IS 401 Ch. 7 Flashcards

1
Q

A key step in systems design

A

is to classify the inputs and outputs for each event

as either a system interface or a user interface.

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2
Q

System interfaces

A

are inputs and outputs that require minimal human intervention.
They might be inputs captured automatically by such special input devices as scanners, electronic messages to or from another system, or transactions captured by another system.
Many outputs are considered system interfaces if they primarily send messages or information to other systems (e.g., a pickup notification to a shipping company) or if they produce reports, statements, or documents for external agents or actors without much human intervention (e.g., end-of month credit card statements e-mailed to cardholders).

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3
Q

User interfaces

A

are inputs and outputs that more directly involve a system user. User interfaces can be for internal or external users. Their design varies widely depending on such factors as interface purpose, user characteristics, and characteristics of a specific interface device. For example, although all user interfaces should be designed for maximal ease of use, other considerations, such as operational efficiency, may be important for internal users who can be trained to use a specific interface optimized for a specific hardware device (e.g., a keyboard, a mouse, and a large high-resolution display). In contrast, a quite different user interface might be designed for a customer-facing system that assumes a cell phone as the input/output device.

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4
Q

Understanding the User Interface

A

Many people think the user interface is developed and added to the system near the end of the development process, but the user interface is much more important than that. It is everything that the end user comes in contact with while using the system—physically, perceptually, and conceptually. From a user perspective, the user interface is the entire system. The programs, scripts, databases, and hardware behind the interface are irrelevant.

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5
Q

physically

A

desk, chair, light, keyboard, mouse, touchscreen, keypad

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6
Q

perceptually

A

colors, shapes, textures, fonts, sounds, speech, windows, menus, buttons

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7
Q

conceptually

A

customers, partners, friends, orders, shipments, inquiries, feedback, ratings

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8
Q

user-centered design

A

design techniques that embody the view that the user interface is the entire system

emphasizes three important principles:

  • Focus early on the users and their work.
  • Evaluate designs to ensure usability.
  • Use iterative development.
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9
Q

Focus early on the users and their work.

A

User-oriented analysis and design tasks are performed as early as possible and are often given higher priority than other tasks.
For example, such user-oriented analysis tasks as stakeholder identification and interviews occur early in the project. User interfaces are designed in early iterations, and user-related design decisions drive other design decisions and tasks.

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10
Q

Usability

A

refers to the degree to which a system is easy to learn and use.

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11
Q

Evaluate designs to ensure usability.

A

Ensuring usability isn’t easy; there are many different types of users with different preferences and skills. Features that are easy for one person to use might be difficult for another.
For example, if it is too flexible, some end users might feel lost. On the other hand, if the interface is too rigid, some users will be frustrated.
Ease of learning and ease of use are often in conflict. For example, menu based applications with multiple forms, many dialog boxes, and extensive prompts and instructions are easy to learn; indeed, they are self-explanatory. And easy-to-learn interfaces are appropriate for systems that end users use infrequently.
But if internal users use the system all day, it is important to make the interface fast and flexible, with shortcuts, hot keys, voice commands, and information-intensive screens. This second interface might be harder to learn,
but it will be easier to use after it is learned. Internal users (with the support of their managers) are willing to invest more time learning the system in order to become efficient users.
Developers employ many techniques to evaluate interface designs to ensure usability. User-centered design requires testing all aspects of the user interface. Some usability testing techniques collect objective data that can be statistically analyzed to compare designs. Some techniques collect subjective data about user perceptions and attitudes. To assess user attitudes, developers conduct formal surveys, focus group meetings, design walk-throughs, paper-and-pencil evaluations, expert evaluations, formal laboratory experiments, and informal observation.

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12
Q

Use iterative development.

A

doing some analysis, then some design, then some implementation, and then repeating the processes. After each iteration, the project team evaluates the work on the system to date. Iterative development keeps the focus on the user by continually returning to the user requirements during each iteration and by evaluating the system after each iteration.

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13
Q

metaphors

A

analogies between features of the user interface and aspects of physical reality that users are familiar with

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14
Q

Direct manipulation metaphor

A

Manipulating objects on a display that look like physical objects (pictures) or that represent them (icons)

EX: The user drags a folder icon to an image of a recycle bin or trash can to delete a collection of files.

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15
Q

Desktop metaphor

A

Organizing visual display into distinct regions, with a large empty workspace in the middle and a collection of tool icons around the perimeter

EX: At computer startup, a Windows user sees a desktop, with icons for a clock, calendar, notepad, inbox and sticky notes (the computer interface version of a physical Post-It note).

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16
Q

Document metaphor

A

Visually representing the data in files as paper pages or forms. These pages can be linked together by references (hyperlinks)

EX: The user fills in a form field for a product he or she owns, and the manufacturer’s Web site finds and displays the product’s manual as an Adobe Acrobat file, which contains a hyperlinked table of contents and embedded links to related documents.

17
Q

Dialog metaphor

A

The user and computer accomplishing a task by engaging in a conversation or dialog by using text, voice, or tools, such as labeled buttons

EX: The user clicks a button labeled“troubleshoot” because the printer isn’t working. The computer prints questions on the display, and the user responds by typing answers or selecting responses from a printed list.

18
Q

human-computer interaction (HCI)

A

field of study concerned with the efficiency and effectiveness of user interfaces vis-à-vis computer systems, human-oriented input and output technology, and psychological aspects of user interfaces

Norman proposes two key principles to ensure good interaction between a person and a machine: affordance and visibility. Both principles apply to user-interface controls, which are elements of a user interface that a user manipulates to perform tasks. Examples of controls include menus, buttons, pull-down lists, sliders, and text entry boxes.

