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12. Fill in the gaps with the proper words.

1. Other parts of the program will be able to __________________ these objects using simple function calls. a. work

b. work with c. work at 2. Do a search to find every __________________ of this variable. (= a list of every time the variable appears in the code)   a. instant   b. constance   c. instance 3. Naming a variable = Variable __________________   a. christening   b. declaration   c. calling 4. To __________________ a function means to change its properties.   a. redefine   b. reveal   c. review 5. If something is sending the wrong __________________, it is sending the wrong variables to be processed.   a. parameters   b. declaration   c. class 6. A subroutine is a piece of code that is separate from __________________ of a program.   a. main body   b. a main body   c. the main body 7. A procedure (most of the time referred to as a function) is like a subroutine, but with additional __________________. Most functions can accept parameters.    a. features   b. feats   c. facets 8. This function __________________ (= produces) the wrong value.   a. returns   b. reveals   c. replays 9. A method is a function __________________ within an object.   a. trapped   b. contained   c. captured 10. He has been programming for 15 years, and sometimes uses terms that are no longer __________________ in programming. (= slightly outdated terms)    a. overused   b. used up

  c. widely used

A programmer is walking along a beach and finds a lamp. He rubs the lamp, and a genie appears. “I am the most powerful genie in the world. I can grant you any wish, but only one wish.”

The programmer pulls out a map, points to it and says, “I’d want peace in the Middle East.”

The genie responds, “Gee, I don’t know.  Those people have been fighting for millennia. I can do just about anything, but this is likely beyond my limits.”

The programmer then says, “Well, I am a programmer, and my programs have lots of users. Please make all my users satisfied with my software and let them ask for sensible changes.”

At which point the genie responds, “Um, let me see that map again.”

13. Read and translate the text.

Web design

Web design encompasses many different skills and disciplines in the production and maintenance of websites. The different areas of web design include web graphic design; interface design; authoring, including standardised code and proprietary software; user experience design; and search engine optimization. Often many individuals will work in teams covering different aspects of the design process, although some designers will cover them all. The term web design is normally used to describe the design process relating to the front-end (client side) design of a website including writing mark up. Web design partially overlaps web engineering in the broader scope of web development. Web designers are expected to have an awareness of usability and if their role involves creating mark up then they are also expected to be up to date with web accessibility guidelines.

Tools and technologies

Web designers use a variety of different tools depending on what part of the production process they are involved in. These tools are updated over time by newer standards and software but the principles behind them remain the same. Web graphic designers use vector and raster graphics packages to create web-formatted imagery or design prototypes. Technologies used to create websites include standardised mark-up, which can be hand-coded or generated by WYSIWYG editing software. There is also proprietary software based on plug-ins that bypasses the client’s browser versions. These are often WYSIWYG but with the option of using the software’s scripting language. Search engine optimisation tools may be used to check search engine ranking and suggest improvements.

Other tools web designers might use include mark up validators and other testing tools for usability and accessibility to ensure their web sites meet web accessibility guidelines

Skills and techniques

Marketing and communication design

Marketing and communication design on a website may identify what works for its target market. This can be an age group or particular strand of culture; thus the designer may understand the trends of its audience. Designers may also understand the type of website they are designing, meaning, for example, that (B2B) business-to-business website design considerations might differ greatly from a consumer targeted website such as a retail or entertainment website. Careful consideration might be made to ensure that the aesthetics or overall design of a site do not clash with the clarity and accuracy of the content or the ease of web navigation, especially on a B2B website. Designers may also consider the reputation of the owner or business the site is representing to make sure they are portrayed favourably.

User experience design and interactive design

User understanding of the content of a website often depends on user understanding of how the website works. This is part of the user experience design. User experience is related to layout, clear instructions and labeling on a website. How well a user understands how they can interact on a site may also depend on the interactive design of the site. If a user perceives the usefulness of the website, they are more likely to continue using it. Users who are skilled and well versed with website use may find a more unique, yet less intuitive or less user-friendly website interface useful nonetheless. However, users with less experience are less likely to see the advantages or usefulness of a less intuitive website interface. This drives the trend for a more universal user experience and ease of access to accommodate as many users as possible regardless of user skill. Much of the user experience design and interactive design are considered in the user interface design.

Advanced interactive functions may require plug-ins if not advanced coding language skills. Choosing whether or not to use interactivity that requires plug-ins is a critical decision in user experience design. If the plug-in doesn't come pre-installed with most browsers, there's a risk that the user will have neither the know how or the patience to install a plug-in just to access the content. If the function requires advanced coding language skills, it may be too costly in either time or money to code compared to the amount of enhancement the function will add to the user experience. There's also a risk that advanced interactivity may be incompatible with older browsers or hardware configurations. Publishing a function that doesn't work reliably is potentially worse for the user experience than making no attempt. It depends on the target audience if it's likely to be needed or worth any risks.

A study by Longo et al. introduced the construct of Human Mental Workload (HMW) in Web design, aimed at supporting current interaction design practices. An experiment has been conducted using the original Wikipedia and Google web-interfaces, and using two slightly different versions. Three subjective psychological mental workload assessment techniques (NASA-TLX, Workload Profile and Subjective Workload Assessment Technique) with a well-established assessments usability tool (System Usability Scale) have been adopted. T-tests have been performed to study the statistical significance of the original and modified web-pages, in terms of workload required by typical tasks and perceived usability. Preliminary results show that, in one ideal case, increments of usability correspond to decrements of generated workload, confirming the negative impact of the structural changes on the interface. In another case, changes are significant in terms of usability but not in terms of generated workloads, thus raising research questions and underlying the importance of Human Mental Workload in Interaction Design.

Another research conducted by Longo et al. (2012) introduced the concept of mental Workload as an aid to enhance usability measurement. A user-study has been designed and executed in the context of human-web interaction. The aim was to investigate the relationship between the perception of usability of three popular web-sites, and the mental workload imposed by a set of typical tasks executed over them. Scores obtained with the System usability scale were compared to the mental workload scores obtained from the NASA-TLX and the Workload Profile assessment procedures. Findings suggest that perception of usability and mental workload are likely to be two non-overlapping constructs, and there is no clear evidence of their interaction. They measure two different aspects of human-system interaction and therefore they could be jointly employed to better describe user experience.