HCIFULL
#19 Cognitive walkthroughs focus on
b. designer presents an aspect of the design & usage scenarios
#17 Field studies are done in natural environments
b. natural environments
#19 Field studies are done in natural environments
b. natural environments
Novices can learn the
basic functionality quickly- Why are DM interfaces so enjoyable
Used mainly as the
basis for evaluating systems- Usability principles
Co-operation of people
being observed is required-Ethnography
24 Evaluation & design are
closely integrated in user-centered design.
Shneiderman (1983)
coined the term Direct Manipulation
Collections of
comments, incidents, and artifacts are made-Ethnography
Direct observation in
controlled environments-Observation
QN=39 Dancing butter,drinks,breakfast cereals,is known as...
d. Anthropomorphism
The do's and don'ts of
interaction design- Design principles
"By interaction design, we mean designing (a) products to support the way people (b) in their everyday and working lives."
interactive, communicate
Fill in the blank (a), (b) with:
interactive, communicate
Avoid cluttering the
interface - follow the google.com example of crisp, simple design-Design implications for attention
Craik (1943) described mental models as
internal constructions of some aspect of the external world enabling predictions to be made- Mental models
Three main data gathering methods
interviews, questionnaires, observation
Introduction
introduce yourself, explain the goals of the interview, reassure about the ethical issues,ask to record, present any informed consent form-Running the interview
Users should be
involved through the development of the project- Core characteristics of interaction design
Predicts which cognitive processes are
involved when a user interacts with a computer- Model Human processor(Card et al, 1983)
Large overhead to learning
set of commands-command interfaces
How knowledge is
shared and accessed- What's involved
There are different kinds of requirement, each is
significant for interaction design
Concerned with the nature of cognitive phenomena across individuals, artifacts, and internal and external representations
(Hutchins, 1995)-Distributed cognition
Many people have erroneous mental models
(Kempton, 1996)
Lead people into false sense of belief, enticing them to confide personal secrets with chatterbots
(e.g. Alice) -Disadvantages of Virtual characters
Attributing human-like qualities to inanimate objects
(e.g. cars, computers)- Anthropomorphism
It is important to stress that it is a description of the user interface but a structure outlining the conceMARK and the relationships between them
. FALSE
...involves linking the categories and subcategories into a theory, and as theory building is quite complex
. Selective coding.
Three levels of 'coding'
1-Open: identify categories-Grounded Theory
User-centered design rests on three principles
1. Early focus on users and tasks
Two aims
1. Understand as much as possible about users, task, context
According to Norman, how many kind of affordance are there?
2
How many aims do we achieve in the requirement activity?
2
How many aims that we are trying to achieve in the requirements activity?
2
SPSS is ...?
A kind of tool to support data analysis
(Robson, 2002). Robson suggests the .... steps for an interview
5
How many cognitive frameworks?
5
What is storytelling?
A method of telling story to communicate
How many steps of theory of action
7
From Flickr's website (2005): "is almost certainly the best online photo management and sharing application in the world"
A claim
To develop use case, first specify?
Actor
#64 Important problems may get missed
Advantages and problems:Biggest problems
#32 Designer presents an aspect of the design & usage scenarios
Analytical evaluation:Cognitive walkthroughs
#37 Performed by a carefully managed team
Analytical evaluation:Cognitive walkthroughs
Which is one kind of requirement?
All above
#58 Expert evaluation: heuristic & walkthroughs
Analytical evaluation
#59 Relatively inexpensive because no users
Analytical evaluation
#60 Heuristic evaluation relatively easy to learn
Analytical evaluation
#61 May miss key problems & identify false ones
Analytical evaluation
#62 Predictive models are used to evaluate systems with predictable tasks such as telephones
Analytical evaluation
#63 GOMS, Keystroke Level Model, & Fitts' Law predict expert, error-free performance
Analytical evaluation
#26 Briefing session to tell experts what to do
Analytical evaluation:3 stages for doing heuristic evaluation
#27 Debriefing session in which experts work together to prioritize problems
Analytical evaluation:3 stages for doing heuristic evaluation
#54 Use the web and other resources to research claims that heuristic evaluation often identifies problems that are not serious and may not even be problems
Analytical evaluation:A project for you ...
#55 Decide whether you agree or disagree
Analytical evaluation:A project for you ...
#56 Write a brief statement arguing your position
Analytical evaluation:A project for you ...
#57 Provide practical evidence & evidence from the literature to support your position
Analytical evaluation:A project for you ...
#28 Few ethical & practical issues to consider because users not involved
Analytical evaluation:Advantages and problems
#29 Can be difficult & expensive to find experts
Analytical evaluation:Advantages and problems
#24 Heuristic evaluation is referred to as discount evaluation when 5 evaluators are used
Analytical evaluation:Discount evaluation
Theories, models and frameworks
Are used to inform and inspire design
"People will want to watch movies on their cell phones". This sentence is a/an ...
Assumption
Involves audio and/or visual senses
Attention
Core cognitive aspects
Attention, Perception and recognition, Memory, Reading, speaking and listening, Problem-solving, planning, reasoning and decision-making, learning
Decision about conceptual design should be made ... commencing any physical design?
Before
Well known fact that we recognize things much better than being able to recall things
Better at remembering images than words, Why interfaces are largely visual- Memory
Which statements are the problems with interface metaphors? (choose 3)
Break conventional and cultural rules,Conflict with design principles,Forces users to only understand the system in terms of metaphors
HTA involves?
Breaking tasks down into sub-task
Categorizing data
Categorization scheme may be emergent or pre-specified-Simple qualitative analysis
#160 approachinfluences...methodsused,turn,data is collected,analyzed...
Choose the evaluation approach & methods
25 The third step of DECIDE framework points to
Choose the evaluation approach and methods
Relationship with participants
Clear and professional,Informed consent when appropriate-Four key issues
determine ways of restricting the kinds of user interaction that can take place at a given moment
Constraints
#257 Taking the prototypes and creating a whole
Construction
Optimizing the interaction requires?
Context of use, types of activity, cultural differences, and user groups
23 Context of use, user experience, culture differences, user groups optimize interaction between users & interactive product requires, is that true? If not, what?
Context of use, types of activity, culture differences, user groups
Contextual inquiry rests on what main principles:
Context, partnership, interpretations and focus
Four main principles
Context,Partnership,Interpretation,Focus-Contextual Inquiry
What is the approach that emerged from the ethnographic approach to data gathering?
