ITEC 101 (ENUMERATIONS) Flashcards
1
Q
This includes understanding the relationship between:
A
Facial Expressions
Body Language
Gestures
The tone of voice
2
Q
CONSCIOUS EMOTIONS /
REFLECTIVE / REFLECTION
A
Joy
Sadness
Anger
Fear
Love
3
Q
AUTOMATIC EMOTIONS / AFFECT
A
Startle Response
Fear Reactions
Happiness Response
Disgust Response
Anger Response
4
Q
GOOD AND POOR DESIGN
A
- Easy to Learn
- Effective to use
- Enjoyable Experience
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
6
Q
USABILITY GOALS
A
- Effectiveness
- Efficiency
- Safety
- Utility
- Easy to Learn
- Easy to Remember
7
Q
DESIRABLE ASPECTS
A
- Satisfying
- Helpful
- Fun / Enjoyable
- Motivating
- Engaging
- Pleasurable
- Rewarding
8
Q
UNDESIRABLE ASPECTS
A
- Boring
- Unpleasant
- Frustrating
- Making one feel stupid
- Annoying
- Gimmicky
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.
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.
11
Q
VISIONS INCLUDES
A
- Improved services
- Up-to-date information
- Energy saving utilities
12
Q
The three core principles OF MANIPULATING
A
- Continuous representation of the object and actions of interest.
- Rapid reversible incremental actions with immediate feedback about the object of
interest. - Physical actions and button pressing instead of issuing commands with complex
syntax