TEST2_Udacity_Unit2 Flashcards

1
Q

GOMS

A

GOALS
OPERATORS
METHODS
SELECTION Rules

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2
Q

GomsWeakness

A

doesn’t address complexity

Assumes the user is expert

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3
Q

Stregths-GOMS

A

Formalize user interaction- measure time and efficiency

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4
Q

Types of GOMS

A

Vanilla GOMS
KLM GOMS- Key stroke level model
CMN GOMS-Card ,moran newell- Hierarchial GOMS
NGOMSL- structured natural langiuage notation

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5
Q

Tips of GOMS

A
Focus on small goals
NEST goals 
Diffrentiate descriptive and prescriptive- will do
Costs to operators- How long 
Trim waste-
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6
Q

Cognitive task analysis

A

Underlying thought process while performing a task

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7
Q

Cognitive task analysis _predictor model

A
Collecting preliminary knowldege
Identify knowledge representation
Focused knowldege elicitation
Analyse and verify data required
Format the results to be applied
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8
Q

Hierarchial task analysis

A

breaking down to smaller task

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9
Q

Congnitive task analysis strengths

A

Emphazise mental processes

Formal for interface design

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10
Q

Congnitive task analysis weakness

A

Time intensive
demphasize context
ill suited for novices

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11
Q

Other tasks analysis -GOMS

A
KLM - Keystroke Leve Model
TLM-Touch level model
MHP- Model Human processor
CPM-GOMS
NGOMSL
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12
Q

Other tasks analysis -Cognitive

A
Critical Decision Method-CDM
Task Knowledge structures-TKS
Cognitive Function Model-CFM
Applied CTA 
Skill Based CTA
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13
Q

Cognitive load

A

Remembering certain things helps cognitive load

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14
Q

Cockpit remembers speed

A

Sequence of changes to be made for different speeds .
This shoul happen quickly
Booklet - long-term memory
Teh small page is pinned
The speeds are remembered on the pedometer using speed bucks working memory
Deliberation- distributed across the pilots

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15
Q

Distributed cognition

A

Artifacts share the cognitive load and help in the short term memory

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16
Q

Distributed cognition as a lens

A

Way of looking at interface design

Not design principal per say

17
Q

Social cognition

A

Across individuals
Jira - distributes across teams
Cognitive perception of the social phenomenon
Social media is a major part ,

18
Q

Situated action

A

Human as improvisers in a novel situation for the same problem
The context is important
The user’s interaction define the task

19
Q

Situated action and memory

A

Easier to recall than remembering from scratch
The context of the task makes the task more remember
Plans are interpretations of actions
We forget the history of the plan of task

20
Q

Activity theory

A
  • Why is the user performing the task
  • Low level operators to accomplish high level actions
  • Activity theory moves the action up and down the heirarchy

Study of context situation and practice

Activated. Theory + distributed cognition+ situated action
Activity theory + distributed cognition are diffrenet-belifebin artifacts and human consciousness

21
Q

Interface and politics

A

Perosnigy some interest
Some interface are to create change in the world
Design for change
I’d someone doesn’t want the interface to be used then design the interface badly
They dictate need for political structure

22
Q

Negative change by designe

A

The bridger for non elite peiple

23
Q

Positive change by desighn

A

Dislike was not allowed in the FB

The connotatio.n is positive

24
Q

Happenstance

A

A social shifte allowing people to act independently.

25
Value sensitive design
Is teh job well taken by the values
26
5 tops for value sensitive design
Start early in the process Knowing the user's value supreme and background Consider both direct and indirect stake holders Brainstorm the interfaces possibilities Prescribing values
27
Reversing the rrelationship
Technoy changes society but society changes technology too
28
Human as a processor
Interaction between person and interface
29
Humans as predivtor
Looking at a task and predicting the output The interface disappears The way user thinks
30
Human as participant
Context of the task Situated actiosocial relationship Artifacts
31
HCI principle
The good interface disappears between the user and tasks
32
Onscreen UI design
``` Use a grid Use whitespace Know the gestalt principles to group objects Reduce clutter Design in greyscale ```