Contextual inquiry
Well known phenomenon in advertising
Dancing butter, drinks, breakfast cereals- Anthropomorphism
#166 Develop an informed consent form
Decide about ethical issues
Setting goals
Decide how to analyze data once collected-Four key issues
8 What is the fifth step of DECIDE framework?
Decide how to deal with the ethical issues
4 Usability testing is an adapted form of experimentation
TRUE
5 Expert evaluation: heuristic & walkthroughs
TRUE
#124 No order effects
Different:participant design:Advantages
#127 Many subjects & individual differences a problem
Different:participant design:Disadvantages
Vanilla or multi-flavor design
Ease of finding something versus aesthetic and enjoyable experience
Proposes 7 stages of an activity
Establish a goal, Form an intention, Specify an action sequence, Execute an action, Perceive the system state, Interpret the state, Evaluate the system state with respect to the goals and intentions
QN=3 What does Association for Computing Machinery (ACM) provided for professionals to deal with their issues?
Ethical code
Informants are useful
Ethnography
Interpretivist technique
Ethnography
#85 Results validated statistically,Strongly controlled conditions
Experiments for research
#86 Experimental design,Scientific reported to scientific community
Experiments for research
Right dialog box was designed for
European adult male intellectuals- Marcus (1992)
#284 How much structure does it provide?
Evaluate metaphors
#285 How much is relevant to the problem?
Evaluate metaphors
#286 Is it easy to represent?
Evaluate metaphors
#287 Will the audience understand it?
Evaluate metaphors
Choose the right answers (Choose 2)
Flair and creativity, Seek inspiration
Cooper:
From research and product to goal-related
1.Identify needs and establish requirements
Four basic activities in the design process
2.Design potential solutions ((re)-design)
Four basic activities in the design process
3.Choose between alternatives (evaluate)
Four basic activities in the design process
4.Build the artefact
Four basic activities in the design process
Robotic interfaces
Four types
5 Challenging is one of followings that users experience goals, but what is NOT?
Frustrating
Which step is not one of first steps in analyzing data?
Gathering
Qualitative data analysis may be framed by 3 theories. What are they? (Choose 3)
Grounded Activity Boundary
Task analysis
HTA
Users have created a range ofemoticonscompensate for lack of expressiveness in text communication:
Happy:),Sad:<,Sick:X,Mad>:,Very angry >:-(- User-created expressiveness
When consistency breaks down
Have to find other initials or combinations of keys, thereby breaking the consistency rule - e.g. ctrl+S, ctrl+Sp, ctrl+shift+L
What is HTA?
Hierarchical Task Analysis
Many techniques, the most popular is
Hierarchical Task Analysis (HTA)-Task analysis
#248 Uses materials that you would expect in the final product
High-fidelity prototyping
#249 Prototype looks more like final system than low-fidelity
High-fidelity prototyping
#250 high-fidelity Macromedia Director, Visual Basic, Smalltalk
High-fidelity prototyping
#251 Danger think they have full system......see compromises
High-fidelity prototyping
Behaviour is very important
How an agent moves, gestures and refers to objects on the screen, Exaggeration of facial expressions and gestures to show underlying emotions (c.f. animation industry)
#164 Select users,Select equipment,Find evaluators
Identify practical issues:how to
What are NOT cognitive frameworks in interaction design?
Image processing and Internal cognition
Interaction log is method of?
Indirect observation
Identifying needs if one step of...?
Interaction design process
#264 Interface metaphors combine familiar knowledge knowledge
Is there a suitable metaphor?
24 Advantages of matched participant design
Same as different participants but individual differences reduced
And the more it is processed in terms of thinking about it and comparing it with other knowledge
Processing in memory
Users can tell you what they 'need' to help them achieve their goals
L. False
Problems include(of Asynchronouscomputermediated communication):
LAMING!!!, Message overload, False expectations as to when people will reply
#260 Evolutionary prototyping,'Throw-away' prototyping
Product must be engineered
22 Identifying and specifying relevant usability and user experience helps analyzing & evaluating aspects, if NOT? What it is?
Lead to design of good interactive products
Instead interfaces are better conceptualized as 'perceived' affordances
Learned conventions of arbitrary mappings between action and effect at the interface, Some mappings are better than others
What term is used to represent a model that captures a set of activities and how they are related?
Lifecycle Model
Which kind of user involvement is consistent, but loose touch with the rest of user group?
Long term
Choose the statements which are NOT correct in the following list: (Choose 2)
Low - fidelity prototypes may be vertical or horizontal, High - fidelity prototypes
#240 Uses a medium which is unlike the final medium
Low-fidelity Prototyping
#241 Is quick, cheap and easily changed
Low-fidelity Prototyping
Who "prefer a more detailed presentation, curvilinear shapes and the absence of some of the more brutal term... favored by male software engineers."
Marcus (1992)
who like "suave prose, a restrained treatment of information density, and a classical approach to font selection"
Marcus (1992)
Small screens, small number of keys and restricted number of controls
Mobile challenges
...are typically abstracted from a theory coming from a contributing discipline
Models
#206 Early tests of printed scenarios & user guides
Multiple methods to evaluate the 1984 OMS
Which is NOT true about Expectation management?
N. Make the users active stakeholders
User is NOT a person
N. Who will be affected by the system
Interview often take place in ...?
Neutral environment
...is the process through which categories, their properties, and dimensions are discovered in the data
Open coding
Process that categories, properties, dimensions are discovered in the data
Open coding
Need communication both ways
Newsletters and other dissemination devices
Reach wider selection of users
Newsletters and other dissemination devices
Match between system and real world is in....
Nielsen's heuristics
According to Strauss and Corbin (1998), which are three aspects of "coding" in grounded theory?
Open coding, Axial coding, Selective coding
A use case is not associated with actor?
No
Cognitive tracing involves internally manipulating items?
No
Gathering ethnography is hard
No
Metaphors are not so popular?
No
Questionnaire must be direct or indirect?
No
Questions for interview must be open?
No
The framework is simple but not effective
No
23 Advantages of diff participant design
No order effects
What is NOT a data gathering method?
None
According to Norman's theory of action, there are 7 stages of an activity. What is NOT one of them?
None of above
Why are Direct Manipulation (DM) interfaces so enjoyable (Choose 3)?
Novices can learn the basic functionality quickly,Experienced users can work extremely rapidly to carry out a wide range of tasks, even defining new functions,Users can immediately see if their actions are furthering their goals and if not do something else
HTA is ?
One kind of task analysis
Which reasons for user involvement are important if the product is to be usable and used? (Choose 2)
Ownership, Expectation management
Can make a big difference to acceptance and success of product
Ownership-Importance of involving users
Make the users active stakeholders
Ownership-Importance of involving users
More likely to forgive or accept problems
Ownership-Importance of involving users
Pilot studies
Small trial of main study-Four key issues
Prototyping may be low fidelity - such as (A), or high fidelity - such as (B). What to fill in (A) and (B), respectively?
Paper - based, software - based
Which kind of user involvement has patchy input and very stressful?
