BSIT Flashcards
It refers to a particular approach that has been adopted by the community in terms
shared assumptions, concepts, values and practices
Paradigm
It means one computer could support multiple users.
Time sharing
The idea of building components of computer that will
allow you to rebuild a more complex system.
Bootstrapping
First computing applications
NLS (ON- LINE SYSTEM)
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.
Metaphor
It is seen as the mediator between the user and the system.
Interface
It is a storage and retrieval apparatus that is used to link different text together.
Hypertext points to the irregular structure of information.
Hypertext
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.
World Wide Web
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
Ubiquitous computing
It is the interaction between a user and a product which often involves elements like aesthetics, sound, motion, and many more.
IxD or Interaction Design
The term”Interaction Design”
was first coined by
Bill Moggridge and Bill Verplank
His term for IxD was an adaptation of the computer science term “user the industrial design profession.
Bill Verplank
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)
Bill Moggridge
He first developed one of the earliest programs in design for Interactive technologies called the Visible Language Workshop back in 1975.
Muriel Cooper
The next program to be developed after the Visible Language Workshop was called? It was created by Martin Elton.
Interactive Telecommunications Program
Where does the first academic program for IxD was established?
Carnegie Mellon University in 1994 officialy called as the “Interaction Design”.
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.
Goal Oriented Design
It is an archetypes that describe the various goals and the observed behavior patterns among the users.
Personas
This method determines if the interface is usable by the user and if the ease-of use is present.
Usability
It is a method that helps convey aspects like the emotional responses of users, creative influences, and motivational and learning influences
Affective Interaction Design
It provides vocabularies to further evaluate and modify design solutions.
Cognitive Dimensions
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.
IxDA or Interaction Design Association
What are the five methodologies of IxD
Goal Oriented Design
Personas
Usability
Affective interaction Design
Cognitive Dimensions
It is the subdiscipline that addresses the management and technical issues of the development of software systems
Software Engineering
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.
Software life cycle
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.
Task/interaction modeling:
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
Architectural Design
It makes the abstract attribute more concrete by describing it in terms of the actual product.
Measuring Concepts
It is a method that states how the attribute will be measured
Measuring Method
It is an abstract representation of a software process
Software Process Model
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.
Learnability
One of the principles that makes use of the user past knowledge of interacting with a similar system to ease the new system interaction.
Predictability
The ability of the user to assess the effect of past operations on the current state
Synthesizability
It make use of the new users past experience with other applications.
Familiarity
It can be seen as a form of consistency
Generalization
It relates to the similarities in behavior arising from alike situations or alike task objectives.
Consistency
It refers to the diversity of ways in which the user and the system exchange information
Flexibility
It is the ability to support more than one task of the user system dialog interaction at a time.
Multithreading
It is the ability to transfer the control for task execution between system and user
Task migrability
It concerns itself with supporting the user in successfully accomplishing an action with the system and assessment of the action.
Robustness
It allows the user to evaluate the internal state of the system by means of its perceivable representation at the interface
Observability
It is the ability of a system to recover in case of an error
Recoverability
It deals with the time needed for the system to communicate with the user.
Responsiveness
It ensure that the system allows a user to perform task he needs and in an expecting way.
Task conference
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.
Substitutivity
It refers to the modifiability of the user interface by the user or the system.
Customizability
It allows the user to explore the current internal state of the system without modifying it.
Browsability
It assists the user by passive recall, such as suggesting the user possible words based on his text input.
Default
It allows the user to navigate through observable states.
Reachability
This principle deals with the duration of an observable state.
Persistence
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.
Task Performance