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1. What is Interaction Design? Interaction design defines the structure and behavior of interactive products and services. Interaction designers create compelling relationships between people and the interactive systems they use, from computers to mobile devices to appliances. The focus of the interaction design on meeting the needs and wishes of users.(Основное внимание в проектировании взаимодействия уделяется удовлетворению потребностей и пожеланий пользователей) user for example, interface design, software design, user-centered design, product design, web design, experience design.
2. What is Usability? What are the usability goals? Usability means easy to learn, effective to use and provide an enjoyable experience. Effective to use, Efficient to use, Safe to use, Have good utility, Easy to learn, Easy to remember how to use.
3. What is Ergonomics? Ergonomics studies the actions of man in the process, the speed of development of their new technology, the cost of its energy efficiency and intensity in specific activities.
4. What is Iterative Design (iterative approach)? What is the main advantage of this model?
Iterative design can be uses in all process of creation of new product. It is the methodology of designing on cyclic processes of prototyping, testing, analyzing and perfection product or process. This process intent for improve quality and functionality of design. Advantages:
Serious errors can be emergence in the start of this cycle.
It enables and encourages user feedback, so as to elicit the system's real requirements.
This process useful for team which create the product for improve the process.
And it can be fact of status of projects for all the time.
5. What is Waterfall model? What is the main disadvantage of this model? The waterfall model is a sequential design process, often used in software development processes, in which progress is seen as flowing steadily downwards (like a waterfall) through the phases of Conception, Initiation, Analysis, Design, Construction, Testing, Production/Implementation, and Maintenance. Каскадная модель (англ. waterfall model) — модель процесса разработки программного обеспечения, в которой процесс разработки выглядит как поток, последовательно проходящий фазы анализа требований, проектирования, реализации, тестирования, интеграции и поддержки. В качестве источника названия часто указывают статью, опубликованную У. У. Ройсом минусы: недостаточная гибкость
6. What is Feed-Forward (open-loop) design approach? Analyze-design-build
Feedback works even if we know little about the plant dynamics and disturbances
• Was the case in many of the first control systems
• Much attention to feedback - for historical reasons
• Open-loop control/feedforward is increasingly used
• Model-based design means we know something
• The performance can be greatly improved by adding open loop control based on our system knowledge (models)
7. Describe the User-Centered Iterative Design? In broad terms, user-centered design (UCD) is a type of user interface design and a process in which the needs, wants, and limitations of end users of a product are given extensive attention at each stage of the design process. User-centered design can be characterized as a multi-stage problem solving process that not only requires designers to analyse and foresee how users are likely to use a product, but also to test the validity of their assumptions with regards to user behaviour in real world tests with actual users. Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively what a first-time user of their design experiences, and what each user's learning curve may look like.
3 important tools of iterative, usercentered design
Visual Basic
user interface programming
Heuristic evaluations
based on accumulated design experience
Think-aloud usability testing
empirica
8. What is Think-aloud usability test? A powerful method empirically evaluating the usability of a system
User is presented with a system or prototype (system or prototype is OK)
User is asked to perform a task while "thinking aloud" the steps and decisions involved
Collection and analysis of think-aloud data
9. What is Heuristics Evaluation? Heuristic evaluation is a discount usability engineering method for quick, cheap, and easy evaluation of a user interface design. Heuristic evaluation is the most popular of the usability inspection methods. Heuristic evaluation is done as a systematic inspection of a user interface design for usability. The goal of heuristic evaluation is to find the usability problems in the design so that they can be attended to as part of an iterative design process. Heuristic evaluation involves having a small set of evaluators examine the interface and judge its compliance with recognized usability principles (the "heuristics"). Эвристическая оценка инженерно скидка удобство использования метода для быстрой, дешевой и простой оценки дизайна пользовательского интерфейса. Эвристическая оценка является самым популярным методов юзабилити инспекции. Эвристическая оценка проводится как систематическую проверку дизайн пользовательского интерфейса для удобства использования. Целью оценки является эвристическим, чтобы найти проблем с юзабилити в дизайне, так что они могут присутствовать как часть итерационного процесса проектирования. Эвристическая оценка предполагает наличие небольшого набора оценщиков изучить интерфейс и судить о его соответствии с общепризнанными принципами юзабилити ("эвристики").