Part-time
#167 Know the goals of the study
Participants have a right to
#168 Know what will happen to the findings
Participants have a right to
#169 Privacy of personal information
Participants have a right to
#170 Leave when they wish
Participants have a right to
#171 Be treated politely
Participants have a right to
Problems with online questionnaires
Sampling is problematic if population size is unknown
What is PIM?
Personal information management
HTA focuses on the ctions?
Physical and observable
Choose the correct statements in the following list: (Choose 2)
Physical design specifies, Conceptual design develops an outline
#181 Evaluating design ideas mobile device for rural nurses
Six evaluation case studies
Problems with data gathering
Political problems within the organisation
...., such as the amount of time available to carry out the evaluation, the availability of participants, and suitable equipment, also impact these decisions
Practical issues
The information processing provides?
Predictions about human performance
Safety is ...?
Protecting users from dangerous conditions
Help users encode files in richer ways
Provide them with ways of saving files using colour, flagging, image, flexible text, time stamping, etc
What is RAD?
Rapid applications development
#183 Evaluating affective: challenge engagement collaborative
Six evaluation case studies
Why 'establish'
Requirements arise from understanding users' needs-Establishing requirements
Advantages of online questionnaires
Responses are usually received quickly
Interviews which reflect on an activity that was performed in the recent past, can be called...
Retrospective interviews
Each planned data gathering should be tested by?
Running a pilot study
#184 Improving a design: the HutchWorld patient support system
Six evaluation case studies
#185 Multiple usability:olympic messaging system(OMS)
Six evaluation case studies
#186 Evaluating a new kind of interaction: an ambient system
Six evaluation case studies
"What is the range of errors that are possible using the product and what measures are there to permit users to recovery easily from them?". Which usability goal is this question for?
Safety
4 Good utility is one of followings that is usability goals, but what NOT?
Satisfactory
What is commonly used for expressing proposed or imagined situations to help in conceptual design?
Scenario
Essential use cases represent abstractions from ?
Scenarios
Task descriptions
Scenarios,Use Cases,Essential use cases
Which is not one of theories that qualitative data analysis may be framed
Scientific theory
Attention is process of...?
Selecting things to concentrate on
Need to optimize the interactions users have with a product
So that they match the users' activities and needs- What to design
#155 Identify the best metaphor on which to base the design
Some examples of goals
#156 Check to ensure that the final interface is consistent
Some examples of goals
#100 Time to complete a task
Some type of data
What is cognition?
Something goes on in our heads when we carry out our everyday activities
What is requirement?
Statement that specify user's need
A sequence of actions or events that the user and the system go through to achieve a task is called a ...
Storyboard
#244 Often used scenarios,bringing more detail,to role play
Storyboards
The Star lifecycle model
Suggested by Hartson and Hix (1989)
11 Predictive models is less expensive than user testing
TRUE
11 the fifth step of DECIDE framework is to decide how to deal with the ethical issues
TRUE
17 People can NOT design a user experience
TRUE
8 Design interfaces that promote recall NOT rather than recognition by using menu, icon, and consistently placed objects
TRUE
9 Design interfaces that constrain and guide users NOT to select appropriate actions after learning
TRUE
A grounded theory approach to analysis emphasizes the important role of empirical data in the derivation of theory
TRUE
It is important to test a specific hypothesis that makes a prediction about the way users will perform with an interface
TRUE
16 A main reason of having better understanding of people in context in which they live, work, and learn is NOT that can help designer evaluate user experience of product to fit it, but?
That can help designer understand how to design interactive product to fit it
What is the central component of a conceptual model?
The interface metaphor
#192 Analytical evaluation,Controlled experiment,Field study
The language of evaluation
Qualitative data may be framed by?
Theories
Which provide another way of framing and informing design and research?
Theories, models, frameworks
Which sentence is true about design principles?
They are intended to help designers explain and improve their design, They ensure that designers have provided certain features at an interface
#265 understand,identify potential problem,generate metaphors
Three steps:Is there a suitable metaphor?
Provide information about shared objects and progress of collaborative tasks
Tickertape, Babble
Jordon (2000) based on
Tiger's (1992) framework of pleasure
What is the central concern of interaction design?
To develop interactive products that are usable
What is NOT objection to the use of metaphors in interaction design?
Too detail information
HTA was originally designed to identify ?
Training needs
.... involves a combination of data gathering techniques
Triangulation
The interaction design lifecycle model is complementary to lifecycle models from other fields.
True
.... is always advisable to have a plan of the main topics to be covered
Unstructured Interviews
Which can help lead to the design of good interactive products?
Usability and user experience
Selecting terms to convey a person's feelings, emotions, etc., can help designers understand the multifaceted nature of the user experience
Usability and user experience goals
#107 Aim is improvement with each version
Usability engineering orientation
"Does the product provide an appropriate set of functions that will enable users to carry out all their tasks in the way they want to do them?". Which usability goal is this question for?
Utility
#190 throughout; finished products evaluated information products
When
Talk is central
Verbal and non-verba communication
External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices
Very rarely the case, based on different designer's preference
Fill in (a) in this sentence: "The more (a) the more likely users will be able to know what to do next."
Visibility
6 Visibility, Constraints, Feedback, Adaption is not the design principles, so what it is?
Visibility, Constraints, Feedback, Consistency
#267 Do different interface types provide insight?
WIMP, shareable, augmented reality, etc
#291 What information needs to be available?
What data is required to perform the task?
#292 How is this data to be transformed by the system?
What information needs to be available?
Increasingly appearing on our screens
Web agents, characters in videogames, learning companions, wizards, pets, newsreaders, popstars- Virtual characters
#188 conceptual,prototypes new system, complete prototypes
What
Increases learning burden on user, making them more prone to errors
When consistency breaks down
#189 in natural and laboratory settings
Where
Stakeholder is a person
Who have a direct or indirect influence on the system requirements
Personal information management (PIM) is a growing problem for most users
Who have vast numbers of documents, images, music files, video clips, emails, attachments, bookmarks, etc.,
Need to take into account:
Who the users are. What activities are being carried out, Where the interaction is taking place- What to design
#187 to check that users can use the product and that they like it
Why
Identify and explain the nature and causes of problems users encounter
Why do we need to understand users
22 Cognitive walkthroughs are guided by these questions
Will the correct action be sufficiently evident to the user?
24 Cognitive walkthroughs are guided by the first question
Will the correct action be sufficiently evident to the user?
23 Cognitive walkthroughs are guided by the third question
Will the user associate and interpret the response from the action correctly?
24 Cognitive walkthroughs are guided by the second question
Will the user notice that the correct action is available?
The design of spaces for human communication and interaction
Winograd (1997)
Annotating involves modifying external representation?
