ITEC 101 (ENUMERATIONS) Flashcards

1
Q

This includes understanding the relationship between:

A

Facial Expressions
Body Language
Gestures
The tone of voice

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2
Q

CONSCIOUS EMOTIONS /
REFLECTIVE / REFLECTION

A

Joy
Sadness
Anger
Fear
Love

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3
Q

AUTOMATIC EMOTIONS / AFFECT

A

Startle Response
Fear Reactions
Happiness Response
Disgust Response
Anger Response

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4
Q

GOOD AND POOR DESIGN

A
  • Easy to Learn
  • Effective to use
  • Enjoyable Experience
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5
Q

Design a product with the users in mind.

A
  • Who is going to use them?
  • How will they use it?
  • When will they use it?
  • What activities will they do when
    interacting the product
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6
Q

USABILITY GOALS

A
  • Effectiveness
  • Efficiency
  • Safety
  • Utility
  • Easy to Learn
  • Easy to Remember
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7
Q

DESIRABLE ASPECTS

A
  • Satisfying
  • Helpful
  • Fun / Enjoyable
  • Motivating
  • Engaging
  • Pleasurable
  • Rewarding
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8
Q

UNDESIRABLE ASPECTS

A
  • Boring
  • Unpleasant
  • Frustrating
  • Making one feel stupid
  • Annoying
  • Gimmicky
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9
Q

ANALOGIES ARE USED IN
3 MAIN WAYS

A
  • As a way of conceptualizing what we
    are doing.
  • As a conceptual model instantiated
    at the interface.
  • As a way of visualizing an operation.
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10
Q

PARADIGMS INCLUDES

A
  • The questions to be asked and how they should be
    asked.
  • The phenomena to be observed.
  • The way in which finding from studies are to be
    analyzed and interpreted.
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11
Q

VISIONS INCLUDES

A
  • Improved services
  • Up-to-date information
  • Energy saving utilities
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12
Q

The three core principles OF MANIPULATING

A
  1. Continuous representation of the object and actions of interest.
  2. Rapid reversible incremental actions with immediate feedback about the object of
    interest.
  3. Physical actions and button pressing instead of issuing commands with complex
    syntax
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