BSIT Flashcards

1
Q

It refers to a particular approach that has been adopted by the community in terms
shared assumptions, concepts, values and practices

A

Paradigm

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2
Q

It means one computer could support multiple users.

A

Time sharing

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3
Q

The idea of building components of computer that will
allow you to rebuild a more complex system.

A

Bootstrapping

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4
Q

First computing applications

A

NLS (ON- LINE SYSTEM)

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5
Q

It is used to teach new concepts with the terms which are already
understood. It portrays a cultural bias so it is difficult for a metaphor to be internationally
understood.

A

Metaphor

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6
Q

It is seen as the mediator between the user and the system.

A

Interface

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7
Q

It is a storage and retrieval apparatus that is used to link different text together.
Hypertext points to the irregular structure of information.

A

Hypertext

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8
Q

It is the graphic top-layer which is popular for exchanging information in the HTML mark -up
notation. It took the introduction of the WWW to make the internet popular.

A

World Wide Web

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9
Q

The goal of this is to create a computing infrastructure that fills our physical environments so
much that we do not notice the computer any longer

A

Ubiquitous computing

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10
Q

It is the interaction between a user and a product which often involves elements like aesthetics, sound, motion, and many more.

A

IxD or Interaction Design

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11
Q

The term”Interaction Design”
was first coined by

A

Bill Moggridge and Bill Verplank

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12
Q

His term for IxD was an adaptation of the computer science term “user the industrial design profession.

A

Bill Verplank

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13
Q

He stated that IxD was an improvement of the soft-face (in which he had coined in 1984 as a referral to the application of industrial design to software-containing products)

A

Bill Moggridge

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14
Q

He first developed one of the earliest programs in design for Interactive technologies called the Visible Language Workshop back in 1975.

A

Muriel Cooper

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15
Q

The next program to be developed after the Visible Language Workshop was called? It was created by Martin Elton.

A

Interactive Telecommunications Program

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16
Q

Where does the first academic program for IxD was established?

A

Carnegie Mellon University in 1994 officialy called as the “Interaction Design”.

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17
Q

This methodology was developed by Alan Cooper as a user-centered method to address situation wherein different users of a proposed product express their desire for some aspects of the product.

A

Goal Oriented Design

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18
Q

It is an archetypes that describe the various goals and the observed behavior patterns among the users.

A

Personas

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19
Q

This method determines if the interface is usable by the user and if the ease-of use is present.

A

Usability

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20
Q

It is a method that helps convey aspects like the emotional responses of users, creative influences, and motivational and learning influences

A

Affective Interaction Design

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21
Q

It provides vocabularies to further evaluate and modify design solutions.

A

Cognitive Dimensions

22
Q

It was incorporated to address the needs of the then-emergent field of Interaction design which has grown to be an industry and an area of study that has also received great recognition for its value in creating great products.

A

IxDA or Interaction Design Association

23
Q

What are the five methodologies of IxD

A

Goal Oriented Design
Personas
Usability
Affective interaction Design
Cognitive Dimensions

24
Q

It is the subdiscipline that addresses the management and technical issues of the development of software systems

A

Software Engineering

25
Q

It is a cycle of activities that take place form the initial concept for a software system up until its eventual phasing out and replacement.

A

Software life cycle

26
Q

It is use to formulate the steps for how humans might interact to solve and carry out a given task/problem and derive the interaction model.

A

Task/interaction modeling:

27
Q

It is a kind of design that shows how does the system provide the services expected from it. In this part, the system is decomposed into components that can be brought in from existing products or that can be developed from scratch

A

Architectural Design

28
Q

It makes the abstract attribute more concrete by describing it in terms of the actual product.

A

Measuring Concepts

29
Q

It is a method that states how the attribute will be measured

A

Measuring Method

30
Q

It is an abstract representation of a software process

A

Software Process Model

31
Q

One of the design principles that 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. Learnability makes use of various factor to familiarize a user to a new system.

A

Learnability

32
Q

One of the principles that makes use of the user past knowledge of interacting with a similar system to ease the new system interaction.

A

Predictability

33
Q

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

A

Synthesizability

34
Q

It make use of the new users past experience with other applications.

A

Familiarity

35
Q

It can be seen as a form of consistency

A

Generalization

36
Q

It relates to the similarities in behavior arising from alike situations or alike task objectives.

A

Consistency

37
Q

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

A

Flexibility

38
Q

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

A

Multithreading

39
Q

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

A

Task migrability

40
Q

It concerns itself with supporting the user in successfully accomplishing an action with the system and assessment of the action.

A

Robustness

41
Q

It allows the user to evaluate the internal state of the system by means of its perceivable representation at the interface

A

Observability

42
Q

It is the ability of a system to recover in case of an error

A

Recoverability

43
Q

It deals with the time needed for the system to communicate with the user.

A

Responsiveness

44
Q

It ensure that the system allows a user to perform task he needs and in an expecting way.

A

Task conference

45
Q

It requires that equivalent values can be substituted for each other. It contributes towards flexibility of the system by letting a user choose which action best suits his needs.

A

Substitutivity

46
Q

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

A

Customizability

47
Q

It allows the user to explore the current internal state of the system without modifying it.

A

Browsability

48
Q

It assists the user by passive recall, such as suggesting the user possible words based on his text input.

A

Default

49
Q

It allows the user to navigate through observable states.

A

Reachability

50
Q

This principle deals with the duration of an observable state.

A

Persistence

51
Q

It covers the extent to which a system services support all of the tasks the user wishes to perform and in a way that the user understands them.

A

Task Performance