Yes
Is it important to have good understanding of problem space?
Yes
One cannot design user experience, only design for user experience?
Yes
Team members always look at problems and see them in the same way?
Yes
When a person manipulates the physical object/s it causes
a digital effect to occur, e.g. an animation-Tangible interfaces
Elvin is
a distributed awareness system that provides a range of client services (Segall and Arnold,1997)
6 Fitts'Law predicts that the time to point at an object using a device is
a function of the distance from the target object & the object's size
Can encourage users toexplore different parts of
a game or story-Interfaces and interactions
Consider which interface is best for
a given application or activity
A conceptual model is:
a high-level description of how a system isorganized and operates. (Johnson andHenderson, 2002, p. 26)
A theory is
a well-substantiated explanation of some aspect of a phenomenon
#25 Disadvantages of matched participant design
a. Cannot be sure of perfect matching on all differences
QN=52 The mappings between the ... and the user experience the product is designed to support
a. Concepts
#6 The experimenter controls the independent variable(s) but not the dependent variable(s).
a. TRUE
Proposes that digital objects be designed so they can be interacted with
analogous to how physical objects are manipulated
Cognition involves several processes including
attention, memory, perception and learning
Idea is they are
automatically forwarded to the appropriate service
#11 Consistency not called "Having attribute of an object that people know how to use it", so this is concept of:
b Affordance
1 Consistency not called "Having attribute of an object that people know how to use it", so this is concept of:
b Affordance
be aware of
both people's sensitivities and their capabilities
Many designed to be very detailed and animated making them
both visually attractive and informative-Icons
GUIs provide visually-based options that users need only
browse through until they recognize one- Recognition versus recall
#220 The main methods are
bserving, asking users, asking,experts
Semi-structured - guided
by a script but interesting issues can be explored in more depth. Can provide a good balance between richness and replicability
#21 How many rules of Conversational mechanisms?
c 3
Well-designed interfaces
canelicit good feelings in users
Experienced users can work extremely rapidly to
carry out a wide range of tasks, even defining new functions- Why are DM interfaces so enjoyable
Helps overcome some of the navigation problems associated with
cascading menus-Contextual menus
Need to determine how to brand a web page to
catch and keep 'eyeballs'-Usability versus attractiveness debate
The principle here is that the data is divided up into elements and each element is then categorized, can be found in....
categorizing data
But also content and navigation are
central
Turn-taking used to
coordinate conversation
Break conventional and
cultural rules
Annoying and frustrating
e.g. Clippy- Disadvantages of Virtual characters
Identifying needs and
establishing requirements for the user experience- What is involved in the processof interaction design
We don't remember
everything - involves filtering and processing what is attended to- Memory
15 Performed by anyone in Pluralistic walkthrough
false
A number of menu interface styles
flat lists, drop-down, pop-up, contextual, and expanding ones-Menu
Four key issues of data gathering
goals, triangulation, participant relationship, pilot
Combines different media within a single interface with various forms of interactivity
graphics, text, video, sound, and animations-Multimedia
The way an interface is designed can
greatly affect how well users can perceive, attend, learn and remember how to do their tasks
There is a wealth of resources now so do not have to draw or invent icons from scratch
guidelines,style guides,icon builders,libraries
Do not always
have a clear goal in mind but react to the world
Learnability refers to
how easy a system is to learn to use.
Effectiveness refers to
how good a product is at doing what it is supposed to do
Enables calculations to be made of
how long a user will take to carry out a task- Model Human processor(Card et al, 1983)
Context is
important in affecting our memory (i.e., where, when)- Memory
But considering alternatives is
important to'break out of the box'-Where do alternatives come from
20 The aim of field study
is to understand what users do naturally and how technology impacts them.
20 Cognitive walkthroughs experts focus on
is told the assumptions about user population, context of use, task details
Instructing
issuing commands using keyboard and function keys and selecting options via menus
Physical actions and button pressing instead of
issuing commands with complex syntax- Core principles of DM
Decisions about conceptual design should be
made before commencing any physical design
The ..... that are used to convey to the user how to understand what a product is for and how to use it for an activity.
major metaphors and analogies
Warm-up
make first questions easy and non-threatening-Running the interview
Badly designed interfaces
make people angry and frustrated
Lifecycle models are
management tools,simplified versions of reality-Lifecycle models
Benefits
more ideas and designs generated- Working in multidisciplinaryteams
when frightened or angry we focus narrowly and body responds by tensing muscles and sweating
more likely to be less tolerant- Claims from model
when happy we are less focused and the body relaxes
more likely to overlook minor problems and be more creative- Claims from model
She may also have a tendency to concentrate .... usability aspect at the expense of missing others.
more on one
The ... attention that is paid to something and the ... it is processed in terms of thinking about it and comparing it with other knowledge
more, more
Consistency is
most important design principle-Research and design issues
Exploit's users' knowledge of how they
move and manipulate in the physical world- Manipulating
Exploring
moving through a virtual environment or a physical space
Virtual objects can be manipulated by
moving, selecting, opening, and closing them- Manipulating
Data gathering sessions for interaction design usually result in a few data?
no
Getting requirement right and soon is not very important?
no
Process in HCI is similar to process in water fall model?
no
Explains human behavior in terms of
our practical activity with the world-Activity Theory
People like to share their
photos with the rest of the world- Assumptions
Interfaces are virtual and do not have affordances like
physical objects- What does 'affordance' have tooffer interaction design
Environment or context of use
physical: dusty? noisy? vibration? light? heat?humidity
A central concern has been to develop systems that allow people to communicate with each other when they are in .... and thus not able to communicate in the usual face-to-face manner
physically different locations
#229 In interaction design it can be (among other things)
piece software limited functionality target another language
Run a
pilot session-Some basic guidelines
...is involving reflective cognition
planning
Cognitive tracing involves externally manipulating items into different orders or structures
playing scrabble, playing cards- Annotation and cognitive tracing
Enables more options to be shown on a single screen than is
possible with a single flat menu-Expanding menus
Many innovative interfaces have emerged
post the WIMP/GUI era, including speech,wearable, mobile, and tangible
9 The keystroke model allows .. to be made about how long it takes an expert user to perform a task
predictions
Frameworks tend to be
prescriptive, providing designers with concepts, questions, and principles to consider
Main body
present questions in a logical order-Running the interview
Can provide better ways of
presenting information than can either one alone-Interfaces and interactions
Human activity does not
proceed in such an orderly and sequential manner
Concepts that users are exposed to through the
product
Marcus (1992)
proposed interfaces for different user groups
Safety refers to
protecting the user from dangerous conditions and undesirable situations
These are then evaluated to see if the designers have interpreted the users' requirements correctly and embodied them in their designs appropriately
requirements
The term '....' is normally used to describe the activity of investigating and analyzing an initial set of requirements that have been gathered, elicited, or captured
requirements analysis
Intermittent users can
retain operational concepts over time- Why are DM interfaces so enjoyable
Since has been much popularised in interaction design to discuss how to design interface objects
scrollbars to afford moving up and down, icons to afford clicking on- Affordances
In Coversation, if the listener to whom the question or opinion is addressed does not accept the offer to take the floor, the ... rule is applied
