Chapter 12 Flashcards

1
Q

What is conceptual model

A

The developer/designer intend to think on his mind about an object. It is defined as “a description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understanding by the users in the manner intended.”

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2
Q

What is implementation model

A

It is system image. It consist of documentation, labels and other physical things.

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3
Q

What is gulf of execution

A

The difference between mental model and conceptual model

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4
Q

What is gulf of evaluation

A

Amount of effort a person must exert to interpret the physical state of the system and determine how well the expectations and intentions have been met.

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5
Q

If we easily understand the system and actions then gulf of execution is small otherwise it is large.
True/false

A

True

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6
Q

If we easily understand the consequences of actions of system then gulf of evaluation is small otherwise it is large.
True/false

A

True

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7
Q

What are design principles

A
  • Visibility
  • Affordance
  • Constraints
  • Consistency
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8
Q

What is visibility

A

Make relevant part visible

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9
Q

What is affordance

A

Its an attribute of an object that gives clues how to use it.

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10
Q

What are 2 types of objects

A
  1. Physical

2. Virtual

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11
Q

What are 2 types of affordance

A
  1. Real (physical objects e.g. chair)

2. Perceived (virtual objects e.g. button)

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12
Q

Which type of affordance is not obvious and has to be learned

A

Virtual

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13
Q

What are constraints

A

Restricting the kind of user interaction that can take place at a given moment of time.

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14
Q

What are different types of constraints

A
  1. Physical
  2. Logical
  3. Cultural
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15
Q

What are physical constraints

A

It refer to the way physical objects restricts the movement of things (e.g. door key place in a door)

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16
Q

What are logical constraints

A

It exploits people’s everyday common sense reasoning about the way the world works (e.g. same port holes size on CPU for different ports, this create ambiguity for user)

17
Q

What are cultural constraints

A

These are based on cultures. (e.g. signboards on another culture cities)

18
Q

What is mapping

A

Mapping is a relationship between controls and their effects in the world

19
Q

What are constraints in UI

A

Restricting user for a specific action (e.g. disabling of button)

20
Q

What is consistency

A

Consistency is making sure similar operations have similar features

21
Q

What is feedback

A

Sending information back to the user what has been done