POM L5 Flashcards

1
Q

What are 5 activities of spiral model ?

A
  1. Determine objectives
  2. Evaluate alternatives
  3. Identify risks
  4. Resolve risks by assigning priorities to risks
  5. Develop a prototype for the highest identified risk
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2
Q

What are the main differences between waterfall model and spiral model ?

A

The Waterfall model assumes that once you are done

with an activity, all issues covered in that activity are
closed and cannot be reopened
# The Spiral model can deal with change between
activities, but does not allow change within an activity

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3
Q

Why Prototyping?

A
•  Instant gratification
• Helps understanding 
 Improves poor communication
• Allow early decision making
• Mistakes are found early
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4
Q

What is Usability Testing ?

A

The act of disproving a model is testing , The act of testing a user interface is usability testing.
UT is watching a user interact with the user interface of the system
• Usability testing uses scenario-based design: Involves the creation of a test scenario, where the user performs a list of tasks while the observer watches and takes notes, and compares the observed with the specified behaviour

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5
Q

What is “Time-boxed” prototyping ?

A

it limits the duration of the

prototype development.

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6
Q

Horizontal Prototypes

A
  • Show wide range of features
  • Horizontal integration
  • Bottom up, Top down
  • Used inlinear processes:
  • No full implementation up to the end
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7
Q

Vertical Prototypes

A
  • Show small range of features (scenario, user story)
  • Full implementation of these features
  • Vertical Integration
  • Used in agile processes
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8
Q

Revolutionary Prototyping (specification prototyping)

A
  • Develop a prototype to get the requirements right
  • then throw the prototype away and start from scratch

Advantage:
- Short production time
Disadvantage:
- Project might become very expensive (Users may fancy features in prototype that are expensive to implement)

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9
Q

Evolutionary Prototyping

A
  • Prototype is the basis of final release

Advantage:
- Short time to the market
Disadvantage:
- Evolutionary prototyping can be used only if the target system can be constructed in the prototyping language

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10
Q

Illustrative Prototype

A

Develop the UI with story boards, and implement it on e.g. a napkin. (Good for first dialog with the client)

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11
Q

Functional Prototype

A

Implement and deliver a minimal functioning system.

Then add more functionality, ordered by risk. (Good for incremental development)

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12
Q

Exploratory Prototype (“Hack”)

A

Implement part of the system to get a clearer view on the requirements. (Good fro paradigm breaks)

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13
Q

Evaluating prototypes

A
  • Heuristic Evaluation can start in development phase
  • HE works on sketches, papers etc.
  • “Missing-element” problems are harder to find on sketches
  • HE is a usability engineering method to find usability
    problems in a user interface design
    The difference between HE and Usability Testing is like the difference between walkthrough and inspection
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14
Q

What are the Risks of Prototyping?

A
  • User may become attached to Prototype
  • Customer might not appreciate the hard work to turn prototype into final deliverable
  • User might confuse prototype with final product
  • prototype development might be costly
  • Negative feelings can occur if prototype doesn’t work
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15
Q

What is Usability ?

A

Measures how well a user can use the system functionality. Categories:

  • Learnability (a system is better if it is easier/faster to learn)
  • Number of steps
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16
Q

Usability Management

A
  • Learnability
  • Efficiency
  • Memorability
  • Error handling and Robustness
  • Satisfaction(User experience)
17
Q

Cycle Time

A

The time to accept an input and produce an output

18
Q

Models in User Interface Design

A
  • System Model: how the system really works
  • (User) Interface model: Model of the system presented to the user
  • User Model: How the user thinks the system works
  • Design Model: Model in the designer’s head realized in the Interface model
19
Q

Managing human error, what are the two main categories in this field?

A
- Mistake:
Trying to do something the system
cannot do (novice users, with the wrong user model)
- Slip:
made by expert user when distracted. Three main types:
- Description error 
- Capture error
- Mode error
20
Q

Slip Example: Description Error

A

Happens when two actions are similar. The intended one is replaced by the similar one with many functions in common.
Design Model recommendation: Avoid actions
with very similar descriptions.

21
Q

Slip Example: Capture Error

A

A sequence of actions is replaced by another sequence that starts the same way.
Design Model recommendation: Avoid habitual action sequences with common prefixes.

22
Q

Slip Example: Mode Error

A

Mode Error: States in which actions have different meanings (insert mode vs command mode)
Design Model Recommendation: Try to eliminate modes

23
Q

What are Nielsen’s 10 Heuristics?

How can we categorise them?

A

We categorise the 10 Heuristics in 4 main categorise.
Meet expectations:
1. Match the Real World (speak the user language, use metaphors)
2. Maintain Consistency
3. Provide good Help and Documentation

The User is the boss:

  1. User Control and Freedom
  2. Visibility of System Status
  3. Flexibility and Efficiency

Handle errors:

  1. Error Prevention
  2. Recognition, Not Recall
  3. Error Reporting, Diagnosis and Recovery

Keep it simple:
10. Aesthetic and Minimalist Design.

24
Q

Heuristic Evaluation

A

Basicsteps
• Evaluator inspects the User Interface thoroughly
• Compares User Interface against the Nielsen’s 10 heuristics
• Provides a list of usability problems.

25
Q

What model you need to use regarding changes in the project ?

A

Frequent changes: Agile Process
Infrequent changes: Spiral model
No changes: Waterfall model

26
Q

What is affordance ?

A

refers to the properties that
determine how the thing could be
operated