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| How the mind works; how we learn; how we can remember; what is pleasant/unpleasant; what motivates/demotivates; are all examples of what? |
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Definition
| The science that explains how people accomplish various kinds of thinking |
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| Knowledge in the mind consists of: |
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Definition
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| The collection of mental processes and activities used in perceiving, learning, remembering, thinking, and understanding and the act of using those processes is called |
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| Thinking can best be understood in terms of representational structures in the mind and computational processes that operate on those structures. This statement would best describe the: |
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| Central hypothesis of cognitive science |
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Definition
| Computational-Representational Understanding of the Mind |
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Term
| The 6 main approaches to modeling the mind are: |
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Definition
1. Logic 2. Rules 3. Concepts 4. Analogies 5. Images 6. Neural connections. |
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| The 6 main approaches to modeling the mind can be evaluated according to which 5 criteria? |
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Definition
1. Representational power 2. Computational power 3. Psychological plausibility 4. Neurological plausibility 5. Practical applicability |
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Term
| Computational power includes? |
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Definition
| Problem solving: how people reason to accomplish their goals; Examples are planning, decision, explanation |
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1. All students are overworked 2. Mary is a student 3. Therefor, Mary is overworked This is an example of? |
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| Rules incorporate which kind of structure? |
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| Views of the nature of concepts are often described as? |
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Definition
| Frames, scripts, and schemas. |
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| Two types of concepts are? |
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| Dealing with a new situation by adapting a similar familiar situation |
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Definition
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| 4 kinds of Non-visual imagery are? |
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Definition
| Sensory, tactile, motor, and emotional |
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Term
| In neural connections, the physical brain contains _____ which signal each other through contacts at specialized points called _______. |
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Definition
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Term
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Definition
| Emotion, consciousness, physical body, and influence from the physical environment |
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Term
| CRUM does not take into account that? |
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Definition
| The mind is a dynamic system (and not a computational system) and that humans are innate social creatures. |
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Term
| When designing, one needs to take into account? |
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Definition
1. Who the users are
2. What activities are being carried out
3. Where the interaction is taking place |
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Term
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Definition
Designing interactive products to support the way people communicate and interact in their everyday and working lives or The design of spaces for human communication and interaction |
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Definition
| easy to learn, effective to use, and provide an enjoyable experience. |
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Term
| What are the benefits of working in multidisciplinary teams? |
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Definition
| More ideas and designs generated. |
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Definition
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| What are the disadvantages of working in multidisciplinary teams? |
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Definition
| Difficult to communicate and progress forward with the designs being created. |
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Term
| One cannot design a user experience, but one can design _____. |
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Definition
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Term
| What are the core characteristics of interaction design? |
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Definition
1. Users should be involved through the development of the project
2. Specific usability and user experience goals need to be identified, clearly documented and agreed at the beginning of the project.
3. Iteration is needed through the core activities. |
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Term
| The 6 usability goals are? |
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Definition
1. Effective to use 2. Efficient to use 3. Safe to use 4. Have good utility 5. Easy to learn 6. Easy to remember how to use |
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Term
| Give an example of a user experience goal. |
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Definition
•satisfying •aesthetically pleasing •enjoyable •supportive of creativity •engaging •supportive of creativity •pleasurable •rewarding •exciting •fun •entertaining •provocative •helpful •surprising •motivating •enhancing sociability •emotionally fulfilling •challenging |
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Term
| Give an example of something that is NOT a user experience goal. |
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Definition
•boring •annoying •frustrating •cutesy |
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Term
| Restraining the possible actions that can be performed is purpose of? |
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Definition
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Term
| The purpose of constraints is to? |
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Definition
| Help prevent users from selecting incorrect options |
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Term
| Designing interfaces to have similar operations and use similar elements for similar tasks is the purpose of? |
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Definition
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| The main benefit of consistency is? |
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Definition
| It makes interfaces easier to learn and use. |
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Term
| When consistency breaks down it? |
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Definition
| Increases the learning burden on the user, making them more prone to errors |
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Term
| Internal consistency refers to? |
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Definition
| Designing operations to behave the same within an application. |
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Term
| External consistency refers to? |
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Definition
| Designing operations, interfaces, etc., to be the same across applications and devices. |
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Term
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Definition
| An attribute of an object that allows people to know how to use it |
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Term
| What are examples of usability principles? |
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Definition
1. Visibility of system status
2. match between system and the real world
3. User control and freedom
4. consistency and standards
5. help users recognize, diagnose and recover from errors
6. error prevention
7. recognition rather than recall
8. flexibility and efficiency of use
9. aesthetic and minimalist design
10. help and documentation |
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Term
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Definition
| The way that you accomplish tasks with a product |
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Term
| With regard to interface design requirements, one should start with what is ______. |
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Definition
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Term
| Must build interfaces based on what we know about _________ |
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Definition
| human thought and behavior |
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Term
| Must ______ the legitimate use of familiar paradigms against enhanced usability that may be achieved by abandoning them |
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Definition
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| _______ → Rapid turnover of personnel or customer base |
