Module 2 Flashcards

1
Q

Design of NLS (oNline System)

A

Mouse (1968)

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2
Q

Developed smalltalk at Xerox PARC

A

Dynabook (1970s)

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3
Q

The first graphical browser (Mosaic) came in 1993

A

WWW (1989)

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4
Q

Currently the most active research area in HCI. Sensor based/context aware computing also known as persuasive computing

A

Ubiquitous Computing

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5
Q

beneficial for normal designers and interface designers

A

Shneiderman’s 8 Golden Rules

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6
Q

Standardizing the way information is conveyed ensures users are able to apply knowledge from one click to another; without the need to learn new representations for the same actions

A

Strive for Consistency

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7
Q

Increased use comes the demand for quicker methods of completing tasks

A

Enable Frequent Users to Use Shortcuts

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8
Q

The user should know where they are at and what is going on at all times

A

Offer Informative Feedback

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9
Q

Don’t keep the users guessing

A

Design Dialog to Yield Closure

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10
Q

Systems should be designed to be as fool-proof as possible, but when unavoidable error occurs, ensure users are provided with, intuitive step-by-step instructions to solve the problem as quickly and painlessly as possible

A

Offer Simple Error Handling

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11
Q

Designers should aim to offer users obvious ways to reverse their actions

A

Permit Easy Removal of Actions

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12
Q

Allow your users to be the initiators of actions

A

Support Internal Locus of Control

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13
Q

Interfaces should be as simple as possible with proper info hierarchy and choosing recognition rather than recall

A

Reduce Short-Term Memory Load

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14
Q

asses the interaction between human and computers and used to transform difficult tasks

A

Don Norman’s 7 Principles

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15
Q

possible to determine what actions are possible and the current state of the device (clear focal points, visual hierarchy, obvious navigation systems)

A

Discoverability

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16
Q

Some way of letting the user know that the system is working on the request. Must he immediate, informative, planned, unobtrusive and prioritized

A

Feedback

17
Q

simple and useful explanation of how something works

A

Conceptual Model

18
Q

perceived action and actual properties of an object that help us determine its operation (door handle shaped like what it controls)

A

Affordance

19
Q

Communicates to use where the actions should take place

A

Signifiers

20
Q

Perceivable indicator that communicates appropriate action

A

Signifiers

21
Q

Relationship between controls and the effect they have on the design/world

A

Mapping

22
Q

Users spatial correspondence between the layout of the controls and the devices being controlled to determine how to use them (arrow buttons on a claw machine)

A

Mapping

23
Q

Restrict the kind of interactions that can take place and help reduce the amount of info process

A

Constraints

24
Q

methodical procedure to check user interface for usability problems

A

Heuristic Evaluation

25
Q

Serves as a checklist in evaluating and explaining problems for the heuristic evaluator while auditing an interface or product

A

Nielsen’s 10 Heuristic Principles

26
Q

System should always keep users informed about what is going on, through appropriate feedback within reasonable time

A

Visibility of System Status

27
Q

Follows real-world conventions, making info appear in a natural and logical manner

A

Match Between Systems and the Real World

28
Q

Users often choose system functions by mistake and will need a clearly marked “emergency exit” to leave the unwanted state without having to go through an extended dialogue

A

User Control and Freedom

29
Q

Support undo and redo

A

User Control and Freedom

30
Q

Users should not have to wonder whether different words, situations or actions mean the same thing

A

Consistency and Standards

31
Q

Follow platform conventions

A

Consistency and Standards

32
Q

Minimize the user’s memory load by making objects, actions and options visible

A

Recognition Rather than Recall

33
Q

Accelerators (unseen by the novice user) may often speed up the interaction for the expert user such that the system can cater to both type of users

A

Flexibility and Efficiency of Use

34
Q

Allow users to tailor frequent actions

A

Flexibility and Efficiency of Use

35
Q

Dialog shouldn’t contain info that’s irrelevant or rarely needed

A

Aesthetic Minimalist Design

36
Q

Error messages should be expressed in plain language (no codes)

A

Help Users Recognize, Diagnose, and Recover from Errors

37
Q

Any info should be easy to search, focused on the user’s task, list concrete steps to be carried out, and not be too large (file size)

A

Help and Documentation