Gulf Of Evaluation
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Gulf Of Evaluation
In computer science, the gulf of evaluation is the degree to which the system or artifact provides representations that can be directly perceived and interpreted in terms of the expectations and intentions of the user. Or put differently, the gulf of evaluation is the difficulty of assessing the state of the system and how well the artifact supports the discovery and interpretation of that state. According to Donald Norman's ''The Design of Everyday Things'' "The gulf is small when the system provides information about its state in a form that is easy to get, is easy to interpret, and matches the way the person thinks of the system".Norman, D: "The Gulf of Evaluation", page 51. Basic Books, 1988. In human–computer interaction, the term of ''gulf of evaluation'' stands for the psychological gap that must be crossed to interpret a user interface display, following the steps: interface → perception → interpretation → evaluation. See also * Gulf of execution * Seven stages of ...
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Computer Science
Computer science is the study of computation, automation, and information. Computer science spans theoretical disciplines (such as algorithms, theory of computation, information theory, and automation) to Applied science, practical disciplines (including the design and implementation of Computer architecture, hardware and Computer programming, software). Computer science is generally considered an area of research, academic research and distinct from computer programming. Algorithms and data structures are central to computer science. The theory of computation concerns abstract models of computation and general classes of computational problem, problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and for preventing Vulnerability (computing), security vulnerabilities. Computer graphics (computer science), Computer graphics and computational geometry address the generation of images. Progr ...
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System
A system is a group of Interaction, interacting or interrelated elements that act according to a set of rules to form a unified whole. A system, surrounded and influenced by its environment (systems), environment, is described by its boundaries, structure and purpose and expressed in its functioning. Systems are the subjects of study of systems theory and other systems sciences. Systems have several common properties and characteristics, including structure, function(s), behavior and interconnectivity. Etymology The term ''system'' comes from the Latin word ''systēma'', in turn from Greek language, Greek ''systēma'': "whole concept made of several parts or members, system", literary "composition"."σύστημα"
Henry George Liddell, Robert Scott, ''A Greek–English Lexicon'', on Per ...
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Artifact (software Development)
An artifact is one of many kinds of ''tangible'' by-products produced during the development of software. Some artifacts (e.g., use cases, class diagrams, and other Unified Modeling Language (UML) models, requirements and design documents) help describe the function, architecture, and design of software. Other artifacts are concerned with the process of development itself—such as project plans, business cases, and risk assessments. The term ''artifact'' in connection with software development is largely associated with specific development methods or processes e.g., Unified Process. This usage of the term may have originated with those methods. Build automation, Build tools often refer to source code compiled for testing as an artifact, because the executable is necessary to carrying out the testing plan. Without the executable to test, the testing plan artifact is limited to non-execution based testing. In non-execution based testing, the artifacts are the Software walkthroug ...
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Group Representation
In the mathematical field of representation theory, group representations describe abstract groups in terms of bijective linear transformations of a vector space to itself (i.e. vector space automorphisms); in particular, they can be used to represent group elements as invertible matrices so that the group operation can be represented by matrix multiplication. In chemistry, a group representation can relate mathematical group elements to symmetric rotations and reflections of molecules. Representations of groups are important because they allow many group-theoretic problems to be reduced to problems in linear algebra, which is well understood. They are also important in physics because, for example, they describe how the symmetry group of a physical system affects the solutions of equations describing that system. The term ''representation of a group'' is also used in a more general sense to mean any "description" of a group as a group of transformations of some mathematical o ...
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User (computing)
A user is a person who utilizes a computer or network service. A user often has a user account and is identified to the system by a username (or user name). Other terms for username include login name, screenname (or screen name), account name, nickname (or nick) and handle, which is derived from the identical citizens band radio term. Some software products provide services to other systems and have no direct end users. End user End users are the ultimate human users (also referred to as operators) of a software product. The end user stands in contrast to users who support or maintain the product such as sysops, database administrators and computer technicians. The term is used to abstract and distinguish those who only use the software from the developers of the system, who enhance the software for end users. In user-centered design, it also distinguishes the software operator from the client who pays for its development and other stakeholders who may not directly ...
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The Design Of Everyday Things
''The Design of Everyday Things'' is a best-selling book by cognitive scientist and usability engineer Donald Norman about how design serves as the communication between object and user, and how to optimize that conduit of communication in order to make the experience of using the object pleasurable. One of the main premises of the book is that although people are often keen to blame themselves when objects appear to malfunction, it is not the fault of the user but rather the lack of intuitive guidance that should be present in the design. The book was originally published in 1988 with the title ''The Psychology of Everyday Things''. Norman said his academic peers liked that title, but believed the new title better conveyed the content of the book and better attracted interested readers. It is often referred to by the initialisms ''POET'' and ''DOET''. Norman uses case studies to describe the psychology behind what he deems good and bad design, and proposes design principles. Th ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ...
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Gulf Of Execution
In human computer interaction, the gulf of execution is the gap between a user's goal for action and the means to execute that goal. Usability has as one of its primary goals to reduce this gap by removing roadblocks and steps that cause extra thinking and actions that distract the user's attention from the task intended, thereby preventing the flow of his or her work, and decreasing the chance of successful completion of the task. Similarly, there is a gulf of evaluation that applies to the gap between an external stimulus and the time a person understands what it means. Both phrases are first mentioned in Donald Norman's 1986 book ''User Centered System Design: New Perspectives on Human-computer Interaction.'' Example This can be illustrated through the discussion of a VCR A videocassette recorder (VCR) or video recorder is an electromechanical device that records analog audio and analog video from broadcast television or other source on a removable, magnetic tape vide ...
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Seven Stages Of Action
Seven stages of action is a term coined by the usability consultant Donald Norman. The phrase appears in chapter two of his book ''The Design of Everyday Things'', describing the psychology of a person performing a task. Building up the Stages History The history behind the action cycle starts from a conference in Italy attended by Donald Norman. This excerpt has been taken from the book ''The Design of Everyday Things'': I am in Italy at a conference. I watch the next speaker attempt to thread a film onto a projector that he never used before. He puts the reel into place, then takes it off and reverses it. Another person comes to help. Jointly they thread the film through the projector and hold the free end, discussing how to put it on the takeup reel. Two more people come over to help and then another. The voices grow louder, in three languages: Italian, German and English. One person investigates the controls, manipulating each and announcing the result. Confusion mounts. I ...
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