CHAPTER 5 Flashcards

1
Q

achieving goals within constraints

A

design

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2
Q

the purpose of the design we are intending to produce

A

goals

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3
Q

limitations on the design we are intending to produce

A

constrain

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4
Q

choosing which goals or constraint can be relaxed so that others can be met

A

trade off

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5
Q

the study and practice of usability on technology

A

Human Computer Technology

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6
Q

normative enterprises, where the process of peer review tends to encourage conformity to core set of values and approaches.

A

Scientific disciplines

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7
Q

provide designers with a series of tools and techniques for understanding social setting and organizing their observations to derive models for design.

A

Contextual Inquiry

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8
Q

provides set method whereby designers can move out from laboratory settings to the real world as a basis for design inspiration.

A

CI

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9
Q

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 .

to familiarize to a new system

A

Learnabilty

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10
Q

It makes use past knowledge of interacting with a similar system to ease the new system interaction

ability to know which action can be executed.

A

Predictability

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11
Q

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

principle of honesty of user

A

Synthesizability

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12
Q

make use of new users past experience with other applications

A

familiarity

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13
Q

form of consistency

Users often try to extend their knowledge of specific interaction behaviour to situations that are similar but previously unknown.

A

Generalization

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14
Q

It relates to the similarities in behaviour arising from alike situations or alike task objects.

A

Consistency

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15
Q

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

A

Flexibility

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16
Q

one of the ways to achieve dialog initiative is User-premptive , The user is the one to initiate an action on the system.

A

Dialog Initiative

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17
Q

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

A

Multithreading

18
Q

Allows simultaneous communication of information concerning seperate tasks.

A

Concurrent Multithreading

19
Q

Allows a temporal overlap between seperate task . but stipulates that at any given instant t;he communication is restricted to a single task.

A

Interleaved Multithreading

20
Q

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

A

Task Migratability

21
Q

It requires that equivalent values can be substitute for each other

A

Substituvity

22
Q

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

A

Cutomizability

23
Q

concerns itself with supporting the user in successfully accomplishing an action with the system

A

robustness

24
Q

it allows the users to evaluate internal state of the system by means of its perceivable representation at the interface.

A

Observability

25
Q

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

A

browsability

26
Q

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

27
Q

allows the user to navigate through observable states.

A

reachability

28
Q

This principle deals with the duration of an observable
state.

A

persistence

29
Q

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

A

Task Performance

30
Q

It is the ability of a system to recover in case of an error. There are two directions in which recovery can occur, forward or backward

A

Recoverability

31
Q

error recovery accepts that an error has occurred in the current state and negotiation from that state towards the desired state.

32
Q

It deals with the time needed for the system to communicate with the user. In general, short durations and instantaneous response times are desirable.

A

Responsiveness-

33
Q

covers the invariance of the duration for identical or similar computational resources

A

Response time stability

34
Q

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

A

Task conference

35
Q

covers whether a system can perform all tasks of interest

A

task completeness

36
Q

deals with the user ability to understand the tasks.

A

task adequacy

37
Q

bodies to ensure compliance by a large community of designers standards require sound underlying theory and slowly changing technology

A

national or international

38
Q

more common than software high authority and low level of detail.

39
Q

offers a framework for reflecting debating and conversing within this challenging area, as well as documenting value that different types of design implications might serve

40
Q

has points that need to be met for the success of a system, they are still suggestive and more guidelines

A

design rules

41
Q

for usability relies on maximizing benefit one good design by abstracting out the general properties which can direct purposeful design.

A

repeatable design for usabiltity