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IPM_V

Bruno Ramos Computação Inglês 37 flashcards

IPM_V

Flashcards do conjunto (37)

  1. 1How are Conceptual Models formed?- Causality
    - Familiarity with similar devices
    - Experience and training
    - Instructions
    - Interaction
  2. 2Good Conceptual model allows...?- understand the relationship between the controls of a device and the outcome
    - predict the effects of our actions
  3. 3A poor Conceptual model makes it difficult to?- figure out what to do in new situations
    - understand cause/effect
    - predict the effects of our actions
  4. 4Conceptual ModelsConceptual Models
  5. 5Define the system Model (Implementation Model)- how the system works. its constituent parts and how they work together to do what the system does
  6. 6Define the interface Model (system image)- is the model that the system presents to the user
  7. 7Define The user Model (mental model)- is how the user thinks the system works
  8. 8Define the Design Model (conceptual Model)- is the model that UI designer intended for the interface to convey.
    System
  9. 9Designer Expectation?- User Model to be similar to the design Model
    - But Designer and user don't communicate directly
    - Communication is done through the Interface Model
  10. 10Designer's tasks- Choose the appropriate conceptual model
    - Correctly communicate it to the user
  11. 11How to communicate the conceptual model to the user?- Affordances
    - Mapping
    - Visibility
    - Feedback
    - Constrains
  12. 12Define "Affordances" in the conceptual model- perceived and actual properties of an object that determine how the object could be used
  13. 13Enunciate some necessary characteristics about "Affordances"- Appearance should be used to tell the user what to do
    - The parts of a user interface should agree in perceived and actual affordances
    - When simple things need instruction, the design has failed
  14. 14Define Mappingrelationship between the controls and their effects on the system
  15. 15Define Natural mappingMapping using uses physical analogies and cultural conventions.
    ex: Move control up to move object up; a louder sound to represent a bigger quantity
  16. 16Define Visibilityhow clearly the user sees the state of the interface and all the possible actions
  17. 17Define Feedback and its importanceCausality exists when something that happens after an action appears to be caused by that action;
    - When an action has no visible effect, we may conclude that it was ignored and we repeat it -> Need for feedback
  18. 18Define Constraints+ Possibilities -> bigger difficulty to handle new situations
    - restrict the number of possibilities
  19. 19Enumerate some types of Constraints- Physical
    - Semantic
    - Cultural
    - Logical
  20. 20Give some examples of Cultural Constraints- light switch (down is off in the US and on in the UK)
    -Taps (left are open in the US and closed in the UK)
  21. 21Define Metaphor in relation to the Conceptual ModelRelating computing to other real-world activity is an effective teaching technique :
    -Desktop
    -Trashcan
  22. 22Enumerate some of the advantages of using "Metaphors"- Help users to perceive the conceptual model
    - Help to understand the “unfamiliar”
  23. 23Enumerate some of the problems of using "Metaphors"- Constraining
    - Cultural differences
    - Some tasks do not fit into a given metaphor
  24. 24What is consistency in relation to conceptual Modelling?- When people lack the knowledge about how to operate a certain system, they tend to derive the operation by analogy with other similar system
    - Similar things should look and act in similar ways
  25. 25What are the types of Consistency?-Internal: within itself
    -External: With other applications on the same platform
    - Metaphorical:...
  26. 26Define Interaction- Communication between the user and the system
    - The interface must effectively translate between them
  27. 27Norman's Model for interactionNorman's Model for interaction
  28. 28In Norman's model what is the "Gulf of execution"?- the difference between the intentions and the allowable actions
    - user’s formulation of actions ≠ actions allowed by the system
  29. 29In Norman's model what is the "Gulf of evaluation"?- reflects the amount of effort the user must exert to interpret the physical state of the system and to determine how well the expectations and intentions have been met
    - user’s expectation of changed system state ≠ actual presentation of this state
  30. 30What are the principles of good design by Norman's standards?- Visibility: By looking, the user can tell the state of the device and the alternatives for action
    - Affordances: Objects’ appearance determine how the object could be used
    - Feedback: The user receives full and continuous feedback about the results of actions
    - Good mappings: It is possible to determine the relationship between actions and results, between the controls and their effects, and between the system state and what is visible
    - A good conceptual model: The designer provides a good conceptual model for the user, with consistency in the presentation of operations and results and a coherent, consistent system image
  31. 31Tell a way to mitigate the Gulf of execution and the Gulf of evaluation- Affordances, constraints, mappings are helpful (execution)
    - Feedback is essential here (evaluation)
  32. 32What should be designers approach to error?- assume all possible errors will occur
    - minimize the chance of errors
    - minimize the effects of errors when they do occur
    - make it easy for users to detect errors
    - make it possible to reverse the effects of an error
  33. 33What are the types of errors?- Mistake (form the wrong intention; error in conceptual model)
    - Slip (error in carrying out intention)
    - Description error (Intended action is replaced by another action with much in common)
    - Capture error ( A sequence of actions is replaced by another sequence that starts the same way)
    - Mode error (Occurs when devices have different modes of operation and the same action has different meanings depending on the selected mode)
    - Lack of consistency
  34. 34Interaction Framework from Abowd and Beale IInteraction Framework from Abowd and Beale I
  35. 35Interaction Framework from Abowd and Beale IIInteraction Framework from Abowd and Beale II
  36. 36Interaction Framework from Abowd and Beale IIIInteraction Framework from Abowd and Beale III
  37. 37Interaction Framework from Abowd and Beale IVInteraction Framework from Abowd and Beale IV

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