Useability Flashcards

0
Q

Affordance

A

A property in which the physical characteristics of an object and environment influence its function.

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1
Q

Accessibility

A

Objects and environments should be designed to be usable, without modification, by as many people as possible.
• four characteristics: Perceptibility, operability, simplicity, forgiveness.

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2
Q

Confirmation

A

A technique for preventing unintended actions by requiring verification of the actions before they are performed.
• two techniques: Dialog, Two-step operation.

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3
Q

Consistency

A

The usability of a system is improved when similar parts are expressed in similar ways. • four kinds: Aesthetic, functional, internal, and external.

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4
Q

Desire Line

A

Traces of use or wear that indicate preferred methods of interaction with an object or environment.

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5
Q

Entry Point

A

A point of physical or attentional entry into a design.
• key elements: Minimal barriers, points of prospect, progressive lures.

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6
Q

Iconic Representation

A

The use of pictorial images to improve the recognition and recall of signs and controls. • four types: Similar, example, symbolic, and arbitrary.

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7
Q

Wayfinding

A

The process of using spatial and environmental information to navigate
to a destination.
• four stages: Orientation, route decision, route monitoring, destination recognition.

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8
Q

Cost-Benefit

A

An activity will be pursued only if its benefits are equal or greater than the costs.

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9
Q

Design by Committee

A

A design process based on consensus building, group decision making, and extensive iteration.

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10
Q

Development Cycle

A

Successful products typically follow four stages of creation: requirements, design, development, and testing.

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11
Q

Form Follows Function

A

Beauty in design results from purity of function.

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12
Q

Hierarchy of Needs

A

In order for a design to be successful, it must meet people’s basic needs before it can attempt to satisfy higher-level needs.
• five key levels: Functionality, reliability, usability, proficiency, creativity.

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13
Q

Iteration

A

A process of repeating a set of operations until a specific result is achieved.
• two basic forms: Design, development.

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14
Q

Modularity

A

A method of managing system complexity that involves dividing large systems into multiple, smaller self-contained systems.

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15
Q

Ockham’s Razor

A

Given a choice between functionally equivalent designs, the simplest design should be selected.

16
Q

Prototyping

A

The use of simplified and incomplete models of a design to explore ideas, elaborate requirements, refine specifications, and test functionality.
• three basic kinds: Concept, throwaway, evolutionary.

17
Q

Structural Forms

A

There are three ways to organize materials
to support a load or to contain and protect something: mass structures, frame structures and shell structures.