HCI UNIT 3.2 Flashcards

1
Q

this system is used to develop learning algorithm

A

instructional system design

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2
Q

primary values of instructional system design

A

Obtains business results through improved performance

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3
Q

key features of instructional system design

A

an older methodology that has rapidly evolved into a robust model for solving
more structured problems.

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4
Q

main steps of instructional system design

A
  1. Analysis: understanding and then describing the objectives needed to correct performance deficiencies (identify goals)
  2. Design: a process to achieve the goals in order to correct the performance deficiencies
  3. Development: building the initial discoveries into a process that will assist the learners to become expert performers
  4. Implementation: deliver the learning platform
  5. Evaluation: ensure the learning and performance platform is delivering the desired results
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5
Q

design thinking

A

Applying critical and creative thinking to understand, visualize, and describe complex, ill-structured problems and develop approaches to solve them.

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6
Q

primary values of design thinking

A

Focuses on the wider social space of systems and society rather than artifacts and aesthetics by expanding engagement, impact, and sales.

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7
Q

key features in design thinking

A

While focus is primarily on the problem and product, the model does use customer feedback for solving ill-structured problems.

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8
Q

main steps in design thinking

A
  1. . Apply critical thinking to gain understanding of the problem
  2. Observe to understand the operational environment
  3. Solve the right problem by defining it
  4. Ideate: imagine or conceive solutions to solve the problem
  5. Adapt to dynamic conditions by prototyping
  6. achieve designated goals
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9
Q

agile design

A

method for breaking tasks into small increments with minimal planning that do not directly involve long-term planning. The iterations are short time frames that typically last from one to four weeks.

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10
Q

primary value of agile method

A

Builds a vibrant learning environment through communication, collaboration, and small but rapid iterations in order tosustain agility that adapts to a changing environment.

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11
Q

key feature of agile method

A

The model relies heavily on customers being part of the team so that changing
requirements can be adapted to.

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12
Q

main steps of agile method

A
  1. Select the project and
    develop the vision
  2. Initiate the project by obtaining stakeholder participation, funding, and build team
  3. Deliver small working iterations that meet the changing needs of the stakeholders
  4. Release End Game (deliver the final package).
  5. Production — operate, maintain and support the system
  6. Retirement — remove when no longer needed
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13
Q

systhem thinking

A

Problem solving by viewing “problems” as parts of an overall system, rather than reacting to a specific part, outcome or event and potentially contributing to further development of unintended consequences

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14
Q

primary value for system thinking

A

uses a holistic approach in goal seeking

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15
Q

key feature of system thinking

A

it is best for complex problem that affects the entire organization

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16
Q

key feature of steps for system thinking

A
  1. Tell stories that focus on a narrative that will aid in discovering the issue.
  2. . Look for trends in performance patterns
  3. When a trend becomes visible, develop a focus question
  4. . Look for key causes and consequences
  5. Look deeper into the problem
  6. Plan an intervention by basing it on your understanding of the structure
17
Q

primary value for X-Problem

A

Uses extreme adaptive
approaches to innovate
when solving wicked
problems

18
Q

Key feature for X-Problem

A

used when facing wicked problems on the edge of chaos

19
Q

although the release may not be fully completed or functional, the designers believe that it is good enough to be of use to the learners or users.

A

release iteration

20
Q

the iteration is performed to test a method, function, feature, etc. to a small population of learners to see if it valid.

A

design iteration

21
Q

main steps in X-Problem

A
  1. immersion - soak yourself into the problem
  2. convergence - bring all things together
  3. divergence - explore new advantages
  4. adaptaion - stay nimble in a fast moving environment