65 lines
2.0 KiB
Plaintext
65 lines
2.0 KiB
Plaintext
Chapter 1
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1. Computing Environments
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- physical (amt. of lighting, proximity of co-workers)
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- social (ex. don't embarass user w/ auditory error message)
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- cognitive (difference in skill)
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- background (tech. degree)
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- stress
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2. Five W's and H
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- What / How
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- Where / When
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- Who / Why
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Chapter 8.1 - Usability
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1. Ease of Learning
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- def: how long it takes for a user to be able to complete certain tasks in the time that would take an expert to do the same
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- easier to learn => less cost in training process
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2. Efficiency of Use
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- how many tasks per unit of time a user can perform
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3. Memorability - User Retention Over Time
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- users ability to use the system after having not used it for a while without having to learn it again
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4. Error Rate / Frequency & Severity
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- to accomplish objectives with as few errors as possible
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- recoverable if any
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- no catastrophic errors
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5. Subjective Satisfaction
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Chapter 2.1 - Interaction Frameworks
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1. Don Norman's Model
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- execution / evalutation
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- 1. Goals
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execution / \ evaluation
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/ \
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2. forming intention 7. evaluating interpretation
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3. specify actions 6. interpreting perception
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4. executing actions 5. perceiving world state
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\ /
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\ /
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The World
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1) The gulf of execution
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- what the user intends != what the system allows
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2) The gulf of evaluation
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- what the system presents != what the user expects
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Chapter 2.3 - Interaction Styles
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1. Command Language
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2. Menu selection
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- recognition - not recall
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- types:
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- push down
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- pop up
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- look ahead
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- menus for long lists
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- fisheye (OSX launch bar)
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- scrolling
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- 2D menu
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3. Form fill-in
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4. Question and Answer ("Wizard")
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5. Direct Manipulation ("point and select")
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- visual representation of domain objects
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- direct action on objects
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- immediate and visible effects
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- reversable actions
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6. Metaphors
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7. Natural Language
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