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140 Cards in this Set
- Front
- Back
- 3rd side (hint)
Predominant theoretical frameworks or scientific world views |
Paradigms |
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New computing technologies arrive, creating a new perception of the human—computer relationship. |
Paradigms of interaction |
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Batch Processing |
- impersonal computing |
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Example of Paradigm shift |
Batch processing, time processing, networking, graphical display, microprocessor, www, ubiquitous computing, |
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Time Sharing |
Interactive computing |
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networking |
community computing |
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graphical display |
direct manupulation |
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microprocessor |
personal computing |
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www |
global information |
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ubiquitous computing |
A symbiosis of physical and electronic worlds in service of everyday activities. |
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____And____ explosive technological growth and in _____ need to channel the power. |
1940s and 1950s. in 1960s |
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J.C.R. Licklider at ARPA single computer supporting multiple users |
Time sharing |
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•more suitable medium than paper.
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Video display units |
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(capabilities of visual images were realized) |
1962 – Ivan Sutherland's Sketchpad |
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•the right _______ provides building blocks to producing complex interactive systems |
Programming toolkit |
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•______ at Stanford Research Institute |
Douglas Engelbart |
Programming toolkit |
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•A system is more powerful as it becomes easier to user
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personal computing |
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•_____ at Xerox PARC – the ______ as the ultimate personal computer •1970s – _______ (Seymour Papert) language for simple graphics programming by children |
• Allan Kay, Dynabook • Papert's logo |
Personal computing |
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•humans can pursue more than one task at a time |
Window systems and the WIMP interface |
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April 1981 – 8010 Star Information System first commercial windowing system (by _________) |
Xerox Corporation |
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relating computing to other real-world activity is effective teaching technique |
metaphor |
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_______ describes appeal of graphically-based interaction.1984 – Apple Macintosh the model-world metaphorWhat You See Is What You Get (WYSIWYG)
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•1982 – Ben Shneiderman |
Direct Manupulation |
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interface replaces underlying system |
Direct Manupulation |
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(memory and expansion) |
1945 – Vannevar Bush and the memex |
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describes hypertext as non-linear browsing structure |
mid 1960s – Ted Nelson |
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project still a dream today |
Nelson's Xanadu |
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•key to success in managing explosion of information. • hypermedia and multimedia |
Hypertext |
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•a mode is a human communication channel•emphasis on simultaneous use of multiple channels for input and output |
Multimodality |
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•removes bias of single user / single computer system•Can no longer neglect the social aspects•Electronic mail(E-mail) is most prominent success |
Computer Supported Cooperative Work (CSCW) |
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Critical mass of users lead to a complete transformation of our information economy. |
The worldwide web |
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Original interfaces, Direct Manipulation/WIMP and Agents |
Agent-based interface |
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"The most profound technologies are those that disappear.”Mark Weiser, 1991 |
Ubiquitous computing |
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Humans are good at recognizing the “context” of a situation and reacting appropriately |
Sensor-based and Context-aware Interaction |
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what it is, interventions, goals, constraints. |
Design |
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what happens when. |
design process |
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who they are, what they are like … |
users |
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rich stories of design |
scenarios |
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finding your way around a system. |
navigation |
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never get it right first time. |
iteration and prototypes |
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not just interfaces not just the immediate interaction |
design interaction |
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not just artifacts not just the system, but also …- documentation, manuals, tutorials |
design intervention |
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achieving goals within constraints. |
design |
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purpose who is it for, why do they want it. |
goals |
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materials, platforms |
constraints |
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golden rule of your design |
understand your material |
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limitations, capacities, tools, platforms. |
understand computer |
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psychological, social aspects |
understand people |
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accident reports .. aircrash, industrial accident, hospital mistake - enquiry … blames … ‘human error |
To err is human |
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Central Message |
User |
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The process design Steps…
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•requirements •analysis •design •iteration and prototyping •implementation and deployment |
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Steps in process design; _______ what is there and what is wanted …
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requirements |
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Steps in design process; __________ ordering and understanding. |
Analysis |
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Step in design process; ________ what to do and how to decide. |
Design |
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Step in design process; _______ getting it right … and finding what is really needed! |
Iteration and prototyping |
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Step in design process; _______ making it and getting it out there. |
implementation and deployment |
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-description of an ‘example’ user -use as surrogate user. -details matter , it makes her real
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Persona |
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given to people to open in their own environment |
cultural probes |
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Types of cultural probes; _____ sometimes hard, in the home and psychiatric patients, … |
Direct Observation |
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Types of cultural probes; ______ items to prompt responses, ex. glass to listen at wall, camera, postcard. |
probe packs |
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- communicate with others - validate other models - understand dynamics |
stories for design |
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-time is linear - our lives are linear, but don’t show alternatives. |
Linearity |
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one linear path through system |
Scenarios |
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- widget choice - menus, buttons etc. - screen design - application navigation design-environment -other apps, O/S
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Levels |
navigation design |
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-elements and tags & links <a href=“...”> -page design-site structure -the web, browser, external links
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web |
navigation design |
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- controls - buttons, knobs, dials - physical layout - modes of device - the real world
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physical devices |
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four golden rules… |
-knowing where you are -knowing what you can do. -knowing where you are going or what will happen. -knowing where you’ve been or what you’ve done.
