CPT208 Design Life Cycle

Human-Centric Computing

The Design Life Cycle
It’s a interface/interaction design - an iterative process:
design –> implementation –> evaluation –> design

  • not always start with design
    • maybe first figure out what people need/want (evaluation)
    • maybe there was an initial system (implementation)
  • quite expensive having to re-implement a (complex) system over and over
  • better strategies needed-ideas?
    • different types of “implementation”
    • different degrees of evaluation

An interface design process

为什么要有interface design process?

  • to avoid user frustration with the finished product
  • to avoid unnecessary costs during product development 减小产品开发过程中不必要的开销
  • to avoid additional cost after product development 减小产品开发后的多余开销
  • reasons for going over budget
    • user-requested changes
    • overlooked tasks
    • users did not understand their own requirements
    • insufficient user-developer communication and understanding

Foundations for designing interfaces

  • Understanding users and their tasks
    • Task-centered system design
      • how to develop task examples
      • how to evaluate designs through a task-centered walk-through
  • Designing with the user
    • User-centered design and prototyping
      • methods for designed with the user
      • low and medium fidelity prototyping
  • Evaluating interfaces with users
    • the role of evaluation in interface design
    • how to observe people using systems to detect interface problems

Considerations when designing interfaces
do I know who my user and what their tasks are?

  • how much computer knowledge?
  • novice? occasional user? regular user? expert?
  • what do people want to achieve, what are the tasks?

novel interfaces: what hardware I can expect?

Storyline Visualization
Design Principles

  • D1 Lines in the same group should appear next to each other.
  • D2 Otherwise, lines must be far away from each other.
  • D3 A line must remain straight unless its group changes.

Optimization Goals

  • reducing line crossings
  • reducing line wiggles
  • reducing white space

INT201 W8

这周换一个方法记录blog,以记录自己想记录的东西为主。


在language的大集合里,有一部分语言被作为regular languages,测试他们是否是regular languages的方法是使用DFA & NFA & RL,pumpling lemma得出了有一部分语言是unregular的,unregular的语言不可以用DFA NFA Regular expression去define。这是就需要Grammar(content free grammar) which可以define regular languages and unregular languages

Content-free Grammar

G = (V, A, S, P)
V is a set of variables.
A is constant, terminates 阿尔法贝塔
S is a variable, state symoble
P is a set of rules (production) eg: x -> a a属于(VUA)^* 类似转移方程?
都是有限集
S –> aSb content-free意味着ab对S没有影响
L(G) = {w|wEA*, s->w}

CAN201 W9

  1. Routing (2) - Distance vector algorithm
  2. Intra-AS routing in the Internet: OSPF
  3. Routing among the ISPs: BGP
  4. The SDN control plane
  5. ICMP
  6. SNMP
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CPT203 W8

这周的内容:

  • UML类图
  • 时序图
  • 状态图
  • 活动图

老师讲的ppt太寄了,建议自己学习。

CAN201 W8

Terms of packet in different layers

  • Application layer: message
  • Transport layer: segment
  • Network layer: datagram
  • Link layer: frame

TCP three-way handshake

  • A -> B: SYN (seq = x, ack = 0, L = 0)
  • B -> A: SYN ACK (seq = y, ack = x+1, L = 0)
  • A->B: ACK (seq=x+1,ack=y+1,L=0)

Flow Control vs. Congestion Control

  • Host vs. Router

这周还是继续IP的学习

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CAN201 W6

Lecture

记虽然笔记迟了,但是一定会补回来呀!
这周第一部分是TCP congestion control。我有空再写笔记,我们先进入第二环节。也就是网络层 Network layer.


网络层服务

  • 在发送主机和接收主机对之间发送(segment)
  • 在发送端把段封装到数据报(datagram)中
  • 在接收端,将段上交给传输层实体
  • 网络层协议存在于每一个主机和路由器(全部都有)
  • 路由器检查每一个经过他的IP数据报头部
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