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
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**
26
the design is useful and marketable to people with diverse abilities.
**Equitable**
27
The design accommodates a wide range of individuals’ preferences and abilities.
**Flexibility in use**
28
Use for design is easy to understand, regardless of the user experience, knowledge, language skills, or current concentration level.
**Simple and intuitive to use**
29
The design communicates necessary information effectively to the user, regardless of ambient conditions or the user’s sensory abilities
**Perceptible Information**
30
Design minimizes hazards and the adverse consequences of accidental or unintended actions.
**Tolerance for error**
31
Design can be used efficiently and comfortably and with a minimum of fatigue.
**Low physical effort**
32
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**
33
this are are systems that utilize human sensors (Speech, touch, sight, etc.) for inputs and interaction.
**Multi-sensory systems**
34
use more than one sense (or mode) of interaction.
**Mutli-modal System**
35
use several different media to communicate information.
**Multi-Media System**
36
composed of introduction, body, and conclusion.
**Structure of Speech**
37
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**
38
Use natural sounds to represent different types of objects or actions.
**Auditory Icons**
39
is a crucial aspect of universal design, allowing individuals to communicate with computers or devices using handwritten input.
**Handwriting Recognition**
40
is the assistance provided to software users when encountering technical issues or questions regarding the product or service.
**User Support**
41
The user requests help on a particular command and is presented with a help screen on the manual page describing it.
**Command Assistance**
42
In command line interfaces CP provides help when the user encounters an error, usually in the form of correct usage prompts.
**Command Prompt**
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help request interpreted according to the context in which it occurs. e.g. tooltips.
**Context Sensitive Help**
44
The user works through the basics of the application in a test environment.
**Online Tutorial**
45
paper documentation is made available on the computer.
**Online Documentation**
46
task-specific tool leads the user through the task, step by step, using the user’s answers to specific questions.
**Wizards**
47
monitor user behavior and offer contextual advice
**Assistants**
48
is a distinct category of assistive technology and an established area of study at the relationship of HCI.
**Adaptive Help System**
49
Adaptable systems allow the user to provide a model of himself around which the system will be configured by adjusting preferences.
**User modeling**
50
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**
51
defines an area of expertise and knowledge in some real-world activity and it consists of concepts that highlight its important aspects.
**Domain**
52
is the operation to manipulate the concepts of a domain. A goal is the desired output from a performed task.
**Task**
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Knowledge represented as rules or facts.
**Rule-Based**
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Knowledge stored in a structure with slots to be filled.
**FRAME BASED**
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Knowledge represented as relationships between facts.
**NETWORK BASED**
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Knowledge represented implicitly within decision structure.
**EXAMPLE BASED**
57
is an informative representation of an object, person, or system.
**Model**
58
a statement of an opinion or an explanation of an idea that is believed to be true, but might be wrong
**Theories**
59
is an area of computer science that deals with the simulation of human problem-solving and mental processing in a computer model.
**COGNITIVE MODEL**
60
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)
61
what the user wants to achieve
**Goals**
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basic actions the user performs.
**Operator**
63
decomposition of a goal into sub-goals/operators.
**Method**
64
user’s personal rules to choose one several methods
**Selection**
65
is the study of how a user will complete any certain task successfully.
**Task Analysis**
66
software engineering notations used to specify the required behavior of specific interactive systems.
**Standard Formalism**
67
special-purpose mathematical models of interactive systems used to describe usability properties at a generic level.
**Interaction Models**
68
activity between the events, objects with continuous motion, models of time.
**Continuous Behaviour**
69
is a term for applications written to support the collaboration of several users.
**Groupware**
70
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)