Lecture 5 Flashcards

1
Q

an acronym for windows, icon, mouse, and
pointer which represents the conventional desktop
interface

A
  • WIMP
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2
Q
  • the implementation will typically consist of widgets
A

view

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3
Q

While supporting a quick completion of the task is
important, error free operation is equally important.

A

Prevent Errors / Reversal of Action.

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4
Q

interactive systems designers need to
know about includes software, hardware,
communications, and content

A

Technologies

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5
Q

also leads to less erroneous
behavior this pack is well applied to interface design for
instance in keeping the number of menu items or depth
to less than this amount to maintain good user
awareness of the ongoing tasks or in providing reminders
and status information continuously throughout the
interaction

A

light memory burden

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6
Q

need a variety of skills and need to
understand a variety of disciplines

A

UX Designers

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7
Q

futurologist to some extent the better
essence of their job is to create the future or at least
some pictures of it

A

Designer

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8
Q
  • information systems methods have developed over the
    years to ensure that information systems are effective
    and meet the needs of people who work there
A

Activities and Contexts

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9
Q

the interaction and interface should be
designed to avoid confusion and mental overload.

A

Prevent Errors / Reversal of Action.

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10
Q

The final major HCI principle is to favor “natural”
interaction and interfaces.

A

Naturalness.

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11
Q
  • the region or portion of the screen or display that is no
    longer consistent with the model is said to be damaged
A

view

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12
Q
  • In the longer term, one way to unburden the memory
    load is to keep consistency.
A

Strive for Consistency.

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13
Q
  • does practically takes care of the input part of the
    interaction
A

Controller

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14
Q

a design pattern used to decouple user interface
as view data, as model, and application logic as controller

A

MVC

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15
Q
  • interactive applications are implemented and executed
    using the user interface or UI software layers or
    collectively the UI layer
A

Design

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16
Q

to maintain the user’s awareness of the situation and
further illicit correct responses informative momentary
or continuous feedback will repress the user’s memory
and help the user complete the task easily

A

Remind Users and Refresh their Memory.

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17
Q

the core computational and interface parts are
developed in a modularized fashion and combined in a
flexible manner such a development framework

A

Model, View, and Controller or MVC Architecture

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18
Q

about five to nine chunks of information or items
meaningful with respect to the tests painlessly known as
the magic number

A

human’s short-term memory or STM

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19
Q

Designing interaction with as little memory load as
possible is a principle that also has a theoretical basis.

A

Reduce Memory Load.

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20
Q

first problem we must confront

A

Design

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21
Q
  • The more effective the use of imagery at the interface,
    the more engaging and enjoyable it can be
A

(Mullet and
Sano. 1995)

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22
Q

corresponds to the computation

A

Model

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23
Q

HCI Guidelines Criteria

A
  • User Type
  • Platform/System Setup
  • Vendors/Organizations
  • Interface Style/Modality/Technology
  • Task/Operational Context
  • Applications
  • General HCI Design
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24
Q

This principle simply states that the interaction and
interface should cater to the needs and capabilities of the
target user of the system in design

A

“Know Thy User”.

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25
Q

it is simply a process to reinforce the original
requirements analysis to further accommodate the
potential users in a more complete way

A

User Analysis

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26
Q

refers to a trait that is reflective of various
operations in our everyday life.

A

Naturalness.

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27
Q

A well-known approach to designing affective
interfaces is to use expressive icons and other graphical
elements to convey emotional states

A

Expressive Interfaces

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28
Q
  • Used for Interactive Applications
A

Model, View, and Controller or MVC Architecture

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29
Q

to employ interfaces that give
continuous reminders of important information and
thereby refresh the user’s memory

A

Remind Users and Refresh their Memory.

30
Q

often based on the UI toolkit which provides the
abstraction for the interface parts

A

Model, View, and Controller or MVC Architecture

31
Q

an essential step in HCI design the results of the ______________ will be reflected back to the requirements and
this could identify additional UI requirements or the
functional or non-functional

A

User Analysis

32
Q
  • any software design starts with a carefool analysis of
    the functional requirements for interactive software with
    a focus on the user experience we take a particular look
    at the functions that are to be activated directly by the
    user through interaction
A

Requirements Analysis

33
Q

the UI layer refers to a set of software that operates
above the core operating system or underneath the
application

A

Design

34
Q

once in place a ______ of the application tends to be
stable and unchanging

A

Model

35
Q

an experienced and humble HCI designer will at least
try to leverage the best knowledge available from
cognitive psychology ergonomics and anthropomorphic
data to assess the capabilities and characteristics of the
target user group when a direct field study is not feasible

A

“Know Thy User”.

