Cheatsheet Flashcards

1
Q

Power distance (usually abbreviated to PD)

A

Power distance is essentially concerned with a culture’s reaction to inequality. Power distance can be defined as the extent to which the less powerful members of institutions and organisations within a country expect and accept that power is distributed unequally. Source: Hofstede (1994), p. 28

In a country with a high power distance index, people expect and accept that power is invested in a few individuals or an elite. This elite expects respect and obedience from others and, in return, will take responsibility for, care for and protect these others.

Hofstede claims that in such a culture, there is a pattern of dependence on seniors, which pervades all human contacts Source: Hofstede (1994), p. 32 and that this pattern establishes a need for such dependence: inequalities among people are both expected and desired. Source: Hofstede (1994), p. 32 [his emphasis] In a country with low power distance, on the other hand, individuals aspire to equality and to the sharing of responsibility and power.

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2
Q

Individualism (IND)

A

This dimension is concerned with the relationship between the individual and the group. Hofstede defines individualism (and its opposite, collectivism) thus: Individualism pertains to societies in which the ties between individuals are loose: everyone is expected to look after himself or herself and his or her immediate family. Collectivism as its opposite pertains to societies in which people from birth onwards are integrated into strong, cohesive in-groups, which throughout people’s lifetime continue to protect them in exchange for unquestioning loyalty. Source: Hofstede (1994), p. 51

Collectivist cultures, scoring low on the individualism index, have the following characteristics: . the collective is valued more than the individual interest ..fitting in with the in-group is very important . qualities such as harmony and the avoidance of conflict are valued . in-group members are concerned with ‘losing face’ (not fitting in with in-group norms and expectations) and collective shame (applied to the whole in-group).

In individualistic cultures, with high individualism, on the other hand: . individual interests might take precedence over collective . expressing one’s opinions is valued as a sign of sincerity and honesty, as opposed to the situation in a collectivist culture with low individualism, where one might be expected to suppress one’s opinion when it is not in the collective interest to reveal it . the ability to handle conflict is valued over the ability to avoid it . individual qualities such as self-respect and guilt are more important than their collective equivalents (group pride and shame).

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3
Q

Masculinity–femininity (MAS)

A

This dimension is concerned with gender roles, the expectations that
a culture has of its men and women. In some cultures, these roles are
polarised, with men expected to show traits of aggression, competition,
etc., and women expected to be caring and nurturing. In other cultures,
roles are far less polarised, with Hofstede claiming that both genders
exhibit nurturing rather than competitive values.
In the IBM survey, Hofstede found that one cluster of people valued jobs
which provide opportunities for:
. high earnings
. recognition
. personal challenge
. personal advancement.
Another cluster placed more value on:
. good working relationships with a boss and with colleagues
. employment security
. the location of the job.
These clusters statistically differentiated between nations, and within
a nation, between men and women.

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4
Q

Uncertainty avoidance (UA).

A

This dimension is concerned with how a society copes with unpredictable events: whether such events are avoided as much as possible or are welcomed as providing new opportunities and challenges. Hofstede notes that technology might go some way towards alleviating unpredictable environmental events; laws and social norms might make human behaviour more predictable, and some forms of religion might be regarded as providing answers as to why unpredictable events happen.

With respect to this dimension, Hofstede considered answers to questions
in the IBM survey about:

. how stressful the respondent found the job
. how long the respondent was intending to remain in IBM
. how strongly the respondent felt that company rules should not be
broken under any circumstances.

He found a high correlation between answers. For example, people
who answered that they found their job very stressful also tended to
answer that they were intending to stay at IBM for some time and that
company rules should never be broken. On the hand, people who did not
find their job stressful tended to indicate that they didn’t intend to stay
at IBM for long and that company rules should sometimes be broken.
These clusters of answers served to distinguish between countries.
Hofstede used them to compute what he refers to as an uncertainty
avoidance (UA) index, with a high index being linked to the following
answers:
. that the job was very stressful
. the respondent intended to remain at IBM for some time
. company rules should never be broken.