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shows path through web site hierarchy. |
Breadcrumbs |
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marriage service |
UI design |
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_______ blanks for names pattern of interaction between people |
general flow, generic |
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pattern of interaction between users and system but details differ each time. |
computer dialogue |
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-show different paths through system -more task oriented then hierarchy
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network diagram |
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logically together physically together |
grouping and structure |
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-think! - what is natural order-should match screen order! use boxes, |
Order of group and item |
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- use boxes to group - use fonts for emphasis, headings |
decoration |
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type of alignment; ______ read from left to right (English and European) |
alignment-text |
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types of alignment; ______ Usually scanning for surnames Þ make it easy! |
alignment-names |
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types of alignment; _______ -Which is biggest? -visually: long number = big number -align decimal points or right align integers.
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alignment-number |
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the counter (WHAT YOU SEE) |
white space |
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types of white space |
• space to structure • space to separate • space to highlight |
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- different colours for different functions - lines around related buttons (temp up/down) |
decorations |
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centered text in buttons |
alignment |
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-defrost settings -type of food -time to cook
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grouping of items |
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- type of heating - temperature - time to cook - start
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order of items |
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gaps to aid grouping |
whitespace |
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- use task analysis (ch15) - groupings - natural order for entering |
logical layout |
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- standards for common actions - language – bold = current state or action |
labels |
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- psychological term - for physical objects - for screen objects - culture of computer use |
affordance |
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- aesthetically pleasing designs |
aesthetic and utility |
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- both often used very badly! - Colour
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color and 3D |
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-changing interfaces for particular cultures/languages |
localisation & internationalisation |
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try to choose symbols etc. that work everywhere
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globalisation |
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getting better and starting well |
iteration and prototypes |
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- moving little by little … |
pitfalls of prototyping |
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Designing for maximum usability |
principle of usability standards and guidelines design patterns |
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the goal of interaction design |
Designing for maximum usability |
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general understanding |
Principles of usability |
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direction for design |
standards and guidelines |
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capture and reuse design knowledge. |
Design patterns |
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Types of Design Rules |
Principles, Standards and Guidelines |
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abstract design rules, low authority and high generality |
Principles |
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specific design rules, high authority and limited application |
Standards |
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lower authority and more general application |
Guidelines |
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Principles to support usability |
Learnability, Flexibility and Robustness |
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_____ the ease with which new users can begin effective interaction and achieve maximal performance. |
Learnability |
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the multiplicity of ways the user and system exchange information |
Flexibility |
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the level of support provided the user in determining successful achievement and assessment of goal-directed behaviour. |
Robustness |
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Principles of learnability |
Predictability, Synthesizability, Familiarity, Generalizability and Consistency |
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determining effect of future actions based on past interaction history and operation visibility. |
Predictability |
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determining effect of future actions based on past interaction history and operation visibility. |
Predictability |
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assessing the effect of past actions. immediate vs. eventual honesty. |
Synthesizability |
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how prior knowledge applies to new system and guess ability; affordance. |
Familiarity |
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extending specific interaction knowledge to new situations. |
Generalizability |
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likeness in input/output behaviour arising from similar situations or task objectives. |
Consistency |
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Principles of flexibility |
Dialogue initiative, Multithreading, Task Migratability, Substitutivity and Customizability |
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freedom from system-imposed constraints on input dialogue. system vs. user pre-emptiveness. |
Dialogue initiative |
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ability of system to support user interaction for more than one task at a time. concurrent vs. interleaving; multimodality |
Multithreading |
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passing responsibility for task execution between user and system. |
Task Migratability |
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allowing equivalent values of input and output to be substituted for each other. representation multiplicity; equal opportunity |
Substitutivity |
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modifiability of the user interface by user (adaptability) or system (adaptivity). |
Costomizability |
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Principles of robustness
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Observability, Responsiveness, Recoverability and Task Conformance |
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ability of user to evaluate the internal state of the system from its perceivable representation. |
Observability |
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ability of user to take corrective action once an error has been recognized. |
Recoverability |
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how the user perceives the rate of communication with the system. |
Responsiveness |
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degree to which system services support all of the user's tasks. |
Task conformance |
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- suggest how to increase usability. - differ in generality and authority. |
Design rules |
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set by national or international bodies to ensure compliance by a large community of designers standards require sound underlying theory and slowly changing technology |
Standards |
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more common than software high authority and low level of detail |
Hardware standard |
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defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks |
ISO 9241 |
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- more suggestive and general - many textbooks and reports full of guidelines |
Guidelines |
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Characteristics of guidelines; _____ (principles) applicable during early life cycle activities |
Abstract guidelines |
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Characteristics of guidelines;______(style guides) applicable during later life cycle activities |
Detailed Guidelines |
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An approach to reusing knowledge about successful design solutions |
HCI design patterns |
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is an invariant solution to a recurrent problem within a specific context. |
Pattern |
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Characteristics of pattern; a pattern language should be _____ and assist in the development of complete design |
Generative |
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Characteristics of pattern; capture design _____ not theory |
Practice |
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Characteristics of pattern; capture the_____ properties of good examples of design |
essential |
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Characteristics of pattern; capture the_____ properties of good examples of design |
essential common |
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Characteristics of pattern; ______ design knowledge at varying levels: social, organizational, conceptual, detailed |
present |
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Characteristics of pattern; embody values and can express what is _____ in interface design |
Humane |
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Characteristics of pattern; are______ and can therefore be used for communication between all stakeholders |
intuitive and readable |
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