Final Exam- Enumeration Flashcards

1
Q

8 Golden Rule by Shneiderman

A
  1. Consistency
  2. Universal Usability
  3. Informative Feedback
  4. Dialogue
  5. Error Handling
  6. Permit Reversal of Actions
  7. Keep users in control
  8. Reduce short-term memory load
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2
Q

Norman’s 7 Principles

A
  1. Use both knowledge in the world and knowledge in the head
  2. Simplify the structure of tasks
  3. Make things visible: Bridge the gulf of execution and evaluation.
  4. Get the mappings right.
  5. Exploit the power of constraints, both natural and artificial
  6. Design the error.
  7. When all else fails, Standardize.
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3
Q

COMPONENTS OF DESIGN PATTERN(5)

A
  1. Pattern Forms
  2. Tool Support
  3. Standardization
  4. Relationships
  5. Organizing Principles
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3
Q

TYPES OF DESIGN PATTERNS (3)

A
  1. Creational
  2. Structural
  3. Behavioural
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4
Q

8 EVALUATION TECHNIQUE

A
  1. Cognitive Walkthrough
  2. Heuristic Evaluation
  3. Review-based evaluation
  4. Experimental Evaluation
  5. Data Gathering
  6. Observational Methods
  7. Query Techniques
  8. Physiological Methods
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5
Q

UNIVERSAL DESIGN PRINCIPLES (7)

A
  1. Equitable
  2. Flexibility in use
  3. Simple and intuitive to use
  4. Perceptible Information
  5. Tolerance for error
  6. Low physical effort
  7. Size and space for approach and use
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6
Q

Principles (5)
(possible question maybe?)

A
  1. Multi-sensory systems
  2. Multi-modal vs. multi-Media
  3. Structure of Speech
  4. Non-Speech Sounds
  5. Auditory Icons
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7
Q

TYPES OF AUDITORY ICONS (4)

A
  1. Nomic
  2. Symbolic
  3. Metaphorical
  4. Verbal
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8
Q

TECHNOLOGY OF HANDWRITING (4)
(possible question maybe?)

A
  1. Complex Strokes and Spaces
  2. Input Mechanism
  3. Free-Flowing Strokes
  4. Pressure and Movement Considerations
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9
Q

APPROACHES TO USER SUPPORT (7)

A
  1. Command Assistance
  2. Command Prompt
  3. Context Sensitive Help
  4. Online Tutorials
  5. Online Documentation
  6. Wizards
  7. Assistants
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10
Q

REQUIREMENTS TO USER SUPPORT (5)

A
  1. Availability
  2. Accuracy and Completeness
  3. Consistency
  4. Robustness
  5. Unobtrusiveness
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11
Q

APPROACHES OF USER MODELING (4)

A
  1. Static User Modeling
  2. Dynamic User Modeling
  3. User Modeling via Stereotypes
  4. Highly Adaptive User Modeling
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12
Q

TECHNIQUES FOR KNOWLEDGE REPRESENTATION (4)

A
  1. RULE-BASED
  2. FRAME BASED
  3. NETWORK BASED
  4. EXAMPLE BASED
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13
Q

GOMS stands for…?

A
  1. Goals
  2. Operator
  3. Method
  4. Selection
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14
Q

Approaches of Task Analysis (5)

A
  1. Hierarchical Task Analysis
  2. Cognitive Task Analysis
  3. Ethnographic Observation
  4. Scenario-Based Design
  5. Job Task Analysis
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15
Q

Methods of Task Analysis (5)

A
  1. Observation
  2. Interviews
  3. Surveys and Questionnaires
  4. Think-Aloud Protocols
  5. Job Shadowing
16
Q

Types of System Models (3)

A
  1. Dialogue
  2. Full State Definition
  3. Abstract Interaction Model
17
Q

Types of Groupware (2)

A
  • Synchronous
  • Asynchronous