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5
Q

Conceptional model

A

Comprises of 4 components:
metaphors and analogies; concepts the users are exposed to through the product; relationships between those concepts; and mappings between concepts and the user experience.
Interface metaphors

One of the earliest metaphors employed in software design
was the spreadsheet. The electronic version is based on its paper
predecessor, thus drawing on the users’ familiarity with an existing
paper-based entity to help them learn the new system. The electronic
version, however, has considerably more functionality as the
designers exploited the electronic medium.

Interaction types

Four fundamental interaction types:
instructing, conversing, manipulating and exploring



The problem space
for a particular product is defined as the range of possible conceptual models for the product, together with their rationales, i.e. their advantages, disadvantages, implications and justifications. You do not need to develop a range of conceptual models to any level of detail in order to do this, and the Set Book suggests a set of questions to ask that will help uncover the relevant assumptions.

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6
Q

Usability

A

Usability is defined in Part 11 of the ISO 9241 standard as ‘the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use’ (British Standards Institution, 1998)

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7
Q

The six usability goals are

A

Effectiveness, efficiency, safety, utility, learnability and memorability

Remember as Mel & Sue

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8
Q

effectiveness

A

effective to use’ Is the product capable of allowing people to learn well, carry out their work efficiently, access the information they need, or buy the goods they want?

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9
Q

Efficiency

A

efficiency – ‘efficient to use’ Once users have learned how to use a system to carry out their tasks, can they sustain a high level of productivity?

Efficiency refers to the way in which a product supports users in carrying
out their tasks.

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10
Q

Safety

A

safety – ‘safe to use’ What is the range of errors that are possible using the product and what measures are there to permit users to recover easily from them?

Safety involves protecting the user from dangerous conditions and
undesirable situations.

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11
Q

utility

A

utility – ‘having good utility’ Does the product provide an appropriate set of functions that will enable users to carry out all their tasks in the way they want to do them?

Utility refers to the extent to which the product provides the right kind of
functionality, so that users can do what they need or want to do.

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12
Q

utility – ‘having good utility’ Does the product provide an appropriate set of functions that will enable users to carry out all their tasks in the way they want to do them?

Utility refers to the extent to which the product provides the right kind of
functionality, so that users can do what they need or want to do.

A

Learnability – ‘easy to learn’. Is it possible for the user to work out how to use the product by exploring the interface and trying out certain actions? How hard will it be to learn the whole set of functions this way?

Learnability refers to how easy a system is to learn to use.

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13
Q

Memorability

A

memorability – ‘easy to remember how to use’ What kinds of interface support have been provided to help users remember how to carry out tasks, especially for products and operations they use infrequently?

Memorability refers to how easy a system is to remember how to use,
once learned.

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14
Q

User experience

A

User experience is defined in Section 1.4 on page 15 of the Set Book as ‘how people feel about a product and their pleasure and satisfaction when using it, looking at it, holding it, and opening or closing it’. A briefer, but similar, definition is given on page 26 of the Set Book – ‘how a system feels to a user’. User experience relates to a wider set of concerns than those of usability, including issues such as whether an interactive product is fun to use, aesthetically pleasing and so on.

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15
Q

The ten user experience goals are

A

Satisfying, enjoyable, fun, entertaining, helpful, motivating, aesthetically pleasing, supportive of creativity, rewarding and emotionally fulfilling

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16
Q

Satisfying

A

Satisfying. When you use the interactive product it allows you to do what you want to do easily and quickly – it lines up with your expectations.

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17
Q

Enjoyable.

A

Using the interactive product is something you look forward to (for example, choosing a holiday on the Web).

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18
Q

Fun

A

There are light-hearted elements involved in using the interactive product. For example, most games are designed to be fun – presenting enjoyable challenges, giving rewards and so on.

