Lecture 5 Flashcards

(71 cards)

1
Q

an acronym for windows, icon, mouse, and
pointer which represents the conventional desktop
interface

A
  • WIMP
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2
Q
  • the implementation will typically consist of widgets
A

view

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3
Q

While supporting a quick completion of the task is
important, error free operation is equally important.

A

Prevent Errors / Reversal of Action.

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4
Q

interactive systems designers need to
know about includes software, hardware,
communications, and content

A

Technologies

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5
Q

also leads to less erroneous
behavior this pack is well applied to interface design for
instance in keeping the number of menu items or depth
to less than this amount to maintain good user
awareness of the ongoing tasks or in providing reminders
and status information continuously throughout the
interaction

A

light memory burden

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6
Q

need a variety of skills and need to
understand a variety of disciplines

A

UX Designers

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7
Q

futurologist to some extent the better
essence of their job is to create the future or at least
some pictures of it

A

Designer

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8
Q
  • information systems methods have developed over the
    years to ensure that information systems are effective
    and meet the needs of people who work there
A

Activities and Contexts

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9
Q

the interaction and interface should be
designed to avoid confusion and mental overload.

A

Prevent Errors / Reversal of Action.

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10
Q

The final major HCI principle is to favor “natural”
interaction and interfaces.

A

Naturalness.

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11
Q
  • the region or portion of the screen or display that is no
    longer consistent with the model is said to be damaged
A

view

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12
Q
  • In the longer term, one way to unburden the memory
    load is to keep consistency.
A

Strive for Consistency.

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13
Q
  • does practically takes care of the input part of the
    interaction
A

Controller

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14
Q

a design pattern used to decouple user interface
as view data, as model, and application logic as controller

A

MVC

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15
Q
  • interactive applications are implemented and executed
    using the user interface or UI software layers or
    collectively the UI layer
A

Design

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16
Q

to maintain the user’s awareness of the situation and
further illicit correct responses informative momentary
or continuous feedback will repress the user’s memory
and help the user complete the task easily

A

Remind Users and Refresh their Memory.

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17
Q

the core computational and interface parts are
developed in a modularized fashion and combined in a
flexible manner such a development framework

A

Model, View, and Controller or MVC Architecture

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18
Q

about five to nine chunks of information or items
meaningful with respect to the tests painlessly known as
the magic number

A

human’s short-term memory or STM

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19
Q

Designing interaction with as little memory load as
possible is a principle that also has a theoretical basis.

A

Reduce Memory Load.

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20
Q

first problem we must confront

A

Design

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21
Q
  • The more effective the use of imagery at the interface,
    the more engaging and enjoyable it can be
A

(Mullet and
Sano. 1995)

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22
Q

corresponds to the computation

A

Model

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23
Q

HCI Guidelines Criteria

A
  • User Type
  • Platform/System Setup
  • Vendors/Organizations
  • Interface Style/Modality/Technology
  • Task/Operational Context
  • Applications
  • General HCI Design
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24
Q

This principle simply states that the interaction and
interface should cater to the needs and capabilities of the
target user of the system in design

A

“Know Thy User”.

