Final Exam- Identification Flashcards

1
Q

A designer can follow rules to increase the usability of the system/product, e.g., principles, standards, and guidelines.

A

Design Rules

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2
Q

Author of Eight Golden Rules for Designing User Interfaces, recognized for creating intuitive, user-friendly, and efficient interfaces.

A

BEN SHNEIDERMAN

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3
Q

Use consistent terminology, layout, and design throughout the interface.

A

Consistency

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4
Q

Design for users of all ages, abilities, and experience levels.

A

Universal Usability

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5
Q

Provide feedback to users for every action they take.

A

Informative Feedback

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6
Q

Organize tasks into groups with clear beginnings, middles, and ends.

A

Dialogue

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7
Q

Design the interface to minimize the risk of users making mistakes.

A

Error handling

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8
Q

Allow users to undo their actions.

A

Permit Reversal of Actions

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9
Q

Give users control over the interface

A

Keep users in control

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10
Q

Minimize the information users need to remember.

A

Reduce short-term memory load

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11
Q

An approach to reusing knowledge about successful design solutions. A pattern is an invariant solution to a recurrent problem within a specific context.

A

Design Pattern

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12
Q

This pattern gives the program more flexibility in deciding which objects need to be created for a given case.

A

Creational

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13
Q

This pattern focuses on decoupling the interface and implementation of classes and their objects.

A

Structural

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14
Q

This type deals with the communication between classes and objects.

A

Behavioural

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15
Q

Evaluate design on how well it supports the user in learning tasks.

A

Cognitive Walkthrough

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16
Q

Evaluate the usability of a design or system.

A

Heuristic Evaluation

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17
Q

Results from the literature used to support or refute parts of the design.

A

Review-based evaluation

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18
Q

Controlled evaluation of specific aspects of interactive behavior.

A

Experimental Evaluation

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19
Q

to collect sufficient, accurate, and relevant data so that a set of stable requirements can be produced.

A

Data Gathering

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20
Q

Quietly watching and noting behaviors, actions, or processes

A

Observational Methods

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21
Q

Examples of these techniques are INTERVIEW and QUESTIONARES.

A

Query Techniques

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22
Q

The analyst questions the user on a one-to-one basis usually based on prepared questions.

A

Interview

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23
Q

Set of fixed questions given to users.

A

Questionnaires

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24
Q

involve measuring and analyzing physical responses and activities in the body to gain insights into user experiences or system performance.

A

Physiological Methods

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25
Q

Design of products and environment to be useable by all people, to the greatest extent possible, without the need for adaptation or specialized design

A

Universal Design

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26
Q

the design is useful and marketable to people with diverse abilities.

A

Equitable

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27
Q

The design accommodates a wide range of individuals’ preferences and abilities.

A

Flexibility in use

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28
Q

Use for design is easy to understand, regardless of the user experience, knowledge, language skills, or current concentration level.

A

Simple and intuitive to use

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29
Q

The design communicates necessary information effectively to the user, regardless of ambient conditions or the user’s sensory abilities

A

Perceptible Information

30
Q

Design minimizes hazards and the adverse consequences of accidental or unintended actions.

A

Tolerance for error

31
Q

Design can be used efficiently and comfortably and with a minimum of fatigue.

A

Low physical effort

32
Q

Appropriate size and space are provided for approach reach, manipulator, and use regardless of the user’s body size, posture, or mobility.

A

Size and space for approach and use

33
Q

this are are systems that utilize human sensors (Speech, touch, sight, etc.) for inputs and interaction.

A

Multi-sensory systems

34
Q

use more than one sense (or mode) of interaction.

A

Mutli-modal System

35
Q

use several different media to communicate information.

A

Multi-Media System

36
Q

composed of introduction, body, and conclusion.

A

Structure of Speech

37
Q

encompass a wide range, including ambient noises, musical tones, and environmental sounds. They play a crucial role in our auditory experiences and can convey emotions, context, or information without words.

A

Non-Speech Sounds

38
Q

Use natural sounds to represent different types of objects or actions.

A

Auditory Icons

39
Q

is a crucial aspect of universal design, allowing individuals to communicate with computers or devices using handwritten input.

A

Handwriting Recognition

40
Q

is the assistance provided to software users when encountering technical issues or questions regarding the product or service.

A

User Support

41
Q

The user requests help on a particular command and is presented with a help screen on the manual page describing it.

A

Command Assistance

42
Q

In command line interfaces CP provides help when the user encounters an error, usually in the form of correct usage prompts.

A

Command Prompt

43
Q

help request interpreted according to the context in which it occurs. e.g. tooltips.

A

Context Sensitive Help

44
Q

The user works through the basics of the application in a test environment.

A

Online Tutorial

45
Q

paper documentation is made available on the computer.

A

Online Documentation

46
Q

task-specific tool leads the user through the task, step by step, using the user’s answers to specific questions.

A

Wizards

47
Q

monitor user behavior and offer contextual advice

A

Assistants

48
Q

is a distinct category of assistive technology and an established area of study at the relationship of HCI.

A

Adaptive Help System

49
Q

Adaptable systems allow the user to provide a model of himself around which the system will be configured by adjusting preferences.

A

User modeling

50
Q

Some help systems build a model of the user’s current task or plan, which can be accomplished by representing user tasks in terms of the used command sequences.

A

Domain and Task Modeling

51
Q

defines an area of expertise and knowledge in some real-world activity and it consists of concepts that highlight its important aspects.

A

Domain

52
Q

is the operation to manipulate the concepts of a domain. A goal is the desired output from a performed task.

A

Task

53
Q

Knowledge represented as rules or facts.

A

Rule-Based

54
Q

Knowledge stored in a structure with slots to be filled.

A

FRAME BASED

55
Q

Knowledge represented as relationships between facts.

A

NETWORK BASED

56
Q

Knowledge represented implicitly within decision structure.

A

EXAMPLE BASED

57
Q

is an informative representation of an object, person, or system.

A

Model

58
Q

a statement of an opinion or an explanation of an idea that is believed to be true, but might be wrong

A

Theories

59
Q

is an area of computer science that deals with the simulation of human problem-solving and mental processing in a computer model.

A

COGNITIVE MODEL

60
Q

is a family of predictive models of human performance that can be used to improve the efficiency of human-machine interaction by identifying and eliminating unnecessary user actions.

A

GOALS, OPERATOR, METHOD, AND SELECTION(GOMS)

61
Q

what the user wants to achieve

A

Goals

62
Q

basic actions the user performs.

A

Operator

63
Q

decomposition of a goal into sub-goals/operators.

A

Method

64
Q

user’s personal rules to choose one several methods

A

Selection

65
Q

is the study of how a user will complete any certain task successfully.

A

Task Analysis

66
Q

software engineering notations used to specify the required behavior of specific interactive systems.

A

Standard Formalism

67
Q

special-purpose mathematical models of interactive systems used to describe usability properties at a generic level.

A

Interaction Models

68
Q

activity between the events, objects with continuous motion, models of time.

A

Continuous Behaviour

69
Q

is a term for applications written to support the collaboration of several users.

A

Groupware

70
Q

wherein people use computers and networks to communicate with one another, makes communication across great distances and different time zones convenient, eliminating the time and geographic constraints of in-person communicate.

A

Computer-Mediated Communication (CMC)