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19
Q

Entertaining

A

This is similar to enjoyable and fun, but I think that if I am being entertained, I am taking a more passive role. For example, when listening to music on my MP3 player I am being entertained.

20
Q

Helpful.

A

When you experience difficulties using the interactive product it helps you achieve your goals. For example, the spelling-checker in Microsoft Word underlines misspelt words and can suggest possible correctly spelt replacements.

21
Q

Motivating.

A

You want to continue using the device. For example, many young people are highly motivated to use their mobile telephones.

22
Q

Aesthetically pleasing.

A

. The device is visually appealing (aesthetics may also relate to other senses such as the quality of sound or the tactile feel of the device).

23
Q

Supportive of creativity.

A

The device is visually appealing (aesthetics may also relate to other senses such as the quality of sound or the tactile feel of the device).

24
Q

Rewarding

A

This is similar to satisfying – you are satisfied because the
device gives you rewards in terms of enabling you to achieve your
objectives. There are other types of rewards as well, such as moving on to
another level in a computer game.

25
Q

Design Principles

A

Principles for creating well designed interactive products: visibility, feedback, constraints, mapping, consistency and affordance

26
Q

The mapping design principle

A

Mapping concerns the relationship between controls and their effects in the world. Nearly all artefacts need some kind of mapping between the controls and effects, whether it is a flashlight, car, power plant or cockpit. An example of a good mapping between control and effect is up and down arrows used to represent the up and down movement of the cursor, respectively, on a computer keyboard.

27
Q

Visibility

A

Controls should be clearly visible, so users can see the controls that are available to them. Visual feedback should also be clearly visible, so users can understand what action has been done and what effect has been achieved, and hence what needs to be done next.

28
Q

Feedback.

A

This is the information sent back to the user to confirm what action has been done and what result has been accomplished. Feedback can be visual (e.g. text on a display, flashing alert messages), auditory (e.g. beeps, bells or other noises such as key clicks as you press keys on a keypad or keyboard) or tactile (e.g. a button can be felt to move as it is pressed). The better the feedback, the easier it is to perceive what is happening and hence interact with the device.

29
Q

Constraints

A

Constraints are ways of restricting the kind of interaction that can take place at a given moment. For example, when menu options are greyed out they cannot be selected or the steering column of a car restricts the movement of the steering wheel so it can only be rotated. Effective constraints can help guide users through the interaction, helping them to avoid errors

30
Q

Consistency

A

This is where a user interface is designed to follow certain rules, such as always selecting objects by clicking the left mouse button or always having the Help menu at the right-hand end of the menu bar.

There are different types of consistency. For example, internal consistency
means the user interface is consistent within itself. For example,
on the dashboard of a particular car, every warning light would be red,
as opposed to some being red and others being yellow. In contrast,
external consistency means the user interface is consistent with the
external world. For example, on the dashboard of a particular car,
the icon used to indicate that the fog lights are on is the same icon used
throughout the whole range of cars produced by the same manufacturer

31
Q

Affordance

A

Affordance is an aspect of a control that makes it obvious how to use it. For example, a button invites being pressed, a knob being turned, and so on. Good affordance helps improve usability.

32
Q

Five principles of user-centred development

A

1 Users’ tasks and goals are the driving force behind the development.

2 Users’ behaviour and context of use are studied and the system is
designed to support them.

3 Users’ characteristics are captured and designed for.

4 Users are consulted throughout development from earliest phases to
the latest, and their input is seriously taken into account.

5 All design decisions are taken within the context of the users,
their work and their environment.

33
Q

Classic waterfall

A

Good when there is a very limited number of stakeholders, consensus about the solution, everyone gains, the task is small, can be evaluated comprehensively, familiar with just about all aspects of the problem and there is a record of past success, limited impact.

