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15. User centered design parafigma
-Korisnik treba da bude uvek 'prisutan'.
-sistem=programsko jezgro, a ono sto radi korisnik je stvar interfejsa
Hci ne moze bez prototipa, korisnik mora da vidi softver, 'oseti'.
korisnik+kontekst(situacija u kojoj ce se softver upotrebiti)
16.UIMS konceptualne arhitekture User interface management systems
Seeheim,1985
Smalltalk, MVC
Microsoft ,MVP
Mvp omugucava brzu gui opslugu
MVVM
sve apstrakcije okrenute slabijem znanju programiranja
-svaki korisnik postaje programer.-domenski orijentisano programiranje
17.Formiranje zahteva,tehnike za prikupljanje, interpretacija i analiza
18.spoznavanja zadatka i posla
ako nemamo vremena za objasnjenje-nacini najblizi korisniku :
1)scenario (zahteva najmanje ucesca korisnika)
2)DTI
3)use cases
dobro alociraju zadatke concur task tree,xuan,use case
Kognitivni- "ulaze u glavu korisniku"
opisujem zadatke koji mogu raditi skupa u formi drveta -od apstraktnog na dole analiza
karakteristike ctt-hijerarhijska struktura,graficka SINTAKSA,konkurentna notacija
-svaki zadatak do aktivnosti ima ikonicu koja automatski alocira ko radi taj zadatak
a>>b b, tek kad zavrsi A,III bilo koji ,bilo koji red,|kvadratic|-menjaju informaciju dok se
izvrsavaju konkurentno
Tasks at same level represent different options or different tasks at the same abstraction level
that have to be performed. Read levels as “In order to do T1, I need to do T2 and T3”, or “In order to do
T1, I need to do T2 or T3”
Specifies two tasks enabled, then once one has started the other one is no longer enabled.
Example: When accessing a web site it is possible either to browse it or to access some detailed
information.
Tasks can be performed in any order, but when one starts then it has to finish before the other
one can start. Example: When people install new software they can start by either registering or
implementing the installation but if they start one task they have to finish it before moving to the other
one.
18.Projektovanje i struje interakcije
19.Interakcioni stilovi
20.izbor elemenata interakcije
21.Dizajnerski prostori interakcije-gui
List of common generic widgets[edit]
See also: Graphical user interface elements
Selection and display of collections
Button – control which can be clicked upon to perform an action
Check box – control which can be clicked upon to select or deselect an option. Multiple check boxes in a
group may be selected
Radio button – control which can be clicked upon to select an option from a selection of options from
which only one can be selected at a time. Thus radio buttons always appear in pairs or larger groups
Split button – control combining a button (typically invoking some default action) and a drop-down list
with related, secondary actions
Slider – control with a handle that can be moved up and down (vertical slider) or right and left
(horizontal slider) to select a value (or a range if two handles are present)
List box
Spinner – value input control which has small up and down buttons to step through a range of values
Drop-down list
Menu – control with multiple actions which can be clicked upon to choose a selection to activate
Context menu – a type of menu whose contents depend on the context or state in effect when the
menu is invoked
Pie menu
Ribbon
Menu bar
Toolbar
Combo box (text box with attached menu or List box)
Icon
Tree view
Grid view
Navigation
Link
Tab
Scrollbar
Text/value input
Text box (edit field)
Combo box (text box with attached menu)
Output
Label – text used to describe another widget
Tooltip – informational window which appears when the mouse hovers over another control
Balloon help
Status bar
Progress bar
Infobar
Containers
Window
Collapsible panel
Accordion (GUI)
Modal window
Dialog box
Palette window, also known as "Utility window"
Inspector window
Frame
22.Dizajnerski prostori interakcije-WEB
23.Dizajnerski prostori interakcije-mobilni aparati