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3. Sommaire-de-la-carte, Description, Encadré, vol.5, p.184

. Gontrôle-explicite-définition, Le critère Contrôle Explicite concerne d'une partla nécessité de prise en compte par le système des actions explicites des utilisateurs et d'autre part le contrôle qu'ont les utilisateurs sur le traitement de leurs actions

. Gharge-de-travail-définition, Le critère Charge de Travail concerne I'ensemble des éléments de I'interface qui ont un rôle dans la réduction de la charge perceptive, mnésique ou physique des utilisateurs et dans I'augmentation de l'efficacité du dialogue, Trois sous-critères participent au critère Charge de Travail : Brièveté (qui inclut les critères Concision etActions Minimales), Charge Physique et Densité Informationnelle

. De-même, utilisateur sera distrait par des informations non pertinentes, plus il powra effectuer sa tâche efficacement. Moins I'utilisateur sera gêné par les dispositifs, plus il y aura de chance pour qu'il puisse interagir correctement avec I'EV. Par ailleurs, plus les actions requises seront courtes, plus rapides-seront les interactions

. Exemples-de-recommandations, Si un utilisateur sélectionne une fonction non valide, aucrme action ne doit résulter, si ce n'est un message indiquant les fonctions appropriées à la tâche en cours. -Fournir des messages d'erreurs orientés tâches. -Utiliser des terrnes aussi spécifiques que possibles pour les messages d'eneurs. -Utiliser des messages d'erreurs aussi brefs que possible. -Adapter un vocabulaire neutre, non personnalisé

. Exemples-de-recommandations, Il est important de faciliter ou de permettre I'annulation de la denrière opération. -Suite à une erreur de saisie de commande (e.g., enregistrement d'une séquence de gestes)

C. Critère-Élémentaire, Lacunes ergonomiques présentées lors de la tâche d'affectation

. Dans-un-match-de-foot-virtuel,-un-but-vient-d-'être-marqué, Néanmoins les joueurs des deux équipes courent tous de la même manière comme dans une situation de jeu normal. Il est donc difficile de savoir si le but est validé et quelle équipe a marqué, p.3983

L. Vidéo-525-montre-un-utilisateur-qui-interagit-avec-un, Au début de I'interaction tout se passe bien, le personnage répond aux questions de I'utilisateur. Puis cela se dégrade et enfin I'application < plante >>, mais I'utilisateur n'en est pas averti. L'utilisateur essaye donc toujours d'interagir avec le personnage avant d'en déduire que l'application est < plantée >, p.2403

. Dans-une-application-commerciale,-un-utilisateur-À-la-possibilité-de-visiter-une-maison, Lorsqu'un utilisatetu désire visiter l'étage, il doit monter I'escalier. Ceci lui pose des difficultés car il doit effectuer plusieurs essais avant de savoir monter I'escalier sans échouer, c'est à dire sans qu'il retombe en bas de l'escalier, p.3736

L. Vidéo-4211-montre-un-utilisateur-tel-qu, il pourrait interagir avec un Environnement Virtuel, c'est à dire avec un système de tracking magnétique, des lunettes stéréoscopiques et des gants de données. Tous ces dispositifs sont reliés par des câbles aux différents calculateurs et moteurs 3D. L'ensemble des dispositifs et des câbles provoque le déséquilibre de I'utilisateur qui tombe ensuite en trébuchant sur I'antenne magnétique, p.69

I. Lorsque and . Utilisateur-Échoue, un personnage virtuel lui explique toute la procédure à suivre et les différentes options qui sont mises à sa disposition pour parvenir à son but, cette explication dure environ 5 minutes, p.5522

3. Dans-un-jeu-vidéo-en, utilisateur peut se déplacer à l'aide d'un avatar sur différents types de terrains. Le problème mit en évidence est que le son des pas de I'avatar est toujours le même quelque soit la nature

. Dans-un-jeu-vidéo-un-acteur-virtr, el qui a pris le contrôle de I'interaction explique à I'utilisateur que s'il veut reprendre le déroulement de I'interaction il doit appuyer sur la touche ( FlO >. Le problème mit en évidence est que I'acteur devrait proposer une touche plus illustrative de I'action corlme < Echap )) ou ( S >> comme Stop, p.4665