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

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

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)

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
Serves as a checklist in evaluating and explaining problems for the heuristic evaluator while auditing an interface or product
Nielsen’s 10 Heuristic Principles
26
System should always keep users informed about what is going on, through appropriate feedback within reasonable time
Visibility of System Status
27
Follows real-world conventions, making info appear in a natural and logical manner
Match Between Systems and the Real World
28
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
User Control and Freedom
29
Support undo and redo
User Control and Freedom
30
Users should not have to wonder whether different words, situations or actions mean the same thing
Consistency and Standards
31
Follow platform conventions
Consistency and Standards
32
Minimize the user’s memory load by making objects, actions and options visible
Recognition Rather than Recall
33
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
Flexibility and Efficiency of Use
34
Allow users to tailor frequent actions
Flexibility and Efficiency of Use
35
Dialog shouldn’t contain info that’s irrelevant or rarely needed
Aesthetic Minimalist Design
36
Error messages should be expressed in plain language (no codes)
Help Users Recognize, Diagnose, and Recover from Errors
37
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)
Help and Documentation