second
Moving a mouse around the screen can be
slower than pressing function keys to do same actions- disadvantageswith DM
Key concern is designing for
small screen real estate and limited control space
7 The further away & the ... the object, the longer the time to locate it and point to it.
smaller
Technical feasibility
some not possible-How do you choose among alternatives
Design principles of
spacing, grouping,and simplicity should be used
...is form of language processing
speaking
Used most for inquiring about very
specific information-Speech interfaces
Need to have a good understanding of the problem space
specifying what it is you aredoing, why, and how it will support users in the way intended
Applications include automatic diaries and
tour guides-Wearable interfaces
Involve all the
stakeholder groups-Some basic guidelines
Not a description of the user interface but a
structure outlining the concepts and the relationships between them- What is and why need a conceptual model
Interviews may be
structured, semi-structured or unstructured
Techniques can be combined depending on
study focus, participants, nature of technique and available resources
Evaluations that are done to assess the success of a finished product, such as those needed to satisfy a funding agency that its money has been used well or to check that a standard is being upheld, are known as...
summative evaluation
Much research focus has been on how to
support conversations when people are 'at a distance' from each other-Designing technologies to support conversations
Concerned with extending and
supporting all manner of human activities
Aims to derive theory from
systematic analysis of data-Grounded Theory
We need to
take into account cognitive processes involved and cognitive limitations of users
The communication that
takes place as the collaborative activity progresses- What's involved
The distributed problem-solving that
takes place- What's involved
Where users instruct a system by telling it what to do
tell the time, print a file, find a photo- Instructing
Norman argues it does not make sense to talk about interfaces in
terms of 'real' affordances- What does 'affordance' have tooffer interaction design
Closure
thank interviewee, signal the end,e.g, switch recorder off-Running the interview
Web browsers, MP3 players, etc., provide lists of visited URLs, song titles etc.,
that support recognition memory- Recognition versus recall
More chance of error, since caller might assume that
the system is like a human-Format
Teasley et al (1994) found this not to be true
the European dialog box was preferred by all and was considered most appropriate for all users, round dialog box was strongly disliked by everyone
Anthropomorphism is
the attribution of human qualities to objects
The best way to present your findings depends on
the audience, the purpose, and the data gathering and analysis undertaken
The data analysis that can be done depends on
the data gathering that was done
13 The experimenter controls the independent variable(s) but not
the dependent result
In the 1980s, the prevailing paradigm in human-computer interaction was how to design user-centered applications for ...
the desktop computer
Core design concerns include whether size, orientation, and shape of
the display have an effect on collaboration
The gulf of evaluation
the distance from the physical system to the user
The gulf of execution
the distance from the user to the physical system while the second one
'Real' users, not managers
traditionally a problem in software engineering,but better now
Designers are
trained to consider alternatives,software people generally are not-Where do alternatives come from
Information is
transformed through different media (computers, displays, paper, heads)-Distributed cognition
If interactive technologies could be designed to be more .... then it might be easier to understand them in terms of how they work and what to do when they don't
transparent
Despite many advances mobile interfaces can be
tricky and cumbersome to use, c.f.GUIs
12 Predictive models provide a way of evaluating products or designs without directly involving users
true
16 Pluralistic walkthrough calls: Variation on the cognitive walkthrough theme.
true
17 Pluralistic walkthrough lends itself well to participatory design
true
19 Information at the interface should be structured to capture users'attention
true
9 Typically observation and interviews are used to collect field studies data
true
Activity theory (AT) is a product of Soviet psychology
true
Interface type in 1980s included command and WIMP/GUI
true
Typical users can be taught to do heuristic evaluation, although there have been claims that this approach is not very successful (Nielsen, 1994a)
true
Workshops are used in develop JAD model?
true
Helps users understand the
underlying conceptual model -Benefits of interface metaphors
#219 Three main evaluation approaches are
usability testing, field studies, and analytical evaluation
Command interfaces popular for
web scripting-Research and design issues
People's accounts greatly varied and
were often ad hoc
Major metaphors and analogies that are used to convey how to understand
what a product is for and how to use it for an activity
Sending information back to the user about
what has been done- Feedback
Users rarely know
what is possible-What are 'needs'
Think through
what might provide quality user experiences- Understanding users' needs
Sacks et al. (1978)
work on conversation analysis describe three basic rules
#25 Activity theory (AT) is a product of Soviet psychology
a. TRUE
#25 Usability goals include effectiveness, efficiency, safety, utility, learnability, and memorability
a. TRUE
#24 Asynchronous computer- mediated communication is
b Communication takes place remotely at different times
#10 Icons and other graphical representations should NOT enable users to readily distinguish their meaning
b FALSE
#10 Presentation of the findings should overstate the evidence
b FALSE
#11 Bordering and spacing are NOT effective visual ways of separating info that makes it easier to perceive and locate items
b FALSE
#14 User frustration NOT happens when an application doesn't work properly or crashes
b FALSE
#15 User frustration NOT happens when a system requires users to carry out specific step to perform a task
b FALSE
#17 Embodied conversational interface agents are formed, often to be NOT understood as generating verbal and non-verbal output
b FALSE
#18 Focussed and divided attention NOT enables us to be selective in terms of the mass of competing stimuli but limits our ability to keep track of all events
b FALSE
#20 Information at the interface should NOT be structured to capture users'attention
b FALSE
#21 Expressive interfaces is NOT how the 'appearance'of an interface can affect users
b FALSE
#23 Interface metaphors are NOT commonly used as part of a conceptual design
b FALSE
#23 Synchronous computer- mediated communication defines conversations supported in offline through paper notes
b FALSE
#24 Persuasive technologies is how technologies can be implemented to change people's attitudes and behavior
b FALSE
#25 Asynchronous computer- mediated communication defines communication takes place remotely at same times
b FALSE
#26 Persuasive technologies is how technologies can NOT be designed to change people's attitudes and behavior
b FALSE
#5 Different approaches emphasize different elements e.g. class diagrams for non-object-oriented systems, entity-relationship diagrams for data intensive systems
b FALSE
#14 Process of interaction design is NOT: Identify version - Develop user experience - Building design - Evaluate needs, but:
b Identify needs - Develop design - Building version - Evaluate user experience
#24 Designs imply what for implications?