10. Describe the Visibility of System Status heuristic? Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable. For example, torrent, upload file.
11. Describe the Match Between System and the Real World heuristic?
Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. Example, music, movies, shows, audiobooks, play, stop.
12. Describe the User Control and Freedom heuristic? User control and freedom
Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. Example, logotype of website
13. Describe the Consistency and Standards heuristic? Consistency and standards
• Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. Word, Excel, and PowerPoint all use the same style toolbar with the same primary menu options: Home, Insert, Page Layout… in mail send, receive…
14. Describe the Error Prevention heuristic? Error prevention
Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. For example submit and cancel submit must be larger than cancel
15. Describe the Recognition Rather Than Recall heuristic? Recognition rather than recall
Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
16. Describe the Flexibility and Efficiency of Use heuristic? Flexibility and efficiency of use
Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Hot keys excel выделение ячеек и он посчитает сколько там вышло
17. Describe the Aesthetics and Minimalist Design heuristic? Aesthetic and minimalist design
• Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. Visual layout should respect the principles of contrast, repetition, alignment, and proximity. Header and footer rows, as well as the summary column use subtly different colors to indicate they are distinct from the contenю
18. Describe the Help Users Recognize, Diagnose and Recover from Errors heuristic? Help users recognize, diagnose, and recover from errors
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Плагины установить дают нам сразу ссылку
19. Describe the Help and Documentation heuristic?
Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
20. What is Usability Aspect Report (UAR)? Это отчет(report) о программе
21. Describe each part of the Usability Aspect Report (UAR)? UAR Identifier — <Problem or Good Feature> This should be a unique identifier for the purposes of filing. If more than one person is working on the project or more than one analysis technique is being used, this identifier could contain letters and numbers. For example, if Chris Smith and Jan Koo are both doing an analysis, the identifier might be CS1 or JK75. If both a heuristic evaluation and a think-aloud usability study were used, the identifiers might be HE6 or TA89. Follow the unique identifier with the word "Problem," if the report pertains to a usability problem of the interface, or the words "Good Feature," if it describes an aspect of the interface you feel should be preserved in any redesign.
Succinct description of the usability aspect. This description will be used as the "name" of this UAR when you talk about its relation to other UARs. Make the name as short as possible (about three to five words) but still descriptive and distinguishable from other aspects of the system.
Evidence for the aspect. This is the objective supporting material that justifies your identifying the aspect as worthy of report. This section needs to contain enough information for a reader of this UAR to understand what triggered the report. For an HE report, for instance, this could be an image of a cluttered screen and the heuristic about aesthetics and minimalist design. Or, it could be a list of menu items that do not have keyboard shortcuts and the heuristic about providing shortcuts. In a think-aloud study this is usually what was on the screen (a screen shot or description), what the user did (keystrokes, mouse movements), what the system did in response to any user actions, and what the user said. If you have video annotating or editing capability, it can be a brief animation. Это - объективный материал поддержки, который оправдывает Вашу идентификацию аспекта как достойную отчета. Эта секция должна содержать достаточно информации для читателя этого UAR, чтобы понять то, что вызвало отчет. Поскольку ОН сообщает, например, это могло быть изображением загроможденного экрана и эвристического о минималистском дизайне и эстетике. Или, это мог быть список пунктов меню, у которых нет клавиш быстрого вызова и эвристического об обеспечении коротких путей. В исследовании думания громко это обычно, что было на экране (скрин-шот или описание), что сделал пользователь (нажатия клавиши, движения мыши), что система сделала в ответ на любые пользовательские действия, и что сказал пользователь. Если у Вас есть видео аннотирующая или редактирующая способность, это может быть краткая мультипликация.
Explanation of the aspect. This is your interpretation of the evidence. That is, for a think-aloud usability test, why you think what happened, happened, or, for an HE, why you think the aspect was designed the way it was. This can include things like "the button label, XYZ, is a standard programming term, but the user didn't seem to know that term" or "the system was in editing mode, but the user thought it was in run mode because there isn't a noticeable difference between the modes on the screen." (This should be written in a tone that analyzes what happened with the system aspect, NOT in a tone that suggests an evaluation of the developers or of the user.)
