CPSC344
Terms
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- Design model
- The designer's conceptual model
- 4
- will the user know whether or not they have made the right or wrong choice? (Cognitive walkthrough question number __)
- discount methods
- cheap and easy evaluation methods
- ecological validity
- type of validity - are the results realistic, will this situation be encountered in the real world?
- user's model
- the mental model that a user develops
- mapping
- The set of possible/natural relations between objects
- cast of characters
- method by which designers try to identify with their users
- contextual inquiry
- intensive interviews of people while they work
- functional model
- a model the user has of how to use a system
- structural model
- a model of how a system's underlying structure works
- Low fidelity prototype
- Prototype that does not try to appear like the real thing
- Perceptual fusion
- The reason that when stimuli occur within one perceptual processing cycle, they fuse
- usability metrics
- quantitative usability requirements
- statistical validity
- type of validity - are the results a fluke? Do we have enough data?
- cultural idioms
- Idioms that we learn that are culturally specific
- false causality
- When an action is perceived to have an effect that it didn't cause
- 1
- Will the user know what action is needed to complete the task? (Cognitive walkthrough question number __)
- user-centered design
- an approach to user interface design that involves users throughout the design and development process.
- error tolerant
- how well the design prevents errors or helps user recover from them (dimension of usability)
- mental model
- conceptual models that people have
- conceptual design
- designing a system so that it can be understood by the user and helping them to form a useful mental model
- Wizard of Oz
- Humans simulating the system's intelligence
- affordance
- the perceived and actual fundamental properties of the object that determines how it can be used
- Conditioned response
- When a user is trained to perform an action without thinking about it
- Negative transfer
- when a conditioned response is transferred from one system to another (when it is not supposed to be)
- external validity
- type of validity - do the results generalize?
- perceptual fusion
- when two stimuli that occur within one perceptual processing cycle blend together
- Horizontal prototype
- prototype of the surface layer, with little to know underlying functionality
- Psychology of everyday things
- Recognizing that human error is actually design error
- Stimulus-response compatibility
- the way in which stimuli and responses are paired with each other
- individual differences
- Why can't you accommodate 100% of users?
- easy to learn
- how well the product supports initial orientation and a deepening understanding of the product (dimension of usability)
- efficient
- speed (and accuracy) with which a user can complete their task (dimension of usability)
- 2
- is the correct action evident to the user? (Cognitive walkthrough question number __)
- tasks
- sequence of steps required to complete a goal
- System image
- the image that results from the physical structure of the system (including documentation)
- Task analysis
- Activity system designers use to gain an understanding of what a computer system must do and the functionality that it must provide
- affinity diagram
- a technique for sorting large amounts of data into coherent categories
- Design by prototyping
- using the prototype as the specification
- Vertical prototype
- in-depth functionality of a few features
- high fidelity prototype
- prototype that tries to simulate the entire system
- effective
- completeness and accuracy with which a user can achieve their goal (dimension of usability)
- internal validity
- type of validity - is there a relationship between dependent and independent variables
- evolutionary
- design approach where prototype is continually altered until it becomes the product
- user model
- the model that a system has of a user
- Medium fidelity prototype
- Prototype that tries to simulate only some of the functionality
- useful
- "the system can do what I want it to do"
- transfer effects
- the way that previous experiences affect the way a user uses a system
- Prototype
- representation of design to interact with
- heuristic evaluation
- evaluation method done by experts that checks complience with design principles
- feedback
- when a design informs a user about what their action has done
- usability
- "I can get the system to do what I need it to do"
- System model
- a model of the way the system works
- causality
- When one action causes another action to happen
- Throw-away
- prototyping approach that only uses prototypes to elicit a user's reaction
- cognitive walkthrough
- evaluation method used to assess how well a new user will be able to figure out a new interface
- conceptual mismatch
- when a user's model differs from system model
- construct validity
- type of validity - are we measuring the right thing?
- Incremental
- prototyping approach that prototypes each component of a system separately then adds it to the system
- 3
- will the user connect the action with what they have to do? (Cognitive walkthrough question number __)
- task-centered design
- using the tasks that users perform as a basis for requirements, design and evaluation of a project
- attention
- "gateway to memory"
- Prototype scenario
- Scenario that helps user only traverse the features of a prototype that have been implemented
- Visibility
- When the functions of an object/design can be seen
- engaging
- how pleasant the interface makes the experience for the user (dimension of usability)