b Readily distinguishtheir meaning
#4 Good utility is one of followings that is usability goals, but what NOT?
b Satisfactory
#12 All usability and user experience goals will NOT be relevant to design and evaluation of developing product
b TRUE
#17 The current speaker continues talking is rule 3 of Conversational mechanisms
b TRUE
#18 Another person decides to start speaking is rule 2 of Conversational mechanisms
b TRUE
#19 The current speaker chooses the next speaker by asking an opinion is rule 1 of Conversational mechanisms
b TRUE
#21 Usability and user experience goals should be separated with appropriate measures
b. FALSE
#22 Data gathering for requirement including: Interview, questionaire, and studying documentation
b. FALSE
#23 CASE STUDY 8.1 NOT uses ethnographic data to understand Idian ATM usage?
b. FALSE
#23 Interface type in 1980s NOT included command and WIMP/GUI
b. FALSE
#24 Data gathering for requirement including: Interview, questionaire, observation, prototype and studying documentation
b. FALSE
#24 Data in the qualitative data is NOT more difficult to measure than quantitative data
b. FALSE
#282 user interacting computer,but developer is responding rather than system
'Wizard-of-Oz' prototyping
#283 Usually done early in design to understand users' expectations
'Wizard-of-Oz' prototyping
The various coordinating mechanisms that are used
(e.g., rules, procedures)- What's involved
Focuses on the pleasurable aspects of our interactions with products
(i) physio-pleasure, (ii) socio-pleasure, (iii) psycho-pleasure, (iv) ideo-pleasure (cognitive)
email, newsgroups, texting
(of Asynchronouscomputermediated communication)
They use: verbal and non-verbal communication, schedules, rules, and conventions, shared external representations
- Coordination mechanisms
... in which each expert typically spends 1-2 hours independently inspecting the product, using the heuristics for guidance.
. evaluation period
Match the name and definition of prototyping types:
1 - A; 2 - C; 3 - D; 4 - B;
Match the types of interface with the definitions
1 - A; 2 - D; 3 - B; 4 - C;
Match the name with the description of interaction types:
1 - B, 2 - A, 3 - C
21 Cognitive walkthroughs are guided by ... questions
3
According to Strauss and Corbin (1998), how many aspects of "coding" in grounded theory?
3
How many fundamental activities that are recognized in all design
3
How many kinds of average?
3
How many life cycles in HCI
3
How many main usability goals you would like for your system?
3
How many rules of Conversational mechanisms?
3
How many steps in first phase of analyzing data?
3
How many styles in interview?
3
How many theories are for qualitative data analysis?
3
How many are there in fundamental types of interaction?
4
How many basic activities does the process of interaction design involve
4
How many basic activities of interaction design?
4
How many issues in data gathering
4
How many life cycles model in software engineering?
4
How many steps in user-centered design process?
4
How many steps of interaction design process
4
Planning an interview involves developing the set of questions to be covered?
4
How many phases have a basis RAD lifecycle model
5
How many phases in RAD
5
It is considered that .... users is an acceptable number to test in a usability study (Dumas and Redish, 1999),
5-12
Usability goal is broken down into ... goals
6
Usability is broken down into
6 goals
What is a conceptual model?
A high-level description of how a system is organized and operates
Paradigms defines
A particular approach that has been adopted by a community in terms of shared assumptions, concepts, values and practices
What is the waterfall lifecycle model of software development?
A. Requirement, Design, Code, Test, Maintenance
#65 Many trivial problems are often identified
Advantages and problems:Biggest problems
#66 Experts have biases
Advantages and problems:Biggest problems
Life cycles model in HCI are?
All of above
what are the Early focus on users and tasks?
All of other
What is a user-centered approach?
All of others
What is one of the tasks which quantitative data analysis for interaction design usually involves?
All of others
What is step of first steps in analyzing data?
All of others
Which is one kind of average in data analysis?
All of others
Which is one of the things that graphical representations of quantitative data help in identifying
All of others
What HTA involves?
All of the others
What are the activities of a simple interaction design?
All of the others
What is meant by "usable products"?
All of the others
What is the common form of data gathering
All of the others
21 Designs imply what for attention?
All the above
In a nutshell, what do a conceptual model provide
All the above
#30 Best experts have knowledge of application domain & users
Analytical evaluation:Advantages and problems
#1 Show how heuristic evaluation can be adapted to evaluate different products
Analytical evaluation:Aims
#2 Explain how to do doing heuristic evaluation and walkthroughs
Analytical evaluation:Aims
#3 Describe how to perform GOMS and Fitts' Law, and when to use them
Analytical evaluation:Aims
#4 Discuss the advantages and disadvantages of analytical evaluation
Analytical evaluation:Aims
#31 Focus on ease of learning
Analytical evaluation:Cognitive walkthroughs
#33 Expert is told the assumptions about user population, context of use, task details
Analytical evaluation:Cognitive walkthroughs
#34 One of more experts walk through the design prototype with the scenario
Analytical evaluation:Cognitive walkthroughs
#35 Experts are guided by 3 questions
Analytical evaluation:Cognitive walkthroughs
#38 The panel of experts begins by working separately
Analytical evaluation:Cognitive walkthroughs
#39 Then there is managed discussion that leads to agreed decisions
Analytical evaluation:Cognitive walkthroughs
#40 The approach lends itself well to participatory design
Analytical evaluation:Cognitive walkthroughs
#51 Fitts' Law predicts that the time to point at an object using a device is a function of the distance from the target object & the object's size
Analytical evaluation:Fitts' Law (Fitts, 1954)
#52 The further away & the smaller the object, the longer the time to locate it and point to it
Analytical evaluation:Fitts' Law (Fitts, 1954)
#53 Fitts' Law is useful for evaluating systems for which the time to locate an object is important
Analytical evaluation:Fitts' Law (Fitts, 1954)
#45 Goals - the state the user wants to achieve
Analytical evaluation:GOMS
#46 Operators - the cognitive processes & physical actions needed to attain the goals
Analytical evaluation:GOMS
#47 Methods - the procedures for accomplishing the goals
Analytical evaluation:GOMS
#48 Selection rules - decide which method to select when there is more than one
Analytical evaluation:GOMS
#10 Based on heuristics distilled from an empirical analysis of 249 usability problems
Analytical evaluation:Heuristic evaluation
#11 These heuristics have been revised for current technology
Analytical evaluation:Heuristic evaluation
#12 Heuristics being developed for mobile devices, wearables, virtual worlds, etc
Analytical evaluation:Heuristic evaluation
#13 Design guidelines form a basis for developing heuristics
Analytical evaluation:Heuristic evaluation
#9 Developed Jacob Nielsen in the early 1990s
Analytical evaluation:Heuristic evaluation
#5 Experts use their knowledge of users & technology to review software usability
Analytical evaluation:Inspections
#6 Expert critiques (crits) can be formal or informal reports
Analytical evaluation:Inspections
