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Final Exam

Luke Abel DECO2500 university Inglés 73 fichas

Fichas del conjunto (73)

  1. 11st D in the DECIDE framework?Determine overall goals
  2. 21st E in the DECIDE framework?Explore questions to be answered
  3. 3C in the DECIDE framework?Choose evaluation paradigms
  4. 4I in the DECIDE framework?Identify issues that must be addressed
  5. 52nd D in the DECIDE framework?Deal with ethical issues
  6. 62nd E in the DECIDE framework?Evaluate, interpret and present data
  7. 74 step process of interactive design?1. Identifying needs and establishing requirements
    2. Develop alternatives
    3. Prototype
    4. Evaluate
  8. 83 key characteristics of interactive design1. Involve users
    2. Goals identified at the beginning
    3. Iteration through 4 step process
  9. 9What are the 6 usability goals?Effectiveness, efficiency, safety, utility, learnability, memorability
  10. 10Usability goal: EffectivenessHow good a system is at doing what it is supposed to do
  11. 11Usability goal: EfficiencyHow many steps required to complete a task
  12. 12Usability goal: SafetyWhat is the range of errors possible? How easy to recover from them
  13. 13Usability goal: UtilityCan users complete tasks the way that they want to
  14. 14Usability goal: LearnabilityCan the user work out how to use by exploring? How hard would this be
  15. 15Usability goal: MemorabilityHow easy it is to remember how to use a system
  16. 16Human-Computer InteractionThe design, evaluation and implementation of interactive computing systems for human use
  17. 17Interaction DesignDesigning interactive products to support people in everyday and working lives
  18. 18What are the 6 Design Principles?Visibility, feedback, constraints, mapping, consistency, affordance
  19. 19Design Principle: VisibilityEnsuring functions are visually available to the user
  20. 20Design Principle: FeedbackEnsure the user knows when a task has been completed/what they have done
  21. 21Design Principle: ConstraintsRestricting what can take place at any given moment e.g greyed out menu options
  22. 22Design Principle: MappingThe location of controls
  23. 23Design Principle: ConsistencyDesigning interfaces that have similar elements for similar tasks
  24. 24Design principle: AffordanceRefers to an attribute of an object that allows people to know how to use it
  25. 25Problem SpaceThe boundaries of what you want to create/solve
  26. 26Conceptual ModelA high level description of how a system is organised and operates
  27. 27Interaction ParadigmThe framework in which the user interacts. The technical base
  28. 28Interaction ModeHow does the user interact with the model?
  29. 29Interaction MetaphorHow can the user draw on prior knowledge? eg. desktop
  30. 30Experiential CognitionA state of mind in which we perceive, act and react to events around us effectively and effortlessly
  31. 31Reflective CognitionThinking, comparing and decision making
  32. 32Light MultitaskerProne to be more distracted by multiple media streams
  33. 33Heavy MultitaskerBetter at allocating attention, but easily distracted
  34. 34The 3 Internal Cognitive FrameworksMental models, gulfs of execution and evaluation, information processing
  35. 35The 3 External Cognitive FrameworksDistributed cognition, external cognition, embodied interaction
  36. 36Mental ModelHow the user imagines that a system works
  37. 37Can we you design a mental modelNo, but you can design for it
  38. 38What are the 3 points on the Execution BridgeIntentions, Action Specification, Interface Mechanism
  39. 39What are the 3 points on the Bridge of Evaluation?Interface Display, Interpretations, Evaluation
  40. 40What is the purpose of the bridge of evaluation and execution?To describe the gaps between the user and the interface
  41. 414 Stages of Information Processing?1. Encoding
    2. Comparison
    3. Response Selection
    4. Response Execution
  42. 42Distributed CognitionThe nature of cognitive phenomena across individuals, artifacts and internal and external representations
  43. 43External CognitionProcesses involved when we interact with different external representations
  44. 44What are the benefits of External Cognition?1. Externalising to reduce memory load
    2. Computational offloading
    3. Annotating and cognitive tracing
  45. 45What is the 7 +- 2 theory?We can only hold 5-9 pieces of information in our head at once
  46. 46What are the 3 conversation rules?1. Current speaker chooses next speaker
    2. Another person decides to speak
    3. The current speaker continues talking
  47. 47Synchronous CommunicationConversations in real time, supported by voice or text
  48. 48Asynchronous CommunicationCommunication takes place remotely and at different times
  49. 49ClearBoardDeveloped to enable facial expressions of participants to be made visible to others by using a transparent board that showed their face to the others.
  50. 50HyperMirrorMirror reflections of people were synthesised and projected onto a single screen, so they appeared side by side
  51. 51VideoWindow SystemTwo lounges connected 24/7 via large tv screens, camera and microphones. Anyone could speak to someone in the other room
  52. 52Affective ComputingComputers recognise and express emotions
  53. 53Expressive InterfaceCombination of icons, emoticons and sounds to elicit positive emotions without being intrusive
  54. 54Interface FrustrationInterface inadvertently eliciting negative emotions
  55. 55Persuasive TechnologyTechnology used to draw attention to information to change what people do or think
  56. 56AnthropomorphismAttributing human qualities to objects
  57. 57ZoomorphisimAttributing animal-like qualities to objects
  58. 58Ubiquitous ComputingOnly enters our attention when required
  59. 595 Key issues of data gathering1. Goal Setting
    2. Identifying Participants
    3. Relationship with participants
    4. Triangulation
    5. Pilot Studies
  60. 603 guidlines for interview questions1. Split compound sentences into seperate questions
    2. Explain things in layman's terms
    3. Keep questions neutral
  61. 61EthnographyUncover social organisation of activities. Observe a situation with no frame work or bias
  62. 62Grounded TheoryCode to concepts to categories to theories
  63. 63Activity TheoryExplains human behaviour in terms of our practical activity with the world
  64. 643 Steps of user-centred design approach1. Early focus on users and tasks
    2. Empirical measurement
    3. Iterative design
  65. 65What are the activities that make up user-centred design?1. Establishing requirements
    2. Designing alternatives
    3. Prototyping
    4. Evaluating
  66. 66Agile software developmentDevelopment and interaction design run in parallel tracks
  67. 673 kinds of users1. Primary - Frequent hands on user
    2. Secondary - Occasional user or user via someone else
    3. Tertiary - Affected by its introduction or influence its purchase
  68. 68Heuristic EvaluationExperts, guided by usability principles evaluate whether user interface elements conform to these principles
  69. 693 Catagories of evaluation1. Controlled setting involving users
    2. Natural setting involving users
    3. Any setting not involving users
  70. 70Cognitive walkthroughSimulating a user's problem solving process at each step
  71. 713 Stages of Heuristic walkthrough1. The briefing session
    2. The evaluation period
    3. The debriefing session
  72. 725 steps in Cognitive Walkthrough1. Typical user characteristics identified and documented
    2. Designer and one or more expert come together for analysis
    3. Walk through action sequence for each task
    4. Record of critical information is complied
    5. Design is revised
  73. 73Fitt's LawThe time it takes to point at a target, based on the size of the object and the distance to the object

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university DECO2500 Fichas sobre Final Exam, creado por Luke Abel el 21/06/2016.
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Luke Abel
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