Quizlet Flashcards Preview

CS 465 > Quizlet > Flashcards

Flashcards in Quizlet Deck (102)
Loading flashcards...
1

Model Human Processor

Framework for understanding human information processing. Human analog of a microprocessor. Models sensory processing + cognition + motor processing and their interctions.

2

Gestalt Theory

Argues organization is a fundamental building block of perception. Law of Proximity, Law of Similarity, Law of Closure, Law of Figure/Ground, Law of Continuity

3

Encoding Specificity

Memory better when context available at encoding is also available at retrieval

4

Semantic Memory

Long Term Memory about facts, concepts, and skills

5

Episodic Memory

Long Term Memory; orders events and experiences in time

6

Spread of Activation

Current thought activates a pattern (or concept) which activates associated concepts

7

Discrimination Principle

Recall is determined by candidates that exist in LTM relative to cues. Too many candidates: false memory, too few cues: cannot recall

8

Uncertainty Principle

Decision time increases with level of uncertainty

9

Variable Rate Principle

Cycle time is shorter for increased task demands

10

Gulf of Execution

Difference between user's perceived execution actions and required actions

11

Gulf of Evaluation

Difficulty of assessing the state of the system and how well the artifact supports the discovery and interpretation of that state

12

Conceptual Model

Mental representation of how an object works and why it works that way. Approximate, incomplete, and evolving.

13

Affordance

Exhibits the possibility of some action. Perceived and actual properties that determine just how the thing could possibly be used

14

Natural Mapping

Proper and natural/spatial arrangements for the relation between controls and their movements to the outcome from such action into the world

15

Feedback

Conveying what action has been done and what the result was. Visible, Obvious, Immediate, Persistent

16

Types of Errors

Slips - errors in skilled, routine behavior. Mistakes - errors in intention

17

Designing for Error

Enable "undo" or place obstacles. Design useful error messages. Place Physical Constraints, Semantic Constraints, Cultural Constraints, Logical Constraints

18

Metaphors

Facilitate transfer of mental models. Borrow vocabulary and actions from physical world to describe abstract concepts

19

Seven Stages of Action

Forming the goal, forming the intention, specifying an action, executing the action, perceiving the state of the world, interpreting the state of the world, evaluating the outcome

20

Stakeholders

People affected by your software, not necessarily users. People who get the facebook notification from Nike running app

21

Profile

Represents one user

22

Persona

Represents a prototypical user. Benefits: Persistent reminder that you are designing for someone, aids design discussions, provides context for task scenarios

23

Task

Tells a complete story of an action that a specific user performs. Independent of interface detail. Characteristics: Frequency, difficulty, time to complete, criticality

24

Contextual Inquiry

Apprentice/Master model, contextual interview. Aspire to see their world as they do. Understand what was done and why. Look for tasks, artifacts, workflow, communications constraints Advantage: Learn tacit data, constraints, and build rapport.

25

Interviews

Purpose: learn about attitudes, motivations, desires, case examples. Ask questions that can be answered from their own experience.

26

Work Models

Graphical way of representing the result of Contextual Inquiry. Generated during group interpretation session after data collection.

27

Affinity Diagram

Work Model. Cluster similar ideas together, e.g. post-it notes.

28

Sequence Model

Work Model. Step by step work grouped by intent.

29

Flow Model

Work Model. Focus on how people communicate and inflows and outflows of documentation.

30

Artifact Model

Work Model. Sketch their physical artifacts, e.g. how a scheduler is used.