IST 402 Quiz 2 Flashcards

(31 cards)

1
Q

consists of the shapes terms and groupings that are used in a regular and consistent fashion to express system features

A

visual language

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

a user interface technique in which visual features are used to code different attributes of data

A

information visualization

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

to pursue a task with computer support a user must translate their real world goal into a software oriented goal

A

system goal

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

users goal task is mapped easily onto an appropriate system feature

A

high semantic directness

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

built from objects and actions that are direct analogs of objects and actions in the real world

A

direct manipulation user interface

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

consists of a vocabulary and composition rules used to identify and manipulate task objects indirectly

A

command language

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

evoked by perceptually salient or engaging elements in the user interface display

A

opportunistic behavior

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

the steps needed to achieve a system goal

A

action plan

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

organizing several interrelated bits of information into a single unit

A

chunking

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

the cognitive dissonance between what is displayed on the screen and the users mental representation of task objections and goals

A

gulf of evaluation

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

the distance between a users current task goals and the procedures and actions that the system provides for pursuing these goals

A

gulf of execution

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

principles that describe the configural properties of visual information

A

gestalt perception

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

aspect of an object that makes it obvious how the object is to be used

A

affordance

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

set of visual design features that are used to create consistent displays

A

visual design patterns

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

what is learned once can be applied to new similar cases

A

transference of learning

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

consistent use of language and visual characteristics within an application

A

internal consistency

17
Q

the use of design programs across different systems or applications

A

external consistency

18
Q

set of concepts relationships and representations that are developed to help users make sense of large data sets and complex functionality

A

information model

19
Q

combines a large overview of an information model with local expansion of the portion of the model currently in focus

A

fish eye technique

20
Q

the semantic attributes of each data point determine its visual representation

A

semantic filtering

21
Q

when prior knowledge leads users to do the wrong thing

22
Q

a restricted interaction state where only certain actions are possible

23
Q

the mapping of physical movement with a device to a tasks input requirements

A

articulatory directness

24
Q

sometimes used to refer to the physical behaviors required by a user interface

25
the system generated information that lets users know that their input is being processed or that a result has been produced
feedback
25
the system generated information that lets users know that their input is being processed or that a result has been produced
feedback
26
a concrete but partial implementation of a system design
prototype
27
where one or more sketched or computer-drawn pictures are used to explore specific scenarios
storyboard technique
28
representative users are asked to interact with the system prototypes and their behavior and subjective reactions are studied
usability testing
29
prototype that includes enough programming logic to move participants through a predefined sequence of displays
scenario machine
30
an approach to software design and development that moves through analysis, design, development, and testing
evolutionary development