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The Computer User’s Bill of Rights

1. The user is always right. If there is a problem with the use of the system, the

system is the problem, not the user.

2. The user has the right to easily install software and hardware systems.

3. The user has the right to a system that performs exactly as promised.

4. The user has the right to easy-to-use instructions for understanding and utilizing

a system to achieve desired goals.

5. The user has the right to be in control of the system and to be able to get the

system to respond to a request for attention.

6. The user has the right to a system that provides clear, understandable, and

accurate information regarding the task it is performing and the progress toward completion.

7. The user has the right to be clearly informed about all system requirements for

successfully using software or hardware.

8. The user has the right to know the limits of the system’s capabilities.

9. The user has the right to communicate with the technology provider and receive

a thoughtful and helpful response when raising concerns.

10. The user should be the master of software and hardware technology, not vice-

versa. Products should be natural and intuitive to use.

Karat agrees with Cooper’s comments about programmers being unable to understand the people who use their software. She says, “The profile of the people who use systems has changed, while the system, and the culture in which they have developed, have not adjusted … The engineers and computer scientists who design hardware and software know little about the needs and frustrations of consumers.”

Some efforts to simplify operating system software have created another band of disgruntled users who complain that important features are now “hidden” because of feedback from novice testers who considered such features too advanced or confusing. Some controls, such as those for setting up networks, are not easy to understand, but could be crucial for a successful installation. Hiding those controls because they might confuse beginners has only caused advanced users to become frustrated.

Who is right? Can technology be simplified, yet remain powerful enough to accomplish complex tasks? A branch of ergonomics called Human Factors, or Human-Computer Interaction (HCI), focuses on factors that make computers easy or difficult to use.

 

What do you think?

 

1. Can you think of a specific instance when you have become frustrated with a software user interface?

2. Is it possible to make computer software significantly easier to use?

3. Would you agree that programmers do not understand the viewpoint of a typical computer user and consequently produce bad software?

Final test. Do the tasks in the following test.

 

1. Which of the following types of editors provide tools to create programs by pointing and clicking …?

a) programming editor b) VDE c) GUI d) control editor

2. Most programming languages include control structures known as … .



a) sequence b) selection c) repetition d) all of the above

3. During … execution, the computer performs each instruction in the order that appears.

4. A class is a template for a group of objects with similar characteristics. (True/False)

5. The … paradigm is based on the idea that the solution for the problem can be visualized in terms of objects that interact with each other.

6. OO programmers often use … diagrams to plan the classes for a program.

7. A(n) … is a graphical representation of the way a computer should progress from one instruction to the next when it performs a task.

8. A(n) … is a set of steps for carrying out a task that can be written down and implemented.

9. The set of superclasses and subclasses that are related to each other is referred to as a class … .

10. In an OO program, objects send and receive … to initiate actions, which the programmer defines by creating a(n) … .

11. A(n) … control structure tells a computer what to do based on whether a condition is true or false.

12. A(n) … is a segment of code that defines an action.

13. The process of passing certain characteristics from a superclass to a subclass is referred to as … .

14. A(n) … attribute is an attribute that is available for use by any routine in a program.

15. Which of the following is NOT an example of a repetition command?

a) FOR…NEXT b) WHILE…..WHEND c) DO…..WHILE d) IF….THEN

16. In a problem statement, a(n) … is something that you accept as true in order to proceed with program planning.

17. A program written in a(n) … language typically consists of self-contained instructions in a sequence that indicates how a task is to be performed or a problem is to be solved.

a) object-oriented b) procedural c) event-driven d) functional

18. Smalltalk, Eiffel, Java, C++ are all programming languages that support the object-oriented paradigm. (True/False)

19. FORTRAN is considered a good choice for object-oriented programming. (True/False)

20. Which of the following terms refer to the way a computer programmer conceptualizes and structures the tasks that a computer performs …?

a) programming paradigm c) object-oriented design

b) algorithm development d) logical architecture

 

Projects. Choose and perform one of the projects given.

1. Programming computer games is a complex task. A central program ties together numerous aspects of the game, such as characters, scenery, buildings, monsters, weapons, treasure, food, and sounds. To appreciate the complexity of game programming, play a computer game. Make a list of the objects you encounter during the first five minutes of the game. You might have to stop and restart the game several times to complete your list. Don’t forget to include the title screen, introductory music, video, and so on. (Don’t include the time it takes you to watch the video in your five-minute viewing period.) Expand your list of objects by adding descriptions of what happens to the objects. Take a screenshot of the game during your observation period. Submit your list and screenshot. Indicate the name of the game you observed on the screenshot. Follow your instructor’s guidelines for printed or electronic documents.

2. The computer game industry is hot and employs professionals from a wide variety of career fields, including programmers, artists, musicians, narrators, writers, producers, accountants, photographers, videographers, historians, military science, and physicists. Think about your career field. How would a professional in your career field fit into a computer game development team? What aspect of the game would they work on? Jot down your thoughts, and then go online and search for information about computer game development. What can you learn about jobs in the computer game industry for people with skills in your chosen career field? Submit your findings in a format of your choice. You can write a one-page summary or get creative and work up a brochure or 30-second radio spot.

 


Date: 2015-01-12; view: 1198


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