Final Exam- Identification Flashcards
A designer can follow rules to increase the usability of the system/product, e.g., principles, standards, and guidelines.
Design Rules
Author of Eight Golden Rules for Designing User Interfaces, recognized for creating intuitive, user-friendly, and efficient interfaces.
BEN SHNEIDERMAN
Use consistent terminology, layout, and design throughout the interface.
Consistency
Design for users of all ages, abilities, and experience levels.
Universal Usability
Provide feedback to users for every action they take.
Informative Feedback
Organize tasks into groups with clear beginnings, middles, and ends.
Dialogue
Design the interface to minimize the risk of users making mistakes.
Error handling
Allow users to undo their actions.
Permit Reversal of Actions
Give users control over the interface
Keep users in control
Minimize the information users need to remember.
Reduce short-term memory load
An approach to reusing knowledge about successful design solutions. A pattern is an invariant solution to a recurrent problem within a specific context.
Design Pattern
This pattern gives the program more flexibility in deciding which objects need to be created for a given case.
Creational
This pattern focuses on decoupling the interface and implementation of classes and their objects.
Structural
This type deals with the communication between classes and objects.
Behavioural
Evaluate design on how well it supports the user in learning tasks.
Cognitive Walkthrough
Evaluate the usability of a design or system.
Heuristic Evaluation
Results from the literature used to support or refute parts of the design.
Review-based evaluation
Controlled evaluation of specific aspects of interactive behavior.
Experimental Evaluation
to collect sufficient, accurate, and relevant data so that a set of stable requirements can be produced.
Data Gathering
Quietly watching and noting behaviors, actions, or processes
Observational Methods
Examples of these techniques are INTERVIEW and QUESTIONARES.
Query Techniques
The analyst questions the user on a one-to-one basis usually based on prepared questions.
Interview
Set of fixed questions given to users.
Questionnaires
involve measuring and analyzing physical responses and activities in the body to gain insights into user experiences or system performance.
Physiological Methods
Design of products and environment to be useable by all people, to the greatest extent possible, without the need for adaptation or specialized design
Universal Design
the design is useful and marketable to people with diverse abilities.
Equitable
The design accommodates a wide range of individuals’ preferences and abilities.
Flexibility in use
Use for design is easy to understand, regardless of the user experience, knowledge, language skills, or current concentration level.
Simple and intuitive to use
The design communicates necessary information effectively to the user, regardless of ambient conditions or the user’s sensory abilities
Perceptible Information
Design minimizes hazards and the adverse consequences of accidental or unintended actions.
Tolerance for error
Design can be used efficiently and comfortably and with a minimum of fatigue.
Low physical effort
Appropriate size and space are provided for approach reach, manipulator, and use regardless of the user’s body size, posture, or mobility.
Size and space for approach and use
this are are systems that utilize human sensors (Speech, touch, sight, etc.) for inputs and interaction.
Multi-sensory systems
use more than one sense (or mode) of interaction.
Mutli-modal System
use several different media to communicate information.
Multi-Media System
composed of introduction, body, and conclusion.
Structure of Speech
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.
Non-Speech Sounds
Use natural sounds to represent different types of objects or actions.
Auditory Icons
is a crucial aspect of universal design, allowing individuals to communicate with computers or devices using handwritten input.
Handwriting Recognition
is the assistance provided to software users when encountering technical issues or questions regarding the product or service.
User Support
The user requests help on a particular command and is presented with a help screen on the manual page describing it.
Command Assistance
In command line interfaces CP provides help when the user encounters an error, usually in the form of correct usage prompts.
Command Prompt
help request interpreted according to the context in which it occurs. e.g. tooltips.
Context Sensitive Help
The user works through the basics of the application in a test environment.
Online Tutorial
paper documentation is made available on the computer.
Online Documentation
task-specific tool leads the user through the task, step by step, using the user’s answers to specific questions.
Wizards
monitor user behavior and offer contextual advice
Assistants
is a distinct category of assistive technology and an established area of study at the relationship of HCI.
Adaptive Help System
Adaptable systems allow the user to provide a model of himself around which the system will be configured by adjusting preferences.
User modeling
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.
Domain and Task Modeling
defines an area of expertise and knowledge in some real-world activity and it consists of concepts that highlight its important aspects.
Domain
is the operation to manipulate the concepts of a domain. A goal is the desired output from a performed task.
Task
Knowledge represented as rules or facts.
Rule-Based
Knowledge stored in a structure with slots to be filled.
FRAME BASED
Knowledge represented as relationships between facts.
NETWORK BASED
Knowledge represented implicitly within decision structure.
EXAMPLE BASED
is an informative representation of an object, person, or system.
Model
a statement of an opinion or an explanation of an idea that is believed to be true, but might be wrong
Theories
is an area of computer science that deals with the simulation of human problem-solving and mental processing in a computer model.
COGNITIVE MODEL
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.
GOALS, OPERATOR, METHOD, AND SELECTION(GOMS)
what the user wants to achieve
Goals
basic actions the user performs.
Operator
decomposition of a goal into sub-goals/operators.
Method
user’s personal rules to choose one several methods
Selection
is the study of how a user will complete any certain task successfully.
Task Analysis
software engineering notations used to specify the required behavior of specific interactive systems.
Standard Formalism
special-purpose mathematical models of interactive systems used to describe usability properties at a generic level.
Interaction Models
activity between the events, objects with continuous motion, models of time.
Continuous Behaviour
is a term for applications written to support the collaboration of several users.
Groupware
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.
Computer-Mediated Communication (CMC)