Quiz 2

45 flashcardsby Ishan
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1
Direct manipulation
Feeling like you control the object itself
2
Desktop metaphor
Computer files and folders act like real ones on a desk
3
Invisible interface
One you don't notice, so you focus only on the task
4
Two parts of directness (Hutchins, Hollan, Norman)
Distance and direct engagement
5
Semantic distance
How hard it is to know what to do
6
Articulatory distance
How hard it is to do it
7
Direct engagement
Feeling like you're handling the objects, not the computer
8
Two ways an interface becomes invisible
Learning and design
9
Why isn't invisibility by learning enough?
Users won't spend long learning our interfaces
10
Affordance
The look shows how to use it
11
5 tips for invisible interfaces
Affordances, know your user, differentiate your user, let the interface teach, talk to your user
12
Three human systems
Input, processing, output
13
Design rule about color
Never rely on color alone
14
Haptic feedback
Touch feedback that only the user feels
15
Three kinds of memory
Perceptual store, short-term, long-term
16
Parts of the Baddeley and Hitch model
Visuospatial sketchpad, phonological loop, episodic buffer, central executive
17
How much can short-term memory hold?
4 to 5 chunks
18
Chunking
Grouping info into one unit
19
Which is easier, recognition or recall?
Recognition
20
Procedural vs. declarative knowledge
Knowing how vs. knowing facts
21
Cognitive load
How much mental effort a task uses
22
Motor system
What users can physically do, like precision
23
Biggest design mistake
Designing before understanding users
24
Second biggest design mistake
Picking one idea too early
25
Problem space vs. design space
The problem vs. all possible solutions
26
Why brainstorm individually first?
Groups agree too early
27
Thompson's four group blockers
Social loafing, conformity, production blocking, performance matching
28
Osborn's 4 rules
Expressiveness, nonevaluation, quantity, building
29
Persona
A made-up character representing a user
30
User profiles
Lists of user traits that map all your users
31
Timeline
A persona stretched over time
32
Scenarios and storyboards
Specific situations, good for edge cases
33
User modeling
Comparing designs objectively with task analysis
34
Goal after brainstorming
Narrow to 3 or 4 ideas to prototype
35
Fidelity
How complete a prototype is
36
Main prototyping tradeoff
Low-fi is easy to change; high-fi is detailed
37
Horizontal prototype
Whole design, shallow
38
Vertical prototype
One part, deep detail
39
Verbal prototype
Describing the design out loud
40
Paper prototype
Interface drawn on paper
41
Card prototype
One screen per card to simulate use
42
Wizard of Oz prototype
A hidden person acts as the system
43
Wireframe
A detailed digital mockup
44
Physical prototype
A 3D model that doesn't have to work
45
Multi-level prototyping
Different parts at different fidelities
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