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25
it is simply a process to reinforce the original requirements analysis to further accommodate the potential users in a more complete way
User Analysis
26
refers to a trait that is reflective of various operations in our everyday life.
Naturalness.
27
A well-known approach to designing affective interfaces is to use expressive icons and other graphical elements to convey emotional states
Expressive Interfaces
28
* Used for Interactive Applications
Model, View, and Controller or MVC Architecture
29
to employ interfaces that give continuous reminders of important information and thereby refresh the user’s memory
Remind Users and Refresh their Memory.
30
often based on the UI toolkit which provides the abstraction for the interface parts
Model, View, and Controller or MVC Architecture
31
an essential step in HCI design the results of the ______________ will be reflected back to the requirements and this could identify additional UI requirements or the functional or non-functional
User Analysis
32
* any software design starts with a carefool analysis of the functional requirements for interactive software with a focus on the user experience we take a particular look at the functions that are to be activated directly by the user through interaction
Requirements Analysis
33
the UI layer refers to a set of software that operates above the core operating system or underneath the application
Design
34
once in place a ______ of the application tends to be stable and unchanging
Model
35
an experienced and humble HCI designer will at least try to leverage the best knowledge available from cognitive psychology ergonomics and anthropomorphic data to assess the capabilities and characteristics of the target user group when a direct field study is not feasible
“Know Thy User”.
36
understanding the UI layer and its execution framework
Design
37
document guides the ergonomics aspects of HCI designs, with topics covering visual display, physical input devices, workplace/environment ergonomics. And tactile/haptic interactions
e International Organization for Standardization (ISO) 9241
38
identifying the application test structure and the sequential relationships between the different elements with a crude test model
Scenario and Task Modeling
39
class of interaction modeling
Scenario and Task Modeling
40
uses the underlying UI execution framework or operating system to achieve this purpose or while the view is mostly independent from the operating system or platform
Controller
41
development framework refers to a modular approach for interactive program development
Model, View, and Controller or MVC Architecture
42
Some ways of conveying the status of a system are through the use of:
* dynamic icons * animations * spoken messages, using various kinds of voices, telling the user what needs to be done * various sounds indicating actions and events
43
equally important to user analysis is task analysis and modeling
Scenario and Task Modeling
44
* interaction will usually take place in the context of some community of practice
Activities and Contexts
45
the viewport of the application corresponds to the implementation for output and presentation of data in modern GUI base interfaces
view
46
generally difficult mainly because it is a multi-objective task that involves simultaneous consideration of many things
Good human-computer interaction (HCI) design
47
will serve as another helpful medium in selecting the actual software or hardware interface
* Storyboard
48
The effect ranges from feeling mildly amused to extremely angry.
User Frustration
49
first proposed as a computational architecture for interactive programs rather than a methodology by the designers of the programming language called Smalltalk
Model, View, and Controller or MVC Architecture
50
drawn based on the task model to further envision its usage and possible interface choices
* Storyboard
51
is in everyday use and yet given quite specific and different meanings by particular groups of people
Design
52
for each of the sub-tests and scenes in the storyboard particularly software interface components it is very important that we try to adhere the HCI principles guidelines and theories to justify and prioritize our decision
Interface Selection and Consolidation
53
consists of graphic illustrations organized in sequence and is often used to pre-visualize motion picture animation and interactive experiences
* Storyboard
54
boils down to identifying the sequence and structure of subtasks at an abstraction level appropriate for the typical user within the larger application context
Understand the Task.
55
It is closely related to the interaction modeling and user analysis
Understand the Task.
56
general fundamental and commonsensical applicable to almost any HCI design situation
HCI principles
57
again, one can regard this simply as an iterative process to refine the original wrap requirements through the process of storyboarding a visual profile of the interface can be sketched
Scenario and Task Modeling
58
Humans are certainly more efficient in carrying out tasks that require less memory burden, long or short term.
Reduce Memory Load.
59
Recommended Software UX Tools
* Wireframing Software * Screen Recording Software * Diagramming Software * Analytics Software * Text Editor * Standard Office Software
60
Principles of Effective Design
Know thy user Understand the task Reduce Memory Load Strive for consistency Remind Users and Refresh their Memory Prevent Errors/ Reversal of Actions Naturalness
61
social beings so it is important that the approaches and techniques adapted and the social sciences are used to understand people and technologies
People
62
s used to denote groups of people who have shared interests and values and engage in similar activities
Activities and Contexts
63
the human memory dissipates information quite quickly and this is especially true when switching tests in multi-tasking situations which is a very prevalent form of interaction these days
Remind Users and Refresh their Memory.
64
refers to producing an emotional response
affective Interfaces
65
tend to be more specific
HCI Guidelines
66
- is one of the first object oriented and modular languages
Smalltalk
67
* takes external inputs from the user and then interprets and release them to the model
Controller
68
* typically used to indicate the current state of a computer
Expressive Interfaces
69
corresponds to the implementation or manipulating the view or in order to ultimately manipulate the internal model
Controller
70
deals with the underlying problem or main information or data of the application
Model
71
may be merged into one module or object because they are so tightly related to each other
view and controller