Term
Describe the four goals for requirements analysis. |
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Definition
1. Ascertain the users’ needs
2. reliability
3. Promote appropriate standardization, integration, consistency, and portability.
4. Complete projects on schedule and within budget |
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Term
What are the five usability measures that should be taken into account during user interface design that are central to evaluation of an interface. |
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Definition
1. Time to learn
2. Speed of performance
3. Rate of errors by users
4. Retention over time
5. satisfaction |
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Term
Describe time to learn of the five usability measures |
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Definition
How long does it take for typical members of the user community to learn how to use the actions relevant to a set of tasks |
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Term
Describe speed of performance of the five usability measures |
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Definition
How long does it take to carry out the benchmark tasks |
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Term
Describe rate of errors by users of the five usability measures |
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Definition
How many and what kinds of errors do people make in carrying out the benchmark tasks? Although time to make and correct errors might be incorporated into the speed of performance, error handling is such a critical component of interface usage that it deserves extensive study. |
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Term
Describe retention over time of the five usability measures |
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Definition
How well do users maintain their knowledge after an hour, a day, or a week? Retention may be linked closely to time to learn, and frequency of use plays an important role. |
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Term
Describe subjective satisfaction of the five usability measures |
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Definition
How much did users like using various aspects of the interface? The answer can be ascertained by interviews or by written surveys that include satisfaction scales and space for free-form comments. |
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Term
What are the five primary sources of motivation (application areas) for human factors in design? |
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Definition
1. Life-critical systems 2. Industrial and commercial uses 3. Home and entertainment applications 4. Exploratory, creative, and collaborative interfaces 5. Sociotechnical systems |
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Term
Give an example of a Life-critical system |
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Definition
those that control air traffic, nuclear reactors and medical instruments |
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Term
Give an example of an industrial and commercial applications |
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Definition
interfaces for banking, insurance, and order entry |
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Term
Give an example of home and entertainment applications |
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Definition
email clients, search engines, and cellphones |
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Term
Give an example of exploratory, creative, and collaborative interfaces |
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Definition
web browsers, scientific and business team collaborations support |
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Term
Give an example of sociotechnical systems |
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Definition
health support, identity verification, and disaster response |
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Term
How does the design of a life-critical system differ from that of other systems? |
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Definition
In a life-critical system the system needs to be able to be used under stress situations. |
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Term
Compare and contrast motivating factors between life-critical systems and those for home, office, or entertainment. |
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Definition
In a life-critical system, lengthy training periods are acceptable to obtain rapid, error-free performance, while in a home, office, or entertainment application ease of learning is important. |
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Term
Briefly identify some areas of human diversity that challenge the developers of interactive systems. |
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Definition
1. Variations in physical abilities and physical workplaces 2. Diverse cognitive and perceptual abilities
3. Personality differences
4. Cultural and international diversity
5. Users with disabilities
6. Older adult users
7. Children
8. Accommodating hardware and software diversity |
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Term
What are some design concerns pertaining to cultural and international diversity? |
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Definition
Date and time formats, numeric and currency formats, weights and measurements, and telephone numbers and addresses. |
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Term
Which among Guidelines, Principles, and Theories is at the highest level of abstraction? |
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Definition
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Term
Which among Guidelines, Principles, and Theories is at the lowest level of abstraction? |
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Definition
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Term
What are the devices (techniques) for getting the user's attention. |
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Definition
1. Intensity 2. Marking 3. Choice of fonts 4. Inverse video 5. Blinking 6. Color 7. Audio |
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Term
How is intensity implemented? |
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Definition
Use two levels only, with limited use of high intensity to draw attention |
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Term
How is marking implemented? |
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Definition
Underline the item, enclose it in a box, point to it with an arrow, or use an indicator such as an asterisk, bullet, dash, plus sign, or x |
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Term
How is choice of fonts implemented? |
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Definition
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Term
How is inverse video implemented? |
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Definition
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Term
How is blinking implemented? |
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Definition
Use blinking displays (2-4 hz) or blinking color changes with great care and in limited areas |
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Term
How is color implemented? |
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Definition
Use ip to four standard colors, with additional colors reserved for occasional use |
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Term
How is audio implemented? |
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Definition
Use soft tones for regular positive feedback and harsh sounds for rare emergency conditions |
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Term
List Shneiderman's 8 Golden Rules of Interface Design |
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Definition
1. consistency
2. universal usability
3. informative feedback
4. yield closure
5. Prevent errors
6. easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load. |
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Term
Give and example of striving for consistency |
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Definition
should be consistent sequences, actions, colors, and layout throughout the application |
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Term
Give and example of catering to universal usability |
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Definition
recognize the needs of divers users and design for plasticity. Add explanations for novices and features for experts |
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Term
Give and example of offering informative feedback |
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Definition
should be a system feedback for every user action |
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Term
Give and example of designing dialogs to yield closure |
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Definition
sequences should be organized into groups with a beginning, middle, and end |
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Term
Give and example of prevent errors |
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Definition
design the system so users cannot make serious errors |
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Term
Give and example of permit easy reversal of actions |
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Definition
as much as possible, actions should be reversible |
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Term
Give and example of supporting internal locus of control |
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Definition
should give the user a strong sense that they are in control |
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Term
Give and example of reducing short-term memory load |
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Definition
users should not be required to remember things when using the system |
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Term
What are the parts of the Foley and van Dam cognitive model. |
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Definition
1. conceptual level 2. Semantic level 3. syntactic level 4. lexical level |
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Term
Describe the conceptual level of the Foley and van Dam cognitive model |
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Definition
the user's mental model of the interactive system |
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Term
Describe the semantic level of the Foley and van Dam cognitive model |
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Definition
describes the meanings conveyed by the user's input and by the computer's output display |
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Term
Describe the syntactic level of the Foley and van Dam cognitive model |
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Definition
how the user actions that convey semantics are assembled into complete sentences that instruct the computer to perform certain tasks |
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Term
Describe the lexical level of the Foley and van Dam cognitive model |
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Definition
device dependencies and with the precise mechanisms by which users specify the syntax |
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Term
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Definition
the mismatch between the user's intentions and the allowable actions |
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Term
Define the gulf of evaluation |
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Definition
the mismatch between the system's representation and the user's expectations |
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Term
List and explain Norman's four principles of good design. |
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Definition
1. The state and the action alternatives should be visible 2. There should be a good conceptual model with a consistent system image
3. the interface should include good mappings that reveal the relationships between stages
4. Users should receive continuous feedback |
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