36
Q

understanding the UI layer and its execution
framework

A

Design

37
Q

document guides the ergonomics aspects of
HCI designs, with topics covering visual display, physical
input devices, workplace/environment ergonomics. And tactile/haptic interactions

A

e International Organization for Standardization
(ISO) 9241

38
Q

identifying the application test structure and the
sequential relationships between the different elements
with a crude test model

A

Scenario and Task Modeling

39
Q

class of interaction modeling

A

Scenario and Task Modeling

40
Q

uses the underlying UI execution framework or
operating system to achieve this purpose or while the
view is mostly independent from the operating system or
platform

A

Controller

41
Q

development framework refers to a modular approach
for interactive program development

A

Model, View, and Controller or MVC Architecture

42
Q

Some ways of conveying the status of a system are through the use of:

A
  • dynamic icons
  • animations
  • spoken messages, using various kinds of voices,
    telling the user what needs to be done
  • various sounds indicating actions and events
43
Q

equally important to user analysis is task analysis and
modeling

A

Scenario and Task Modeling

44
Q
  • interaction will usually take place in the context of some community of practice
A

Activities and Contexts

45
Q

the viewport of the application corresponds to the
implementation for output and presentation of data in
modern GUI base interfaces

A

view

46
Q

generally difficult mainly because it is a multi-objective task that involves
simultaneous consideration of many things

A

Good human-computer interaction (HCI) design

47
Q

will serve as another
helpful medium in selecting the actual software or
hardware interface

A
  • Storyboard
48
Q

The effect ranges from feeling mildly
amused to extremely angry.

A

User Frustration

49
Q

first proposed as a computational architecture for
interactive programs rather than a methodology by the
designers of the programming language called Smalltalk

A

Model, View, and Controller or MVC Architecture

50
Q

drawn based on the task model to further envision
its usage and possible interface choices

A
  • Storyboard
51
Q

is in everyday use and yet given quite specific and
different meanings by particular groups of people

A

Design

52
Q

for each of the sub-tests and scenes in the storyboard
particularly software interface components it is very important that we try to adhere the HCI
principles guidelines and theories to justify and prioritize
our decision

A

Interface Selection and Consolidation

53
Q

consists of graphic illustrations organized in
sequence and is often used to pre-visualize motion
picture animation and interactive experiences

A
  • Storyboard
54
Q

boils down to identifying the sequence and structure of
subtasks at an abstraction level appropriate for the
typical user within the larger application context

A

Understand the Task.

55
Q

It is closely related to the interaction modeling and user
analysis

A

Understand the Task.

56
Q

general fundamental and
commonsensical applicable to almost any HCI design
situation

A

HCI principles

57
Q

again, one can regard this simply as an iterative process
to refine the original wrap requirements through the
process of storyboarding a visual profile of the interface
can be sketched

A

Scenario and Task Modeling

58
Q

Humans are certainly more efficient in carrying out
tasks that require less memory burden, long or short
term.

A

Reduce Memory Load.

59
Q

Recommended Software UX Tools

A
  • Wireframing Software
  • Screen Recording Software
  • Diagramming Software
  • Analytics Software
  • Text Editor
  • Standard Office Software
60
Q

Principles of Effective Design

A

Know thy user
Understand the task
Reduce Memory Load
Strive for consistency
Remind Users and Refresh their Memory
Prevent Errors/ Reversal of Actions
Naturalness

61
Q

social beings so it is important that the
approaches and techniques adapted and the social
sciences are used to understand people and technologies

A

People

62
Q

s used to denote groups of people who have shared interests and values and engage in similar
activities

A

Activities and Contexts

63
Q

the human memory dissipates information quite
quickly and this is especially true when switching tests in
multi-tasking situations which is a very prevalent form of
interaction these days

A

Remind Users and Refresh their Memory.

64
Q

refers to producing an
emotional response

A

affective Interfaces

65
Q

tend to be more specific

A

HCI Guidelines

66
Q
  • is one of the first object oriented and
    modular languages
A

Smalltalk

67
Q
  • takes external inputs from the user and then interprets
    and release them to the model
A

Controller

68
Q
  • typically used to indicate the current state of a
    computer
A

Expressive Interfaces

69
Q

corresponds to the implementation or manipulating
the view or in order to ultimately manipulate the internal
model

A

Controller

70
Q

deals with the underlying problem or main information
or data of the application

A

Model

71
Q

may be merged into one module or object
because they are so tightly related to each other

A

view and
controller