ITI 210 Midterm

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45 Terms

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Human-Centered Design

An approach to system design that focuses on users' needs, requirements, and social context.

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goal of HCD

Create products and systems that are useful, usable, and meaningful to the intended users.

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Key principle of HCD

Involve users throughout the design process

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6 core elements of HCD

understand, define, ideate, prototype, test, iterate

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benefits of HCD

Improved user satisfaction and adoption rates, Reduced development costs by addressing issues early, Enhanced accessibility and inclusivity, Increased product effectiveness and efficiency, Better alignment with users' real-world needs and contexts, Fostering innovation through deep user understanding

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Affordances

Perceived possibilities for action in an environment growth an object. Coined by psychologist James J. Gibson in 1977

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Features

Specific attributes or functions of a product, Defined by designers and developers, Focus on product capabilities, Intentionally created and implemented

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Signifiers

perceivable indicators that communicate how to usesomething; Introduced by Don Norman to clarify the concept of affordances

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User Feedback in HCD

information provided by users about their experience with a product or system encompasses:• User opinions, complaints, and suggestions• Behavioral data from user interactions• Performance metrics in task completion

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Conceptual Models

simplified mental representation that a user forms to understand and interact with a system or product.

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Mapping

The relationship between the elements oftwo sets of things

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Symbolic Systems in HCD

structured representations that use symbols, notations, and diagrams to model complex real-world systems, processes, or concepts in a simplified and standardized manner.

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UML

Standardized visual language used in software engineering to create diagrams that represent the structure, behavior, and interactions of a software system

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Double Diamond Model

Provides a visual representation of the design process, emphasizing the iterative nature of design thinking. comprised of 4 phases: Discover, define, develop, deliver

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HCD Process

made up of 4 activities: observation, idea generation, prototyping, testing

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Observation

Involves carefully watching and listening to users in their natural environments to gain deep,unbiased insights into their behaviors, needs, and challenges.

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Prototyping

involves creating early, tangible representations of ideas to explore, test, and refine potential solutions.

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Testing

Evaluating prototypes or concepts with actual users to gatherfeedback, validate assumptions, and refine solutions

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Model

simplified representation or abstraction of asystem or concept

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Systems

actual set of interrelatedcomponents working together to achieve aspecific purpose. It's the real-worldimplementation of what the model represents.

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Views

specific perspective representation of a model or system, focusing on particular aspects or concerns. It is a way of looking at or presenting the model or system.

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Class Diagram

shows the different objects (classes) in a system, their attributes, their operations, and relationships among them

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Component Diagram

High-level blueprint or map of a software system. It shows the major parts (components) of a system and how they connect or interact with each other. Think of it as a simplified view of how different pieces of software fit together to make a complete system.

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Deployment Diagram

map that shows how the different parts of a software systemare distributed across the physical hardware. It illustrates where each piece of software runs andhow these pieces connect to each other in the real world.

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Use Case Diagram

visual story that shows how different users interact with asystem to accomplish various tasks. It's a way to illustrate what a system does from theuser's point of view, without getting into the technical details of how it does it.

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State Diagram

map that shows the differentconditions or situations (states) an object or system can be in, and how it moves between thesestates in response to various events or actions.

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Activity Diagram

A flowchart that shows the step-by-step flow of actions in a process or system. A visual way to describe how activities are coordinated to provide a service or how the flow of events goes in a use case or business process.

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Sequence Diagram

story that shows how different parts of a system interact with each other over timeto complete a specific task or scenario.

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CSCW

Computer Supported Cooperative Work: The study and practice of how technology can help people work together more effectively, especially when they're not in the same place or working at the same time.

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Social Technical Gap In Action

A concept in CSCW that refers to the divide between what we know we must support socially and what we can support technically.

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The Disparity

situations where the individuals or groups who invest time and effort into using or maintaining a collaborative system are not necessarily the same ones who derive the primary benefits from it.

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Structural Things

nouns of UML models• Static parts of a model, representing elements that are either conceptual or physical

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Behavioral Things

Dynamic parts of UML models• The verbs of a model represent behavior over time and space

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Interaction

Contains a set of messages exchanged among a set of objects within a particular context to accomplish a specific purpose

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State machine

behavior that specifies thesequences of states an object or aninteraction goes through during itslifetime in response to events,together with its responses to thoseevents

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Grouping things

organized parts of UML models• The boxes into which a model can be decomposed. only one kind packages

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Package

general-purpose mechanism for organizing elements into groups

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Annotational Things

Explanatory parts of UML models comments applied to describe, illuminate, and remark about any element in a model, there is one kind of note

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Structural Diagrams

class, deployment, and component diagrams

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Association

simple relationship between two classes. Forexample, a Driver drives a Car.

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Aggregation

stronger relationship. It's like a "has-a"relationship. For example, a Department has Employees.

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Composition

similar to aggregation, but stronger. It's a"owns-a" relationship. For example, a House owns Rooms

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Inheritance

"is-a" relationship. It is how we represent that one class is a type of another class.

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Realization/Implementation

This is used when a class implements an interface. An interface is like a contract that says what methods a class must have. For example, if we have a Vehicle interface, a Car might implement it

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Dynamic Diagrams

they show how things change and interact over time..