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Final Study Guide
Study guide for COMM 450 @ The Ohio State University - Final Spring 2012 - K. Garrett
66
Communication
Undergraduate 4
06/03/2012

Additional Communication Flashcards

 


 

Cards

Term
Usability criteria
Definition
- specific objectives that enable usability of a product to be assesed in terms of how it can improve a users performance
- examples: efficiency, learnability, memorability
Term
Norman's fundamental argument
Definition
-You should be able to tell just by looking at it
Term
Affordances
Definition
-Physical properties that indicate how an object can or should be used
Term
Visibility
Definition
-Degree to which a function is apparent
Term
Constraints
Definition
-Elements of a design that restrict action
Term
Mapping
Definition
-Relationship between controls and their effects
Term
Feedback
Definition
-Sending information back to the user about what has been done
Term
Mental models
Definition
-Users’ model: Shallow model developed through interaction with the system
-How to use the system (what to do next)
-What to do with unfamiliar systems or unexpected situations
-Designer’s model: Deep model based on intimate knowledge of the system
-How the system works
-Model Mismatch: Mismatch between designers’
Term
Technological determinism
Definition
-"The medium is the message"
-media shape society
-content is not that important
Term
Media equation
Definition
-Interaction with media are fundamentally social, natural, and mindless
-people react to media just like they do to real world stimuli
Term
Model of social influence in virtual environments
Definition
-People judge mediated stimuli by behavioral realism and agency
Term
Technology acceptance model
Definition
-Adoption of technology predicted by perceived usefulness and perceived ease of use
Term
Form follows function
Definition
-Functional design is naturally beautiful
-Aesthetics should never trump usability.
Term
Accessibility
Definition
-Designs should be usable by as many people as possible without modification
Term
Consistency
Definition
-Functional: interfaces have similar operations and use similar elements for similar tasks.
-Aesthetic: emphasizes style
Term
Signal-to-noise ratio
Definition
-How much task-relevant information versus irrelevant information
Term
Attention
Definition
-make information salient when it needs attending to
-make things stand out
-avoid clutter
-be careful about encouraging multitasking
Term
Perception/recognition
Definition
-information needs to be perceptible and recognizable
-use logical groupings
Term
Memory
Definition
-Don't overload users' memories with complicated procedures for carrying out task
Term
Recognition vs. recall
Definition
-People are better at recognizing things they have previously experienced than recalling those things from memory. It is easier to recognize things than recall them because recognition tasks provide memory cues that facilitate searching through memory
Term
Designing for novice vs. intermediate vs. expert users
Definition
-Novice: prompted, step-by-step, clear info
-Expert: flexibility, greater access
Term
Immersion
Definition
-Feeling "within" the environment
Term
Hick's Law
Definition
-The more options, the more time it takes to make a decision
Term
Norman's emotional design model
Definition
-Create products that adapt to users' emotional state
Term
Aesthetic-usability effect
Definition
-People believe that a more aesthetic product is easier to use regardless of actual performance
-first impressions -> long-term attitudes
Term
Performance vs. preference
Definition
-designs that help people perform optimally are often not the same as the designs that people find most desirable
Term
Anthropomorphism
Definition
-Attributing human-like qualities to inanimate objects
-users prefer things that resemble the human form, but not too realistic
Term
WIMP
Definition
-Windows
-Icons
-Menus
-Pointing device
Term
5 hat racks
Definition
LATCH
1. Location (geographical or spatial)
-flickr photographs (eg. travel guide/exit map)
2. Alphabetize
-files within a folder (eg. dictionary)
3. Time
-chronologically (eg. tv guide)
4. Category
-similarity or relatedness (eg. retail merchadise on a website= appliances)
5. Hierarchy (continuum)
-magnitude of a trait (eg. hi-lo)
-most frequently accessed
Term
4 interaction types
Definition
-Instructing: tell the system what to do
-Conversing: having a conversation with a system
-Manipulating: manipulate objects and capitalizes on users' knowledge of physical world
-Exploring: users move through virtual or physical environments
Term
GUI
Definition
-Graphical User Interface
-adds 3D, color, sound, animation to WIMPs
Term
Confirmation
Definition
-a technique for preventing unintended actions by requiring verification of the actions before they are performed
Term
Forgiveness
Definition
-designs should help people avoid errors and minimize the negative consequences of errors when they do occur
Term
Garbage In, Garbage Out
Definition
-the quality of system output is dependent on the quality of system input
