Lecture_08 Flashcards

Negotiation, Prioritization, Prototyping, & Usability

1
Q

What is a conflict in requirements engineering?

A

When two or more stakeholders or requirements cannot be true in parallel.
Or a conflict within a single requirement

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2
Q

What are some ways to manage conflicts in requirements?

A

Refining, weakening, sacrificing goals, or avoiding conflicts through alternative strategies.

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3
Q

Give an example of a trade-off in system design.

A

Security vs. usability.
Performance vs. security.
Usability vs. privacy.
Safety vs. performance.

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4
Q

What is the Win-Win negotiation method?

A

A structured process for detecting conflicts, negotiating, and reaching agreements based on stakeholder goals.

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5
Q

Why is prioritization important in requirements engineering?

A

It helps determine which requirements are the most critical to implement first.

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6
Q

What are some methods of requirements prioritization?

A

1) Value vs. cost analysis.
2) $100 method.
3) Analytical Hierarchy Process (AHP).

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7
Q

How does the $100 method work?

A

Stakeholders are given $100 to allocate across different requirements based on their perceived importance.

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8
Q

What is the Analytical Hierarchy Process (AHP)?

A

A structured method where stakeholders compare pairs of requirements to determine priority based on criteria.

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9
Q

What is the purpose of prototyping?

A

To create a mock-up design of an interface to test usability and gather feedback.

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10
Q

What are the different types of prototypes?

A

Paper, digital, and web/UI-based prototypes.

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11
Q

What are the advantages and disadvantages of paper prototypes?

A

Advantages: Fast, inexpensive, and concrete. Disadvantages: Unrealistic, distracting, and awkward.

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12
Q

What is the difference between throwaway and evolutionary prototyping?

A

Throwaway: Used to explore ideas and then discarded. Evolutionary: Continually refined and developed.

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13
Q

What is the main difference between wireframes and prototypes?

A

Wireframes focus on structure and function, while prototypes mimic the final product without underlying code.

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14
Q

What are the key usability factors?

A

1) Fit for use (functionality): The system can support the tasks the user has in real life.

2) Ease of learning.

3) Task efficiency.

4) Ease of remembering.

5) Subjective satisfaction.

6) Understandability.

7) Ease of use (User friendliness): a combination of all factors but the first.

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15
Q

What usability factors should a web-based commercial system prioritize?

A

Ease of learning and subjective satisfaction.

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16
Q

What are the usability goals/dimensions?

A

1) Effectiveness.
2) Efficiency
3) Safety.
4) Utility
5) Learnability
6) Memorability.

17
Q

How does usability differ from accessibility?

A

Usability ensures ease of use.
while accessibility ensures that all users, including those with disabilities, can access the system.

18
Q

What are some common reasons why a product is hard to use?

A

Lack of focus on the user, evolving target audiences, difficulty in designing usability, poor team integration, and mismatch between design and implementation.
OR
1. Development focuses on the machine or system
2. Target audiences change and adapt
3. Designing usable products is difficult
4. Team specialists don’t always work in integrated
ways
5. Design and implementation don’t match

19
Q

How can systems be designed to prevent user errors?

A

By implementing sensibility checks, allowing reversibility (undo actions), making errors easy to detect and correct, and guiding users toward proper actions.

20
Q

How to avoid damage from Errors (According to Norman)?

A

1) Understand the causes of error and design to minimize those causes.
2) Do sensibility checks. Does the action pass the “common sense” test?
3) Make it possible to reverse actions—to “undo” them or make it harder to do what cannot be reversed.
4) Make it easier for people to discover the errors that do occur, and make them easier to correct.
5) Don’t treat the action as an error; rather, try to help the person complete the action properly. Think of the action as an approximation to what is desired.