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Definition
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| _______ → most users' time involves routine operations, and where learning is a small part of the picture |
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Definition
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Term
| When should interface design occur in the design cycle? |
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Definition
| Early, when the design is most flexible |
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Term
| An interface is _______ if it is responsive to human needs and considerate of human frailties |
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Definition
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Term
| _______ - design guidelines for products involving physical interact |
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Definition
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Term
| The study of the applicable engineering scope of our mental abilities is called what? |
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Definition
| Cognitive engineering or cognetics |
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Term
| _______ : information that you know, but are not accessing at the current moment |
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Definition
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Term
| _______: information that you are currently aware of and using |
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Definition
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Term
| Cognitive conscious operates ______ |
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Definition
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Term
| Cognitive conscious handles _____ - making decision between two actions |
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Definition
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Term
| _______ a feature or object in the physical world or an idea about which you are intently and actively thinking |
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Definition
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Term
| Any task you have learned to do without conscious thought is called ________? |
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Definition
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Term
| _______ - Doing two tasks simultaneously when neither is automatic will degrade your performance on each task |
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Definition
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Term
| An _______ may pull your locus of attention to something else |
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Definition
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Term
| ______: aim to understand and quantify a marketplace opportunity, introduce and position the product within the market |
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Definition
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Term
| ________ are focused on solving challenging technical problems, following good engineering practices, and meeting deadlines |
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Definition
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Term
| What are the three primary reasons for poor product design? |
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Definition
1. ignorance about users 2. conflicting interest 3. lack of a process |
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Term
| _______: involves the planning of product behavior and form that supports and facilitates human behaviors |
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Definition
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Term
| ______: behavior directed design of digital products |
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Definition
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Term
| What are the 4 types of goals |
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Definition
1. false goals
2. corporate goals
3. practical goals
4. personal goals |
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Term
| ____ goals are achieved by ignoring the user and focusing on the needs of the code |
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Definition
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Term
| ______ goals often connect the corporate goals with the user's |
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Definition
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Term
| ______ goals are always true and operate for everyone |
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Definition
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Term
| The purpose of the research phase is to? |
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Definition
| obtain qualitative data about potential and/or actual users of the product |
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Term
| ________ - detailed composite user archetypes that represent distinct groupings of behaviors, attitudes, aptitudes, goals, and motivations |
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Definition
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Term
| ________ phase - involves creation of the overall product concept |
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Definition
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Term
| _______ phase - focuses on increasing detail and implementation |
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Definition
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Term
| ______ phase - adjusts the design to accommodate trade offs, deadlines, or new constraints |
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Definition
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Term
| _____, not features, are the key to product success |
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Definition
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Term
| ________ - the representation of how a machine or program actually works |
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Definition
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Term
| _______ - cognitive shorthand for explaining a device or program |
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Definition
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Term
| _______ - the behavioral face that a software product shows to the world |
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Definition
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Term
| Confusion resulting from two contradictory images of reality creates? |
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Definition
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Term
| Who experiences days of frustration and disappointment trying to learn a new product? |
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Definition
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Term
| Who becomes frustrated because a program always treats them like beginners |
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Definition
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Term
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Definition
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Term
| Nobody wants to remain a beginner. Beginners will either become _______ or ________ |
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Definition
| intermediates or abandon the product |
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Term
| Who requires early hand holding that is later removable? |
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Definition
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Term
| Who wants shortcuts and demands faster access to their regular working set of tools |
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Definition
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Term
| The bulk of effort should be geared towards the largest group. Who are the largest group? |
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Definition
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Term
| statistical information is an example of ______ research |
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Definition
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Term
| Detailed knowledge of the users for whom you are designing is an example of ______ research |
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Definition
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Term
| What are types of qualitative research? |
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Definition
1. stakeholder interviews
2. subject matter expert (SME) interviews
3. user and customer interviews
4. user observation/ ethnographic field studies
5. literature review
6. product/prototype and competitive audits |
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Term
| ______ : anyone with authority and/or responsibility for the product being designed |
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Definition
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Term
| ______ : experts on the domain within which the product will operate |
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Definition
| subject matter expert (SME) |
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Term
| ______ : people who make the decision to purchase a product |
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Definition
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Term
| Customer interviews need to understand what 5 things about customers? |
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Definition
Their:
1. goals
2. frustrations
3. decision process