#7 Heuristic evaluation is a review guided by a set of heuristics
Analytical evaluation:Inspections
#8 Walkthroughs involve stepping through a pre-planned scenario noting potential problems
Analytical evaluation:Inspections
#49 GOMS has also been developed to provide a quantitative model - the keystroke level model
Analytical evaluation:Keystroke level model
#50 The keystroke model allows predictions to be made about how long it takes an expert user to perform a task
Analytical evaluation:Keystroke level model
#14 Visibility of system status
Analytical evaluation:Nielsen's heuristics
#15 Match between system and real world
Analytical evaluation:Nielsen's heuristics
#16 User control and freedom
Analytical evaluation:Nielsen's heuristics
#17 Consistency and standards
Analytical evaluation:Nielsen's heuristics
#18 Error prevention
Analytical evaluation:Nielsen's heuristics
#19 Recognition rather than recall
Analytical evaluation:Nielsen's heuristics
#20 Flexibility and efficiency of use
Analytical evaluation:Nielsen's heuristics
#21 Aesthetic and minimalist design
Analytical evaluation:Nielsen's heuristics
#22 Help users recognize, diagnose, recover from errors
Analytical evaluation:Nielsen's heuristics
#23 Help and documentation
Analytical evaluation:Nielsen's heuristics
#25 Empirical evidence suggests that on average 5 evaluators identify 75-80% of usability problems
Analytical evaluation:Nielsen's heuristics
#36 Variation on the cognitive walkthrough theme
Analytical evaluation:Pluralistic walkthrough
#41 Provide a way of evaluating products or designs without directly involving users
Analytical evaluation:Predictive models
#42 Less expensive than user testing
Analytical evaluation:Predictive models
#43 Usefulness limited to systems with predictable tasks
Analytical evaluation:Predictive models
#44 Based on expert error-free behavior
Analytical evaluation:Predictive models
#137 Categorized
Analyzes
21 Design feedback & simplicity helps the way people communicate and interact in their everyday lives, if NOT? What it is?
Analyzing & evaluating aspects
Why not start with the nuts and bolts of design
Architects and interior designers would not think about which color curtains to have before deciding where the windows will beplaced in a new building
Appearance is very important
Are simple cartoon-like characters or more realistic characters, resembling the human form more believable?
...found the suggestions in Strauss and Corbin about how to relate subcategories too constraining
Axial coding
Which basic activity in Interaction Design creates interactive versions of the design to be built?
Building interactive versions of the designs
What is the value of prototyping?
C. Save so much effort and resource
#204 Many practical problems needed to be overcome
Can you name some?
25 Disadvantages of matched participant design
Cannot be sure of perfect matching on all differences
#279 Index cards (3 X 5 inches)
Card-based prototypes
#280 Each card represents one screen or part of screen
Card-based prototypes
#138 Grounded theory,Activity theory
Categories can be provided by theory
#205 Physiological measures were used
Challenge & engagement collaborative
6 What is the third step of DECIDE framework?
Choose the evaluation approachand methods
The focus of the study is one of techniques of?
Choosing appropriate data gathering
2 Not Cognition, components is not related in Interaction Design, it is:
Chrestomathy
All data gathering sessions should have?
Clear goals
Attention, perception and recognition are parts of?
Cognition
Mental model is one of?
Cognitive framework
External cognition concerns with explaining?
Cognitive process when we interact with different external representations
#252 All prototypes involve compromises
Compromises in prototyping
#256 Compromises in prototypes mustn't be ignored
Compromises in prototyping
"Using pen and paper to solve a math problem" is an example of
Computational offloading
What is concerned with transforming needs and requirements into a conceptual model?
Conceptual design
What are the aspects of the design activity? (Choose 2)
Conceptual design, Physical design
#261 Transform user requirements/needs into a conceptual model
Conceptual design: from requirements to design
#262 Don't move to a solution too quickly
Conceptual design: from requirements to design
#263 Consider alternatives: prototyping helps
Conceptual design: from requirements to design
Interface metaphors are commonly used as part of?
Conceptual model
Which statement is correct about conceptual model?
Conceptual provides a working strategy and a framework of general concepts and their inter-relations
Conflict with design principles
Conflict with design principles- Problems with interface metaphors
refers to designing interfaces to have similar operations and use similar elements for achieving similar tasks
Consistency
Synchronous computer- mediated communication is
Conversations are supported in real-time through voice and/or typing
What NOT are types of interaction?
Conversing
_____ is the form of interaction base on the idea of a person having a conversation with a system, where the system acts as dialog partner.
Conversing
interacting with the system as if having a conversation
Conversing
.... was designed to provide a conversational structure, allowing users to make clear the status of their work
Coordinator
Virtual reality and virtual environments
Create highly engaging user experiences
Deceptive, make people feel anxious, inferior or stupid
Criticism of anthropomorphism
Which tool is not one of tools to support data analysis?
Data Recovery
Contextual inquiry is an approach of...?
Data gathering
Contextual inquiry is an approach of?
Data gathering
The kind of data analysis that can be done depends on?
Data gathering techniques used
#112 schedule for testing
Depends on:How...participants...enough...testing?
#113 availability of participants
Depends on:How...participants...enough...testing?
#114 cost of running tests
Depends on:How...participants...enough...testing?
Scenario is one kind of ?
Description of user task
1 Products ID supports the way people communicate and interact in everyday lives, which means
Design interactive products to support the way people communicate and interact in their everyday lives
What is NOT a design implication of "learning"?
Design interface that is have many new interesting items to learn
Visibility is one of ...
Design principles
Why evaluate design?
Designers get feedback about their early design ideas; major problems are fixed before the product goes on sale
7 Evaluate aspects of interactive product is NOT central to interaction design, so what is?
Determine how to create quality user experiences
#154 The goals influence the approach used for the study
Determine the goals
24 The first step of DECIDE framework points to
Determine the goals
4 What is the first step of DECIDE framework?
Determine the goals
QN=2 What is one of the steps of DECIDE framework?
Determine the goals
What "Constraints" refer to?
Determining ways of restricting the kinds of user interaction that can take place at a given moment.
Which basic activity in Interaction Design can be broken up into 2 sub-activities: Conceptual design and Physical design
Developing alternative designs
Internal consistency refers to designing operations to behave the same within an application
Difficult to achieve with complex interfaces
Problems(of Synchronous computer mediated communication)
Difficult to establish eye contact with images of others, People can behave badly when behind the mask of an avatar
Observation of participant in their natural setting is ...
