HCI in Software Process/Usability Engineering Flashcards

1
Q

This is used in software process to interact product with user and give them a simple and comfort able interface.

A

HCI (Human Computer Interaction)

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2
Q

They are the one who check the environment that it is simple and interactive for selected environment and it is only possible human interaction.

A

Software Developers

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3
Q

This is the subdiscipline that addresses the management and technical issues of the development of software systems.

A

Software Engineering

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4
Q

This is the activities that take place form the initial concept for a software system up until its eventual phasing out and replacement

A

Software Life Cycle

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5
Q

As the main underlying theory for HCI, human factors can largely be divided into two parts, what are those two?

A

Cognitive Science and Ergonomics

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6
Q

This explains the human’s capability and model of conscious processing of high-level information

A

Cognitive Science

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7
Q

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.

A

Ergonomics

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8
Q

This formulate the steps for how humans might interact to solve and carry out a given task/problem and derive the interaction model.

A

Task/Interaction Modelling

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9
Q

This understand and predict how humans might react mentally to various information-presentation and input-solicitation methods as a basis for interface selection.

A

Prediction, Assessment, and evaluation of interactive behavior

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10
Q

This talks about which senses external information and Perception, which interprets and extracts basic meanings of the external information.

A

Sensation

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11
Q

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

A

Decision Maker/Executor

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12
Q

This capture a description of what the eventual system will be expected to provide.

A

Requirement Specification

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13
Q

This is how does the system provide the services expected from it.

A

Architectural Design

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14
Q

This is a refinement of the component description provided by the architectural design, made for each component separately.

A

Detailed Design

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15
Q

This is implementing the detailed design in an executable programming language and testing the different components.

A

Coding and Unit Testing

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16
Q

This is integrating the different components into a complete system and testing it as a whole.

A

Integration and Testing

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17
Q

This is all the work on the system after the system is released.

A

Maintenance

18
Q

This will most often occur within a single life-cycle activity or between two adjacent activities.

A

Verification

19
Q

This demonstrates that within the various activities the customers requirements are satisfied.

A

Validation of a Design

20
Q

THis makes the abstract attribute more concrete by describing it in terms of the actual product.

A

Measuring Concept

21
Q

This states how the attribute will be measured.

A

Measuring Method

22
Q

This indicates the value for the measurement with the existing system

A

Now Level

23
Q

This is the lowest acceptable measurement for the task.

A

Worst Case

24
Q

This is the target for the design

A

Planned Level

25
Q

This is the level which is agreed to be the best possible measurement given the current state of development tools and technology.

A

Best Case

26
Q

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.

A

Iterative Design

27
Q

this is the knowledge gained from the prototype is used in the final design, but the prototype is discarded.

A

Throw Away

28
Q

This is the final product is released as a series of components that have been prototyped separately

A

Incremental

29
Q

This is the prototype is not discarded but serves as a basis for the next iteration of the design.

A

Evolutionary

30
Q

This is prototyping costs time which is taken away from the real design. Therefore, there are rapid-prototyping techniques.

A

Time

31
Q

These are some of the most important features, as safety and reliability, cannot be tested using a prototype

A

Non-Functional Features

32
Q

This is prototyping cannot form the basis for a legal contrast and must be supported with documentation

A

Contracts

33
Q

This is a graphical depiction of the outward appearance of the intended system, without any accompanying system functionality

A

Storyboards

34
Q

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

A

Limited Functionanility Simulations

35
Q

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

A

High-Level Programming Support

36
Q

This is information that explains why a a computer system is the way it is

A

Design Rationale

37
Q

This is about interpreting and extracting basic meanings from external information

A

Perception

38
Q

This considers marketability, training needs, skilled personnel, subcontractors.

A

Wider Perspective

39
Q

This manages development process considering temporal relationships and intermediate deliverables

A

Wider Perspective

40
Q

This is described in temporally bound phrases

A

Managerial Perspective

41
Q

This focuses on progress demonstration to customers through technical content and documentation

A

Managerial Perspective