4. roles
5. domain related issues and vocabulary |
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Term
| ____ : the people who are personally using the product to accomplish a goal |
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Definition
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Term
| _______ : a combination of immersive observation and directed interview techniques |
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Definition
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Term
| _______ : based on a master apprentice model of learning |
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Definition
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Term
| ______ : consist of representative users gathered together in a room and asked a set of structured questions with a structured set of choices |
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Definition
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Term
| _________ : uses data from focus groups and market surveys to group customers by demographic criteria such as age, gender, educational level, zip code, etc. |
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Definition
| market demographics and market segments |
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Term
| ______ : a collection of techniques used to measure characteristics of a user's interaction with a product |
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Definition
| usability and user testing |
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Term
| ______ : includes techniques that involve using either questionnaires or open ended interviews to develop a detailed understanding of how people perform specific tasks |
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Definition
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Term
| _______ : a archetypal character that is meant to represent a group of users in a role who share common goals, attitudes and behaviors when interacting with a particular product or service |
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Definition
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Term
| What 3 goals should personas have? |
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Definition
1. Life goals 2. experience goals 3. end goals |
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Term
| What are the 6 persona types? |
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Definition
1. primary 2. secondary 3. supplemental 4. customer 5. served 6. negative |
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Term
| What are the 7 steps when constructing personas? |
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Definition
1. identify behavior variables
2. map interview subjects to behavioral variables
3. identify significant behavioral patterns
4. synthesize characteristics and relevant goals
5. check for redundancy and completeness
6. expand description of attributes and behaviors
7. designate persona types |
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Term
| To create successful technology products, what three major processes need to be followed? |
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Definition
1. viability
2. capability
3. desirability |
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Term
| What are the 6 goal directed design process? |
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Definition
1. research
2. refinement
3. requirements
4. framework
5. modeling
6. support |
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Term
| What are behavior patterns? |
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Definition
| identifiable behaviors that help categorize modes of use of a potential or existing product |
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Term
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Definition
| User archetypes that represent distinct groupings of behaviors, attitudes, aptitudes, goals, and motivations observed and identified during the research phase |
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Term
| A viewer's perception when they watch a movie and not the technical aspect of how a projector works is an example of? |
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Definition
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Term
| The way a designer chooses to represent a program's functioning to the user is an example of what? |
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Definition
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Term
| The model for how the software actually works is an example of what? |
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Definition
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Term
| User interfaces should be based on which model? |
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Definition
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Term
| Confusion resulting from two contradictory images of reality is called? |
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Definition
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Term
Plates (on doors) are for pushing. Knobs are for turning. Slots are for inserting things into. Balls are for throwing or bouncing. These are all examples of which Design Principle? a. Visibility b. Feedback c. Constraints d. Consistency e. Affordance |
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Definition
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Term
| The cognitive ______ operates sequentially and handles branching tasks (decisions) |
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Definition
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Term
| List the 4 things that Perpetual Intermediates need in a software product |
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Definition
1. Need access to tools (Tooltip, frequently used tools)
2. Don't need scope and purpose explained to them
3. Know how to use reference materials (online help via index)
4. Know that advanced feature exist, even though they may not need them or know how to use them |
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Term
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Definition
| Anyone with authority and/or responsibility for the product being designed. |
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Term
| What are the 3 types of user goals? |
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Definition
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Term
| What are experience goals? |
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Definition
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Term
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Definition
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Term
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Definition
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Term
| What are the 6 types of personas? |
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Definition
1. Primary
2. Secondary
3. Supplemental
4. Customer
5. Served
6. Negative |
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Term
| What are the 5 design principles? |
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Definition
1. Visibility
2. Feedback
3. Constraints
4. Affordance
5. Consistency |
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Term
| What are the 4 basic activities involved in interaction design? |
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Definition
1. Identifying needs and establishing requirements for the user experience
2. Developing alternative designs to meet these
3. Building interactive prototypes that can be communicated and assessed
4. Evaluating what is being built throughout the process and the user experience it offers |
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Term
| What is cognitive unconscious? |
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Definition
| information that you know, but are not accessing at the current moment (are not conscious of) |
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Term
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Definition
| Becoming so focused on the task that has your locus of attention |
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Term
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Definition
| An expectation of an end condition |
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Term
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Definition
| intermediate step that helps you reach a goal or goals. |
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Term
| What are Market demographics? |
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Definition
| Research that uses data from focus groups and market surveys to group customers by demographic criteria such as age, gender, educational level, etc. |
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Term
| When creating personas, what should be avoided? |
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Definition
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Term
| What is a major component of personas? |
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Definition
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Term
| What is a secondary persona? |
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Definition
| A persona who would be entirely satisfied by a primary persona's interface if a small number of additional needs were addressed |
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Term
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Definition
| A written description of a persona achieving a goal through a set of tasks in a specific context |
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