finals Flashcards

1
Q

This refers to producing an emotional response.

A

Affective

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2
Q

When this doesnt work properly or crashes, it may cause irritability to the user.

A

Application

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3
Q

The user might be angry if this doesnt do what the user wants it to do.

A

System

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4
Q

It may cause problems if this is not met.

A

User expectation

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5
Q

This pop up as a result of unsuccessful functionalities and are vague, obtuse or condemning.

A

Error Messages

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6
Q

The ___ of the interface can be an eyesore if its to noisy, garish, gimmicky or patronizing

A

Appearance

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7
Q

This can happen when clicking on a link to a website only to discover that it is still under construction.

A

Gimmick

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7
Q

This should be treated as how to fix it messages and should state the cause of the problem and what the user needs to do to fix it.

A

Error Messages

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7
Q

This is an excessive number of operations, represented at the interface as banks of icons or cascading menus.

A

Featuritis

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7
Q

a whole new genre of cartoon and life like characters has begun appearing on our computer screens as e commerce assistants that give us information about products.

A

Vitual Agents

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8
Q

This lifecycle follows a similar thread to our interaction design model but includes considerably more details.

A

Usability engineering lifecycle

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9
Q

These are those affected by the introduction of the system or who will influence its purchase.

A

Tertiary Users

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10
Q

used to represent a modelthat captures a set of activities and how they are related. The reasons such model is popular is that they allow developers and particularly

A

Lifecycle models

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11
Q

this lifecycle emerged from the empirical work they did looking at how interface designers went about their work and has analytic mode and synthetic mode.

A

star lifecycle method

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12
Q

this development method is only a generic process and must be tailored for a particular organization.

A

Dynamic systems development model

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13
Q

this development method breaks down a large project into many smaller projects that can deliver products incrementally, and enhances flexibility in terms of the development techniques used in the maintainability of the final system.

A

Graphic application development

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14
Q

This development method workshops in which user and developers come together to thrash out the requirements of the system where the representatives from each identified stakeholder group should be involved in each workshop so that all the relevant views can be heard.

A

Joint app development

15
Q

this model incorporates them in an iterative framework that allows ideas and progress to be repeatedly checked and evaluated

A

spiral lifecycle model

16
Q

this lifecycle method was the first model generally known in software engineering, forms the basis of many lifecycles in use today and a linear model in which each step must be completed before the next step can be started

A

waterfall lifecycle model

17
Q

this model is not intended to be prescriptive and is based on our observations of interaction design and on information

A

simple lifecycle model

18
Q

this implies that the client or users know the requirements and has to tell the developers

A

elicitation

19
Q

this is the activity of investigating and analyzing an initial set of requirements that have been gathered, elicited or captured.

A

requirements analysis

20
Q

this ensures that a system must be able to run on a variety of platforms

A

non functional requirements

21
Q

this capture what the product should do.

A

functional requirements

22
Q

this capture the type, volatility, size, amount, persistence, accuracy and value of the amounts of the required data.

A

data requirements

23
Q

this refers to the circumstances in which the interactive product will be expected to operate

A

environmental requirements

24
Q

these capture the characteristics of the intended user group

A

user requirements

25
Q

these capture the usability goals and associated measures for a particular product

A

usability requirements

26
Q

this aims to begin structuring and recording descriptions of requirements

A

interpretation

27
Q

techniques for investigating cognitive processes and physical actions at a high level of abstraction and in minute detail

A

task analysis

28
Q

this allows stakeholders to interact with an envisioned product, to gain some experience of using it in a realistic setting and to explore imagined uses

A

prototype

29
Q

these prototypes are simple, cheap and quick to modify so they support the exploration of alternative designs and ideas

A

low fidelity prototypes

30
Q

these consists of a series of sketches showing how auser might progress through a task using the device being developed

A

storyboard

31
Q

this assumes that you have a software based prototype. In this technique,the user sits at a computer screen and interacts with the software as though interacting with the product

A

wizard of oz

32
Q

this prototyping uses materials that you would expect to be on the final product and produces a prototype that looks much more like the final thing

A

high fidelity prototypes

33
Q

this refers to the description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like that will be understandable by the users in the manner intended

A

conceptual model

34
Q

this can be used to explicate existing work situations but they are more commonly used for expressing proposed or imagined situations to help in conceptual design

A

scenarios

35
Q

this is the widget that makes sure that the relevant information is available for the task is one aspect of information display but another concerns the format.

A

information display

36
Q

this widget provides users with a choice of commands or a choice of options related to a command

A

menu design

37
Q

this is used to get feedback on emerging designs and this feebback may be from users or from

A

prototyping