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Автор:   •  Сентябрь 9, 2018  •  Реферат  •  1,192 Слов (5 Страниц)  •  394 Просмотры

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        Any system should be not only useful, but also understandable and simple for people who need it in their work or in other situations. In this article, the reader can get information about creating a computer or about other technologies, also learn about three principles system design. In each section the reader can get new information for himself, and make comparisons using different methods.Three principles  of design. Each of them has own significant roles and features.

  • First one is Early Focus on Users and Tasks . Firstly ,  the designer must do the analysis, that is, the designer needs to know who the user will be, and what he wants. Then already do some actions.
  • Second principle is Empirical  Measurement. During the process, the user must use some type of modeling, performing the work, also analyze the result of the work.
  • And last  one is  Iterative design.  During testing, of course, there are some problems, but they must be fixed. In other words, the design must be iterative, there must be exact cycles and dimensions, and so on.

       System designers and programmers began to disseminate these principles in 1970. To get the result, different studies and experiments were done. The best specialists, such as planners, designers, programmers and developers, were assembled to record the main steps that are necessary when developing a computer.

        This statistics shows the results, that is, the percentage that 26% of people did not mention a single principle, and 35% mentioned only one principle out of three. Only 2% of people expressed all references to all three. Also, 62% of people mentioned something about  first principle, exactly,  early focus on users, 40 % mentioned something about empirical measurement, 20%
about iterative design.

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CONTRASTS  BETWEEN  WHAT

WE MEAN  AND WHAT  WAS SAID

         Designers are those people who are responsible for creating the system. Each system, each principle differs from one another, as the person's character. Each user has his own view, his own choices. And the designer must look at his work through the eyes of the user. Designers do everything to improve their work and give some benefit to users. But they always have in their heads such a question: "What do we recommend, and what do users do?". In their opinion, users should follow their principles...

Before designing the system, designers should conduct interviews or a discussion with users with the help of this project team can get information about their expectations, work and problems and save time.

       The position of the designer does not just make the user "view", "subscribe" or "agree" with the design but also enable users to impart their points of view to the process. Also, system designers need to pay attention to the emotional characteristics of the user, since there should not be a problem in talking with systems.

       In the Empirical measurement, the main two factors
actual behavioral measurements of learning ability and ease of use, as well as carrying out these experimental and empirical studies. These factors facilitate the easy study and use of the prototype, such as "viewing" or "demonstration". Namely, these prototypes should be provided as simple tasks for their performance, the thoughts and expectations of users should be analyzed.

      Iterative design. On questions from developers about the key steps in the development process users responded so, in their opinion, the system should be easy to use user-friendly and flexible. These criteria are targets for system developers. Designers of all kinds of systems, such as computer programmers, curriculum planners, textbook authors, building architects, car builders or lecturers say that user comments, both positive and negative, give them more opportunities to improve their design and develop new systems.

WHY  THE PRINCIPLES  ARE UNDERVALUED

      Why the principles are undervalued,  because they are rarely used in practice, also users do not pay attention to these principles, interaction with the system and with users is not visible. 

      Designers experience confusion between the recommendations of users and with their different ideas. But according to users, if the designers have more interaction with them, if developers pay attention to the recommendations of users also conduct empirical evaluations of their work, the methods of developers will become more understandable for users.

...

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