Chapter 28 Flashcards

PoHCI, week 3 (12 cards)

1
Q

What was the first prototype, laptop and computer that resembled the modern GUI?

A

Sketchpad

It had the use of a pointing device (lightpen) for drawing geometric shapes, and the abilitity to create
and manipulate graphical objects presented on display.

Dynabook

Predicted a modern laptop or tablet along with a modern GUI.

Xerox Alto

The first computer that was specifically designed to support a GUI. The users could interact with a
keyboard and mouse, it had a word processor, a graphics editor, a SmallTalk environment, pinball
game etc.

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2
Q

What are some design objectives for a GUI?

A

Visibility

Consistency

Minimizing errors

Accessibility

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3
Q

What is visibility in terms of GUI?

A

GUIs should strive to have high visibility. This means that in order to support users in achieving their
goals, these goals and the necessary steps to achieve the goals should be visible to users

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4
Q

What does “What you see is what you get” refer to?

A

Word processors, which show the effects of font families, sizes and styles directly in the document

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5
Q

Explain visibility of commands

A

Ensure that commands are visible. For example revealing many relevant text formatting options and
tools in a toolbar

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6
Q

Explain visibility of status

A

Ensuring that the GUI shows the status of entities relevant to the user’s goals. For example an
indicator of whether a remote user is available or busy in a communication program

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7
Q

Explain visibility of dependencies

A

Spreadsheets allow users to link cells together by formulas which refer to the values in other cells. In a
spreadsheet GUI, when the user clicks a cell with a formula that refers to other cells, the dependent
cells are color coded to match the color of coding of their role in the original formula

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8
Q

What is consistency in terms of GUI?

A

Representations are similar across the user interface.

If the print command is represented with an icon showing a particular printer in one part of the
interface, the same icon should be used in another.

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9
Q

What is minimizing errors in terms of GUI?

A

Errors are outcomes in a graphical user interface that are inaccurate or incorrect.

A GUI should be designed to anticipate and tolerate user errors and minimize erronous outcomes

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10
Q

What is reversing outcomes in terms of GUI?

A

GUIs allow users to reverse the results if their actions are later found to be undesirable.

This realization has led to the widespread implementation of undo and redo, which allow users to
reverse their actions (undo) or repeat them (redo)

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11
Q

What is a model-world interface?

A

The desktop metaphor

It models the desktop from the real world and allow users themselves to act in the world - in first
person - and not via an intermediary

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12
Q

What is metaphors in GUI design?

A

The idea behind the use of metaphors is to design concepts, processes and actions in a graphical
user interface around the userøs prior knowledge.

Interface metaphors can be when word and text processing uses the metaphor of the typewriter and exploits prior knowledge around using typewriters, typing paer and keyboards.

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