• Severity of the problem or benefit of the good feature. This is your reasoning about how important it is to either fix this problem or preserve this good feature. This includes how frequently the users will experience this aspect, whether they are likely to learn how it works, whether it will affect new users, casual users, experienced users, etc. Severity or Benefit:
• Rating: <number + description. Use Nielson's ratings:
• 0 = Not a problem: I don't agree that this is a usability problem at all
• 1 = Cosmetic problem only: need not be fixed unless extra time is available on project
• 2 = Minor usability problem: fixing this should be given low priority
• 3 = Major usability problem: important to fix, so should be given high priority
• 4 = Usability catastrophe: imperative to fix this before product can be released >
Possible solution and potential trade-offs (if the aspect is a problem) the problem might be that there are no keyboard shortcuts for items on a menu in a mail system and you propose CTRL-S for SEND. A design trade-off you should record is that CTRL-S might already be used for another menu item (e.g., SAVE), so all shortcut keys need to be examined before any design changes are made.
Relationship to other usability aspects (if any)
22. Describe Direct Manipulation Principle? Give two examples
Direct Manipulation A style of interaction
Modern GUI make use of it
Be designed to give the user the illusion that they are directly manipulating the objects of interest to them
The images portrayed to the user indicate the nature and state of those objects:
Turn the speaker on/off,
Trash box, full or empty
File management of operation system.
Interfaces that exhibit more directness tend to be easier to learn and use. For example menu korzina djoistik
23. Describe the Affordance principle? Give the example Affordances are opportunities to act that are readily apparent to the user. e.g.,
• the handle of a hammer
• pressing the “panic” button
24. Describe the Feedback principle? Give the example Feedback is the response by the system to the actions of the user. clearly indicates the. (обратная связь ответ системой к действиям пользователя)
nature
consequences of their actions
much easier for users to evaluate whether those actions are having the desired effect ?
Such as:
updated visual representations
be provided in other modalities such as audio
25. Describe the Information Processing Model? Conceptualizes human performance in metaphorical terms of information processing stages. Information Processing Model: The Information Processing Model is a framework used by cognitive psychologists to explain and describe mental processes. The model likens the thinking process to how a computer works. Just like a computer, the human mind takes in information, organizes and stores it to be retrieved at a later time. Just as the computer has an input device, a processing unit, a storage unit, and an output device, so does the human mind have equivalent structures. In a computer, information is entered by means of input devices like a keyboard or scanner. In the human mind, the input device is called the Sensory Register, composed of sensory organs like the eyes and the ears through which we receive information about our surroundings.As information is received by a computer, it is processed in the Central Processing Unit, which is equivalent to the Working Memory or Short-Term Memory. In the human mind, this is where information is temporarily held so that it may be used, discarded, or transferred into long-term memory.In a computer, information is stored in a hard disk, which is equivalent to the long-term memory. This is where we keep information that is not currently being used. Information stored in the Long-Term Memory may be kept for an indefinite period of time.When a computer processes information, it displays the results by means of an output device like a computer screen or a printout. In humans, the result of information processing is exhibited through behavior or actions - a facial expression, a reply to a question, or body movement.The Information Processing Model is often used by educators and trainers to guide their teaching methodologies.
26. What is Fitt’s Law? Закон Фиттса относится к отношениям между временем, должен был двинуться в цель и целевой размер и расстояние. Чем меньший и более отдаленный цель, тем дольше это берет, чтобы двинуться в покоящееся положение по нему. Закон также заявляет это, чем быстрее движение и меньшее цель, тем больше коэффициент ошибок из-за компромисса между скоростью и точностью. Закон Фиттса важен в дизайне средств управления, расположений и любого устройства, которое функционирует, чтобы облегчить движение к цели. Fitts’ Law refers to the relationship between the time needed to move to a target and the target size and distance. The smaller and more distant the target, the longer it takes to move to a resting position over it. Опубликованная Паулем Фиттсом в 1954 году модель движений человека, определяет время, необходимое для быстрого перемещения в целевую зону как функцию от расстояния до цели и размера цели. Метафорически правило можно объяснить так: легче указать на зажигалку, чем на спичку. Но указать на утес или огромный дирижабль одинаково просто. Если объект интерфейса, например ссылка, и без того достаточно крупный, нет смысла делать его еще крупнее.