34
Q

Iterative waterfall

A

Good for tracking issues at early stages, good when requirements of the complete system are clearly defined and understood, good for big projects, if there are high risk features that may change in the future, good for parallel development, can be scaled down for small projects

35
Q

Prototyping (e.g. star and IxD) lifecycle model

A

Good for creating a dialog with users, good for interface development good for quick implementation of incomplete design for gathering informed user feedback, a lot of interaction with users good for online systems and websites

36
Q

Incremental lifecyle model

A

Good when there is a core solution that meets a valuable if partial need and which can be gradually built on, subject to time and other resources, easy to change scope and requirements, easy to test and debug during iterations

37
Q

Risk-driven, Spiral life cycle model

A

Good risk analysis, very good for large projects or projects that are mission critical, software produced early, good for larger projects

38
Q

V-Shaped lifecycle model

A

Good for small projects, good if requirements are clear, each phase has phases with strict deliverables thus good overview of progress,

39
Q

Agile lifecycle model

A

Good for experienced teams, good for smaller projects, freedom to change, good for integrating new features ad hoc even late changes are possible, minimized documentation, close co-operation between teams

40
Q

Identifying stakeholders:

Beneficiaries

A

. Beneficiaries are stakeholders who stand to benefit from the project, or
whose life is going to be made easier. This group might include the
shareholders of the firm producing the system and the senior managers
who took the decision to produce the product. It could also include
either internal users or customers, who may be able to access
functionality not previously available to them.

41
Q

Identifying stakeholders Decision makers

A

decide what to do in the project. This may be a
manager in the firm or someone who controls resources, such as
personnel available to work as part of the development team.

42
Q

Identifying stakeholders Gatekeepers

A

Gatekeepers control access to other groups who are needed for the
project, perhaps for a decision to be made, to establish requirements,
check designs or perform evaluations. For example, a secretary might
control access to a senior manager who makes decisions about the
project.

43
Q

Identifying stakeholders Workers

A

Workers are stakeholders whose workload will be affected, often
increased, because of the changes brought about by the project or by
the extra work of learning a new process. A worker may also be
someone whose role and hence job might disappear as a consequence
of the project.

44
Q

DECIDE framework

A

Determine the overall goals that the evaluation addresses. Basically, before undertaking an evaluation you should be clear as to why you are doing it. What are the goals of the evaluation?

Explore the specific questions to be answered. What questions need to be answered? Questions can be broken down into specific sub-questions, if the evaluation needs to be more specific

Choose the approach and methods
take a broader view – that is, to mix and match the approaches and methods chosen for an evaluation according to the goals, questions and practical/ethical issues.

Choose the evaluation approach and methods to answer the specific questions. In essence, the choice of approach to be used relates to the practical issues and constraints of the evaluation.

Identify the practical issues
users, facilities and equipment, schedule and budget constraints, and evaluators’ expertise

Identify the practical issues to be addressed. The practical issues to be considered include the type of users available, the tasks to be performed, where the evaluation is to take place and equipment considerations, and any constraints, such as budget and time constraints. Here you will also be thinking about the evaluators: who they may be, how many and whether they need particular expertise

Decide how to deal with the ethical issues
you need the agreement of the participant to take part in the evaluation, you need their permission for you to record the evaluation and you need their permission to use the data.

Decide how to deal with the ethical issues. Following the guidelines set out in Section 13.2.5 on pages 633–9 of the Set Book, or a professional body’s code of ethics, ensures that your evaluations are undertaken in an ethical manner.

Evaluate, analyse, interpret and present the data
evaluating, analysing, interpreting and presenting the data and findings

45
Q

Analysis of quantitative data

A

here are three groups of methods for summarising quantitative data:

. tabulations, charts and rankings that provide a visual representation o
your data (which is the main focus of Section 8.3)

. descriptive statistics such as mean, median and mode that describe the
data you have obtained

. inferential statistics such as tests of statistical significance that give the
probability that a claim arising from your data can be applied to your
user population as a whole.