Term
Design considerations for speech interfaces
Definition
-very specifically designed
-tolerate speech deviations
-human opt-out
Term
Design considerations for web interfaces
Definition
-static or dynamic
-legible
-sensible organization
-searchable
-no evil animation
Term
Design consideration for mobile interfaces
Definition
-small screen and buttons
-need new control metaphors
-consistency, memorability, and learnability
Term
Expectation management
Definition
-Make sure users know purpose
-Expectations are realistic
-leads to less disappointment (high expectation sets up for disappointment if product doesn't deliver)
Term
User-centered approach
Definition
-Early focus on users
Term
Primary, secondary, tertiary users
Definition
-Primary: frequent hands-on
-Secondary: occasional or via someone else
-Tertiary: affected by its introduction, or will influence its purchase
Term
Choosing alternatives
Definition
-safety
-utility
-effectiveness
-efficiency
Term
Iteration
Definition
-Design: process of exploring testing, and refining designs
-Development: reworking or fixing an error in the development process
Term
Types of requirements
Definition
-functional requirements: what the system should do
-nonfunctional requirements: look
Term
Personas
Definition
-Realistic, detailed profiles that capture user characteristics
-use variety
Term
Data gathering
Definition
-Researching similar products
-study documentation
-direct observation
-indirect observation
-interviews
-focus groups
-questionnaires
Term
Scenarios
Definition
-grounded in experience
-informal story that explains needs
Term
Use cases
Definition
-more formal than scenarios
-most commonly performed step
-alternative courses of action
Term
Essential use cases
Definition
-abstract structured narrative
-user intentions
-system responsibilities
Term
Hierarchical task analysis
Definition
-Break task into sub-tasks, sub-sub tasks, etc.
-Focus on physical and observable
-Includes actions not related to interactive product
Term
Prototyping
Definition
-The use of simplified
Term
Why prototype?
Definition
-Stakeholders can see, hold, and interact
-Elicit feedback
Term
Low vs. high fidelity prototypes
Definition
-Low: use a medium which is unlike the final medium
-High: use materials you would use in final product
Term
Horizontal vs. vertical prototypes
Definition
-Horizontal: wide range of functions, little detail
-Vertical: a lot of detail for only a few functions
Term
Concept, throwaway,
Definition
-Concept: exploring early designs
-Throwaway: collect info on functionality
Term
80/20 Rule
Definition
-80% of the tasks we use are from 20% of the variables in a system
Term
Affect
Definition
-"emotion, especially as influencing behavior or desire"
-Two key considerations:
-How users' moods influence their use of a design
-How users are affected by a design
Term
Assumptions
Definition
-taking something for granted when it needs further investigating
Term
Characteristics of Good Design
Definition
-Efficiency
-Effectiveness
-Utility
-Learnability
-Memorability
Term
Cognitive Load / Overload
Definition
-brains are limited
-can only remember a sequence of 7 numbers (plus/minus 2)
-shortcuts to ease processing
-chunking up phone numbers
-implications
-use of animated gifs = cognitive overload
-break things up into steps
Term
Direct Manipulation
Definition
-In an interface, digital objects are designed so that htey can be interacted with in ways that are analagous to how physical objects in the physical world are manipulated.
-3 core principles:
1) continuous representation of the objects and actions of interest
2) rapid reversible incremental actions with immediate feedback about the object of interest
3) physical actions and button pressing instead of issuing commands with complex syntax
Term
Grice's Maxims
Definition
(a description of how people normally behave in conversation)
-Quality: be truthful
-Quantity: contribution should not be more informative than is required
-Relation: be relevant
-Manner: be clear, brief, orderly
Term
Media Richness
Definition
-lack of cues -> no rich relational messages
Term
Ockham's Razor
Definition
-Asserts that simplicity is preferred to complexity in design. The idea is that unnecessary elements decrease a designs efficiency and increase the probability of unanticipated consequence
Term
Social Cognitive Theory
Definition
-learning from observing others in social interactions
-Bobo Doll experiment
Term
Social Information Processing Theory
Definition
-the development of impressions / relational communication takes more time in CMC than in F2F communication
-given sufficient time and message exchanges, impression/relational development will be the same in CMC vs F2F
Term
Visceral / Behavioral / Reflective
Definition
-Visceral: fast, automatic judgment
-Good/bad, danger/not
-Appearance of product
-Behavioral: Routine reactions
-Pleasure
-Effectiveness of use
-Reflective: Thinking influences behavior
-Cultural meaning
-Personal value
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