Oz). Hi-fi: final look/feel (tool, GUI builder). Paper: 3x5 cards, non-technical input, fast. Wizard of Oz = human fakes system; video prototype = techniques, not fidelity levels. Horizontal = breadth, little detail; vertical = depth, few functions (Hartson and Pyla 2019).

    L7 Evaluation planning, inspection

    Tools: clickthrough linked by hotspots; Balsamiq; POP (iPhone), Prott (Android). Physical: Arduino, micro:bit, MaKey MaKey; 3D print, laser cut, printed electronics. Why evaluate (4): features/function; effects on users; unforeseen problems; vs competitors. Where: usability lab (controlled, one aspect, equipment; unnatural, hard to generalise), naturalistic (realistic, long-term, UX; hard to run, uncontrolled), research lab, remote. When: iterative; pre-deployment acceptance; post ("permanent beta"). 7 steps: aims; methods; non-participant first; plan participant tests; recruit/setup; run; analyse/report.

    Ethics (approval before study; RCOS storage). Before: pilot; system tested, not user; can stop any time; anonymise; informed consent, no coercion. During: one task at a time, early success, breaks, no displeasure, no outsiders. After: thank, answer questions without biasing, share media only with permission.

    Heuristic evaluation: few experts check whole UI vs Nielsen 10 (from 249 problems); each alone, then merge; briefing, 1 to 2 h (2 passes), debrief. 5 evaluators = 75 to 80% (Nielsen and Mack 1994). + no users; − trivial/false alarms, costly experts, bias. Cognitive walkthrough: ease of learning, one task + scenario, Norman gulfs. Qs: 0 need for sub-task understood? 1 correct action obvious? 2 label understood? 3 result interpreted right? + no users, cheap; − labour-heavy. WCAG usable as heuristics.

    Analytics: logs actions, unobtrusive, ethics if unaware; web, learning, visual. A/B: 2 versions, 2 user groups, large scale. Model-based: formulas predict performance without users (Fitts).

    L8 Testing, experiments, field

    Usability test: typical users, typical tasks; timed, logged, questionnaires. 5 roles: facilitator (in lab, puts user at ease); prototype executor (lo-fi only, silent); quantitative collector; qualitative collector; supporting actors. Quant: task time, errors per task, errors per time, help navigations. Qual: notes, critical incidents, think-aloud. Tasks: representative, frequent, critical; what, not how. 3 to 5 participants (~80%); typically 5 to 10.

    Consent: PIS + PCF (sign before session; 2 copies); NDA if IP. Pre/post questionnaires: SUS, USE. Session 30 to 120 min. SUS: odd = r − 1; even = 5 − r; sum x 2.5 = /100; average 68.

    Experiment: tests hypothesis (relationship of variables). IV = manipulated; DV = measured outcome. Between (different participants per condition; many; pre-test). Within (same participants, all conditions; counter-balance order effects). Matched pairs (match then randomly allocate). 7 steps: goals/hypothesis; design/variables; subjects; pilot; improve; run; accept/reject. Test: improve product, few people, usually not completely replicable. Experiment: new knowledge, many people, statistical, replicable.

    Field study: natural settings; "in the wild"; minutes to years. Uses: opportunities, requirements, how to introduce tech, evaluate in use. Conundrums: informing vs consent, privacy at home, prototype breakdown/security. Field studies can still have IV/DV.

    L9 Interface types, social

    CLI: granular control, scripts, efficient at scale; steep learning, shell differences. GUI/WIMP (Windows, Icons, Menus, Pointing): intuitive, discoverable, no training; less granular, many clicks, does not readily support scripting. Buxton: WIMP = one eye, one finger, visual channel only. Post-WIMP (van Dam 1997): at least one technique beyond 2D widgets. Reality-based (Jacob 2008): naive physics, body, environmental, social awareness. Families: mobile, speech, surfaces, tangible (objects control AND represent data), VR, wearable, BCI (brain waves), social. Speech = interface type.

    Conversation: Sacks 1978, 3 rules: 1 speaker picks next; 2 another self-selects; 3 speaker continues. Cues: length ("three things"), interrupt (gesture, "Excuse me"), end (orientation, raised voice). Breakdowns must be detected to repair. Remote: no non-verbal cues; telepresence robot = attend a place; social presence = awareness of virtual others. Turkle 2015. The WELL = early community.

    Co-presence: coordination (talk, schedules/rules/agenda, shared representations) vs awareness (peripheral: overhear/oversee; situational: ATC, theatre). Groupware, CSCW: time/place matrix. Social engagement: voluntary, unpaid exchange.

    L10 Colour, legibility, situations

    Colour: performance, affect, attention. 2.2 billion visual impairment; colour-blind ~8% men, 0.5% women (Birch 2012). Do: black and white first, add colour sparingly; brightness/outline + redundant cues; no red-green; user control; consistent. Tog: colour + secondary cue; do not drop colour. Laws: ADA, EAA, AODA, WCAG. Tools: Coblis, WebAIM. Beneficiaries: older users, low-res screens, sunlight.

    Contrast = luminance difference (different hues can still fail). Blue: ~2% cones, focus falls in front of retina, poor acuity worsening with age: avoid dark/saturated blue text and thin blue lines. Mid-spectrum (green, yellow) seen best; reds look closer than blues; warm looks larger; blooming (light on dark looks larger). NASA: max 6 colours, cultural conventions, consistent, redundant, not on small elements. Black foreground: cyan, magenta, white. WCAG ratios not in lecture extract.

    Situational impairments (Sears and Young 2003): cold, noise, stress, light. Encumbrance (0/0.5/1.0 kg, walking): heavier + walking worst (exact % unreliable). WICE = shoulder fatigue (UIST 2025). Voice assistants: perceived older voice raised empathy, trust, satisfaction; humour/apology raised empathy.

    EXAM Scoring rule

    50 Qs, 5 options, 1+ correct, negative marking. k correct: tick right = +1/k, tick wrong = −1/k, question floor 0, blanks 0. Tick each option you think more likely right than wrong (p > 0.5); if you would tick nothing, tick your best guess (the floor means one guess cannot cost marks). Ticking all 5 is not safe. Read the law/model named in the stem; absolute words (always, only, solely): check carefully, often but not always wrong; a true statement about another concept is wrong.

    PAIRS Confusables

    Usabilityoutcomes vs goalsUXperceptions, feelings
    Utilityright functionsUsabilityease of use
    Learnability1st encounterMemorabilityreturn later
    Efficiencyfast once learnedSafetyerror and recovery
    Shneiderman 8closure, locusNielsen 10minimalist, docs
    Recognitioncue shown, easyRecallno cue, hard
    Broadbentselective, earlyKahnemandivided, capacity
    Execution gulfwhat do I do?Evaluation gulfwhat happened?
    TouchskinKinaesthesismuscles, joints
    Viscerallook, feelBehaviouraluse = usability
    Inductivebottom-up, themesDeductivetop-down, preset
    Personatypical userScenariotask story
    Interaction typewhat user doesInterface typeCLI, GUI, voice
    Heuristic evalwhole UI, 5 expertsCog. walkthrough1 task, learning
    Betweendifferent peopleWithinsame people
    Coordinationagenda, rulesAwarenessoverhear, see
    Horizontalwide, shallowVerticalnarrow, deep
    Wireframe1 screenWireflowscreens + logic
    Testfew, appliedExperimentmany, statistical
    Patterncommon, maybe badPrincipleabstract