19
Q

Affordance (UI Design concepts)

A

means that the appearance of a specific control suggests its function—that is, the purpose for which the control is used.
For example, a control that looks like a steering wheel suggests that it is used for turning.
Affordance can also be achieved by a user-interface control that the user is familiar with in another context. For example, the media player control icons were first widely used on audiotape and videotape players in the 1970s and have continued to be used in such devices as DVD and portable music players. They are widely incorporated into computer interfaces because so
many users are familiar with them

20
Q

Visibility (UI Design concepts)

A

means that a control is visible so users know it is available; it also means that the control provides immediate feedback to indicate that it is responding.

For example, the mute button changes its appearance when the user moves the mouse pointer over it. When
the user presses the button again, it changes its appearance.

21
Q

Consistency (UI Design concepts)

A

User interfaces should be designed for consistency in function and appearance. The way that information is arranged on forms, the names and arrangement of menu items, the size and shape of icons, and the sequence followed to carry out tasks should be consistent throughout the system. Why? People are creatures of habit. After we learn one way of doing things, it is difficult to change. When we operate a computer application, many of our actions become automatic; we don’t think about what we are doing.

22
Q

Shortcuts (UI Design concepts)

A

User interfaces and dialogs designed for novices are often an annoyance and impediment to experienced users’productivity. Users who work with an application repeatedly or for long time periods want shortcuts for frequently used functions, which minimize the number of keystrokes, mouse clicks, and menu selections required to complete tasks.

23
Q

Feedback

A

Every action a user takes should result in some type of feedback from the computer so the user knows the action was recognized. Feedback can take many
forms in a user interface, including:
-Audible feedback, such as clicking sounds when keys are pressed and beeps when on-screen buttons are pressed
-Visible feedback, such as the icon changes or the progress meter shown during the download of a large file

Feedback provides the user with a sense of confirmation and the feeling that a system is responsive and functioning correctly. Lack of feedback leaves the user wondering whether a command or input was recognized or whether the system is malfunctioning. When subsequent processing is delayed by more than a second or two, users may repeatedly press controls or reenter information, resulting in processing errors and user frustration.

24
Q

Dialogs That Yield Closure

A

Each dialog should be organized with a clear sequence—a beginning, middle, and end. Any well-defined task has a beginning, middle, and end, so users’ tasks on the computer should also feel this way. The user can get lost if it is not clear when a task starts and ends. In addition, users often focus intently on tasks, so when it is confirmed that a task is complete, the user can clear his or her mind and get ready to focus on the next task.
If the system requirements are defined initially as events to which the system responds, each event leads to the processing of one specific, well-defined activity. Each use case can be defined as one or more dialogs, each with a flow of steps and well-defined interactions. Event decomposition sets the stage for dialogs with closure.

25
Q

Error Handling

A

User errors are a waste of the time to commit and to correct them. A good user interface design anticipates common errors and helps the user to avoid them.
One way to do this is to limit available options, presenting the user with only valid options for a specific point in a dialog. Adequate feedback, as discussed previously, also helps reduce errors. When errors do occur, the user interface needs mechanisms to detect then.
Validation techniques are useful for catching errors, but the system must also help the user correct the error. When the system does find an error, the error message should state specifically what is wrong and explain how to correct it.

26
Q

Easy Reversal of Actions

A

Users need to feel that they can explore options and take actions that can be cancelled or reversed without difficulty. This is one way that users learn about the system—that is, by experimenting. It is also a way to prevent errors; as users recognize they have made a mistake, they cancel the action. In the game of checkers, a move isn’t final until the player takes his or her fingers off the game piece; it should be the same when a user drags an object on the screen. In addition, designers should be sure to include cancel buttons on all dialog boxes and allow users to go back a step at any time. Finally, when the user deletes something substantial—a file, a record, or a transaction—the system should ask the user to confirm the action and, where possible, delay implementing the action.
A key issue in permitting action reversal is structuring dialogs and corresponding system actions. Novice designers and programmers often assume that user dialog structure and the sequence of corresponding system actions must precisely correspond.

27
Q

Reducing Short-Term Memory Load

A

People have many limitations, and short-term memory is one of the biggest. User-interface designers should avoid requiring the user to remember anything from one form to another or from one dialog box to another during an interaction with the system. Memory limitations also apply to steps in a complex process. The interface should help users keep track of where they are in a complex process via visual cues and other aids.

28
Q

storyboarding

A

sequence of sketches of the display screen during a dialog

29
Q

text box

A

a rectangular box that accepts text typed on a keyboard or recognized from speech input

30
Q

list box

A

a text box that contains a list of predefined data values

31
Q

combo box

A

a text box that contains a predefined list of acceptable entries but permits the user to enter a new value when the list doesn’t contain the desired value

32
Q

radio buttons

A

a group of choices from which the user selects only one; the system then automatically turns off all other buttons in the group

33
Q

check boxes

A

similar to radio buttons, but the user can select multiple items within the group

34
Q

cascading style sheets (CSS)

A

Web page encoding standard that enables a Web site designer to specify parts of a page that will always look the same and parts that will vary by task or audience

35
Q

assistive technologies

A

software (such as text-to-speech and voice-recognition utilities) that adapts user interfaces to the special needs of persons with disabilities