HCI in Software Process/Usability Engineering Flashcards
This is used in software process to interact product with user and give them a simple and comfort able interface.
HCI (Human Computer Interaction)
They are the one who check the environment that it is simple and interactive for selected environment and it is only possible human interaction.
Software Developers
This is the subdiscipline that addresses the management and technical issues of the development of software systems.
Software Engineering
This is the activities that take place form the initial concept for a software system up until its eventual phasing out and replacement
Software Life Cycle
As the main underlying theory for HCI, human factors can largely be divided into two parts, what are those two?
Cognitive Science and Ergonomics
This explains the human’s capability and model of conscious processing of high-level information
Cognitive Science
This elucidates how raw external stimulation signals are accepted by our five senses, are processed up to the pre-attentive level, and are later acted upon in the outer world through the motor organs.
Ergonomics
This formulate the steps for how humans might interact to solve and carry out a given task/problem and derive the interaction model.
Task/Interaction Modelling
This understand and predict how humans might react mentally to various information-presentation and input-solicitation methods as a basis for interface selection.
Prediction, Assessment, and evaluation of interactive behavior
This talks about which senses external information and Perception, which interprets and extracts basic meanings of the external information.
Sensation
This talks about what it formulates and revises a plan, then decides what to do based on the various knowledge in the memory, and finally acts it out by commanding the motor system
Decision Maker/Executor
This capture a description of what the eventual system will be expected to provide.
Requirement Specification
This is how does the system provide the services expected from it.
Architectural Design
This is a refinement of the component description provided by the architectural design, made for each component separately.
Detailed Design
This is implementing the detailed design in an executable programming language and testing the different components.
Coding and Unit Testing
This is integrating the different components into a complete system and testing it as a whole.
Integration and Testing
This is all the work on the system after the system is released.
Maintenance
This will most often occur within a single life-cycle activity or between two adjacent activities.
Verification
This demonstrates that within the various activities the customers requirements are satisfied.
Validation of a Design
THis makes the abstract attribute more concrete by describing it in terms of the actual product.
Measuring Concept
This states how the attribute will be measured.
Measuring Method
This indicates the value for the measurement with the existing system
Now Level
This is the lowest acceptable measurement for the task.
Worst Case
This is the target for the design
Planned Level
This is the level which is agreed to be the best possible measurement given the current state of development tools and technology.
Best Case
This is a purposeful design process which tries to overcome the inherent problems of incomplete requirement specification by cycling through several designs, incrementally improving upon the final product with each pass.
Iterative Design
this is the knowledge gained from the prototype is used in the final design, but the prototype is discarded.
Throw Away
This is the final product is released as a series of components that have been prototyped separately
Incremental
This is the prototype is not discarded but serves as a basis for the next iteration of the design.
Evolutionary
This is prototyping costs time which is taken away from the real design. Therefore, there are rapid-prototyping techniques.
Time
These are some of the most important features, as safety and reliability, cannot be tested using a prototype
Non-Functional Features
This is prototyping cannot form the basis for a legal contrast and must be supported with documentation
Contracts
This is a graphical depiction of the outward appearance of the intended system, without any accompanying system functionality
Storyboards
This is programming supports for simulations means a designer can rapidly build graphical and textual interaction objects and attach some behavior to those objects, which mimics the systems functionality
Limited Functionanility Simulations
This allow the programmer to abstract away from the hardware specs and thinking terms that are closer to the way the input and output devices are perceived as interaction devices
High-Level Programming Support
This is information that explains why a a computer system is the way it is
Design Rationale
This is about interpreting and extracting basic meanings from external information
Perception
This considers marketability, training needs, skilled personnel, subcontractors.
Wider Perspective
This manages development process considering temporal relationships and intermediate deliverables
Wider Perspective
This is described in temporally bound phrases
Managerial Perspective
This focuses on progress demonstration to customers through technical content and documentation
Managerial Perspective