27. What is homing (connected to Fitt’s Law)? Pointing movements typically involve one large quick movement towards a target (ballistic movement), followed by fine adjustment movements (homing movements) to a resting position over the target. Homing movements are the main cause of errors and also take the majority of the time required to move.
28. Describe the WIMP concept? Graphic Based Operatig Systems. In human–computer interaction, WIMP stands for "windows, icons, menus, pointer", denoting a style of interaction using these elements of the user interface. It was coined by Merzouga Wilberts in 1980. Other expansions are sometimes used, substituting "mouse" and "mice" or "pull-down menu" and "pointing", for menus and pointer, respectively.
Advantages:! Apprentissage rapide
! Environnements standards
! Techniques interaction simples utilizer for programmer
29. What is Accessibility principle?
30. What is Visibility principle?(by donald norman)
Visibility: It Should Be Obvious What a Control Is Used For.
If I press this button, what will happen? If I want to unlock the door, which control should I use? A system with good visibility allows the user to easily translate goals into actions.
31. What is Eye-Tracking test?
Eyetracking research uses special equipement to detect exactly where people's eyes are focused when they look at a computer screen. This form of usability research makes it easier to understand what part of a design users are attracted to, and which parts they tend to overlook.
We've used eyetracking to analyze user behavior on many different types of interfaces, and some of our findings are described in the articles below.
32. What is “7+/-2 Principle”? How can we apply it in design process? George Miller’s theory of how much information people can remember. People’s immediate memory capacity is very limited. Many designers have been led to believe that this is useful finding for interaction design. Present only 7 options on a menu. Display only 7 icons on a tool bar. Have no more than 7 bullets in a list. Place only 7 items on a pull down menu. Place only 7 tabs on the top of a website page.
33. Describe the “Rule of 2 seconds”? How can we apply it in design process? Правило 2х секунд.
Чем меньше пользователь ждет отклика программы, сайта или приложения, тем больше вероятность того, что он не откажется от использования этого продукта. 2 секунды – это оптимальный временной интервал отклика программы, именно к нему стоит стремиться. Than less user waits for a response of the program, a site or the appendix, subjects a high probability of that he won't refuse use of this product. 2 seconds are an optimum time interval of a response of the program, it is worth aspiring to it.
34. Describe the “Rule of three clicks”? How can we apply it in design process? Правило 3х кликов.
Никому не нравится серфить страницы, в поисках необходимой информации и функционала. У посетителя должна быть возможность попасть с главной страницы на любую другую страницу сайта, сделав не более 3-х кликов. Это способствует и более успешной индексации сайта поисковыми роботами. It is pleasant to nobody серфить pages, in search of necessary information and functionality. The visitor has to have an opportunity to get from the main page on any other page of a site, having made no more than 3 clicks. It promotes also to more successful indexation of a site by search robots.
35. Describe the “Pareto Principle”? How can we apply it in design process? Правило Парето (правило 80/20) Данное правило относится не только к интернет-технологиям. Суть правила: 80% эффективности – это 20% действий. Так, согласно правилу, 20 процентов посетителей веб-сайта дают владельцу 80 процентов прибыли. The rule Pareto (rule 80/20) This rule belongs not only to Internet technologies. The essence governed: 80% of efficiency are 20% of actions. So, according to the rule, 20 percent of visitors of the website give to the owner of 80 percent of profit.
36. What is “Banner blindness”? Практика показывает, что увеличение количества рекламных баннеров не влияет на повышение суммы кликов: пользователи часто стараются игнорировать баннерную рекламу, блокируют показ рекламы в браузерах. Особенно бесполезны так называемые анимированные баннеры – при поиске на странице веб-сайта необходимой информации именно данный вид рекламы вызывает наибольшее раздражение.
37. How does the HCI connect to other sciences?
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