CHAPTER 5 Flashcards

(41 cards)

1
Q

achieving goals within constraints

A

design

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2
Q

the purpose of the design we are intending to produce

A

goals

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3
Q

limitations on the design we are intending to produce

A

constrain

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4
Q

choosing which goals or constraint can be relaxed so that others can be met

A

trade off

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5
Q

the study and practice of usability on technology

A

Human Computer Technology

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6
Q

normative enterprises, where the process of peer review tends to encourage conformity to core set of values and approaches.

A

Scientific disciplines

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7
Q

provide designers with a series of tools and techniques for understanding social setting and organizing their observations to derive models for design.

A

Contextual Inquiry

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8
Q

provides set method whereby designers can move out from laboratory settings to the real world as a basis for design inspiration.

A

CI

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9
Q

Revolves around the features of an interactive system that allow novice users to understand how to use it at first and then how to attain a maximal level of performance .

to familiarize to a new system

A

Learnabilty

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10
Q

It makes use past knowledge of interacting with a similar system to ease the new system interaction

ability to know which action can be executed.

A

Predictability

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11
Q

the ability of the user to assess the effect of past operations on the current state

principle of honesty of user

A

Synthesizability

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12
Q

make use of new users past experience with other applications

A

familiarity

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13
Q

form of consistency

Users often try to extend their knowledge of specific interaction behaviour to situations that are similar but previously unknown.

A

Generalization

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14
Q

It relates to the similarities in behaviour arising from alike situations or alike task objects.

A

Consistency

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15
Q

refers to the diversity of ways which the user and the system exchange information

A

Flexibility

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16
Q

one of the ways to achieve dialog initiative is User-premptive , The user is the one to initiate an action on the system.

A

Dialog Initiative

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17
Q

ability to support more than one task of the user system dialog at a time.

A

Multithreading

18
Q

Allows simultaneous communication of information concerning seperate tasks.

A

Concurrent Multithreading

19
Q

Allows a temporal overlap between seperate task . but stipulates that at any given instant t;he communication is restricted to a single task.

A

Interleaved Multithreading

20
Q

ability to transfer the control for the task execution between system and user.

A

Task Migratability

21
Q

It requires that equivalent values can be substitute for each other

22
Q

It refers to the modifiability of the user interface by the user or the system

A

Cutomizability

23
Q

concerns itself with supporting the user in successfully accomplishing an action with the system

24
Q

it allows the users to evaluate internal state of the system by means of its perceivable representation at the interface.

A

Observability

25
It allows the user to explore the current internal state of the system without modifying it.
browsability
26
assists the user by passive recall, such as suggesting the user possible words based on his text input.
default
27
allows the user to navigate through observable states.
reachability
28
This principle deals with the duration of an observable state.
persistence
29
It covers the extent to which a system services support all of the tasks the user wishes to perform and in way that the user understands them.
Task Performance
30
It is the ability of a system to recover in case of an error. There are two directions in which recovery can occur, forward or backward
Recoverability
31
error recovery accepts that an error has occurred in the current state and negotiation from that state towards the desired state.
Forward
32
It deals with the time needed for the system to communicate with the user. In general, short durations and instantaneous response times are desirable.
Responsiveness-
33
covers the invariance of the duration for identical or similar computational resources
Response time stability
34
ensure that the system allows a user to perform task he needs and in an expecting way
Task conference
35
covers whether a system can perform all tasks of interest
task completeness
36
deals with the user ability to understand the tasks.
task adequacy
37
bodies to ensure compliance by a large community of designers standards require sound underlying theory and slowly changing technology
national or international
38
more common than software high authority and low level of detail.
hardware
39
offers a framework for reflecting debating and conversing within this challenging area, as well as documenting value that different types of design implications might serve
taxonomy
40
has points that need to be met for the success of a system, they are still suggestive and more guidelines
design rules
41
for usability relies on maximizing benefit one good design by abstracting out the general properties which can direct purposeful design.
repeatable design for usabiltity