Direct observation
What is not in interaction types
Discovering
Used for analyzing collaborative work
Distributed Cognition
What are the design implications of "memory"? (Choose 2)
Do not overload users' memories with complicated
According to Gould and Lewis (1985), there are 3 principles that they believed would lead to a "useful and easy to use computer system". What are they? (Choose 3)
Easy focus on users and tasks Empirical measurement Iterative design
What is usable?
Easy to learn, effective to use, and providing an enjoyable user experience
"Is the product capable of allowing people to learn, carry out their work efficiently, access the information they need, or buy the goods they want? ". Which usability goal is this question for?
Effectiveness
"One users have learned how to use a product to carry out their tasks, can they sustain a high level of productivity?". Which usability goal is this question for?
Efficiency
What are goals that usability broken down into?
Efficiency, Effectiveness, Safety, Utility, Learnability, Memorability
It includes Tickertape, one of the first lightweight messaging systems
Elvin
Recurring patterns or themes
Emergent from data, dependent on observation framework if used-Simple qualitative analysis
Choose 3 principles that user-centered approach is based on.
Empirical measurement, Early focus , Iterative design
#288 How extensible is it?
Evaluate metaphors
9 What is the sixth step of DECIDE framework?
Evaluate, analyze, interpret and present the data
#172 Approach...methods...influence how data...evaluated, interpreted...presented
Evaluate, interpret & present data
#216 The Hello Wall new kind of system designed react presence
Evaluating an ambient system
#202 An already existing product used as prototype new market
Evaluating cell phones for different world markets
Which basic activity in Interaction Design is the process of determining the usability and acceptability of a product or a design
Evaluating designs
3 Identify needs & establishing is NOT basic activities in Interaction Design, but:
Evaluating needs & task-domains through users experience
15 Building need activity is NOT the very much at the heart of interaction design, so what?
Evaluating what has been build
#196 Usability testing,Field studies,Analytical evaluation
Evaluation approaches
#197 Combining approaches,Opportunistic evaluations
Evaluation approaches
#67 Each expert works separately
Evaluation period...in which
#68 Take one pass to get a feel for the product
Evaluation period...in which
#69 Take a second pass to focus on specific features
Evaluation period...in which
#198 A field study using observations interviews requirements
Evaluation to design a mobile record system
Communication, but no hype
Expectation management-Importance of involving users
No surprises, no disappointments
Expectation management-Importance of involving users
Realistic expectations
Expectation management-Importance of involving users
Timely training
Expectation management-Importance of involving users
#121 Different participants - single...participants...randomly...experimental
Experimental designs
#122 Same participants - all participants appear...conditions
Experimental designs
#123 Matched participants - participants are matched in pairs
Experimental designs
#117 Predict the relationship between two or more variables
Experiments
#118 Independent variable is manipulated by the researcher
Experiments
#119 Dependent variable depends on the independent variable
Experiments
#120 Typical experimental designs have one or two independent variable
Experiments
#77 Experiments test hypotheses to discover new knowledge by investigating the relationship between two or more things
Experiments & usability testing
#78 Usability testing is applied experimentation
Experiments & usability testing
#79 Developers check that the system is usable by the intended user population for their tasks
Experiments & usability testing
#80 Experiments may also be done in usability testing
Experiments & usability testing
#84 Discover knowledge,Many participants,Must be replicable
Experiments for research
#159 Allevaluations need goals & questions to guide them
Explore the questions
5 What is the second step of DECIDE framework?
Explore the questions
____ is the mode of interaction involves users moving through virtual or physical environments.
Exploring
moving through a virtual environment or a physical space
Exploring
10 Icons and other graphical representations should NOT enable users to readily distinguish their meaning
FALSE
10 the sixth step of DECIDE framework is to explore the questions
FALSE
11 Bordering and spacing are NOT effective visual ways of separating info that makes it easier to perceive and locate items
FALSE
13 the fourth step of DECIDE framework is to explore the questions
FALSE
14 Two common compromises of prototype including high and low prototype
FALSE
14 the third step of DECIDE framework is to explore the questions
FALSE
15 Two common compromises of prototype including longterm and shortterm prototype
FALSE
15 the second step of DECIDE framework is to aim the object
FALSE
17 High fidelity prototyping uses materials that you would NOT expect to be in the final product
FALSE
17 Usability laboratory is a laboratory that is designed for formative evaluation
FALSE
18 Focussed and divided attention NOT enables us to be selective in terms of the mass of competing stimuli but limits our ability to keep track of all events
FALSE
18 Formative evaluation, an evaluation to check that the product continues to meet user's need is done during testing
FALSE
18 Functional requirements capture what the product should NOT do?
FALSE
18 People DO design a sensual experience
FALSE
19 Data requirements capture the type, volality, size/amount, persistence, accuracy, and value of the non-required data?
FALSE
19 There are less issues to consider before conducting an evaluation study
FALSE
20 Field study is a study that is done in a laboratory
FALSE
20 User characteristics capture the normal attributes of the intended user group
FALSE
21 The DECIDE framework provides a useful checklist for planning an estimation
FALSE
21 Usability and user experience goals should be separated with appropriate measures
FALSE
22 Data gathering for requirement including: Interview, questionaire, and studying documentation
FALSE
22 The DECIDE framework provides a useful checklist for lab and checking work progress
FALSE
23 Evaluation and feedback are central to interaction design is NOT the cause of why prototyping
FALSE
23 Interface metaphors are NOT commonly used as part of a conceptual design
FALSE
24 Data gathering for requirement including: Interview, questionaire, observation, prototype and studying documentation
FALSE
25 Low-fidelity Prototyping is evaluation and feedback are central to interaction design
FALSE
Another trend has been to conduct remote usability testing, where users perform a set of tasks with a product in their own setting and their interactions with the software are logged directly
FALSE
QN=1 Usability testing NOT involves measuring typical user's performance on typical task
FALSE
QN=2 The three main evaluation approaches are NOT included: usability testing, field studies, and analytical evaluation
FALSE
QN=3 Environmental requirements or context of use refer to the circumstances in which the interative product will be NOT expected to operate?
FALSE
QN=4 There are 5 evaluation case studies in chapter 12
FALSE
QN=5 The main methods used in evaluation are: observing users, asking users their opinions and asking experts their opinions
FALSE
There are 5 rules of Conversational mechanisms
FALSE
After established requirements, you must understand who the users are and what their goals are in using the product.
False
All usability and user experience goals will be relevant to the design and evaluation of an interactive product being developed
False
Computational offloading occurs when we use a tool or device
False
Conversional model doesn't allow users, especially novices and technophobes, to interact with the system in a way that is familiar
False
Design is about making choices and decisions, and the designer must strive to balance environmental, user, data, and usability requirements with non-functional requirements.
False
Diaries and interaction logging are used more often within the requirements activity.
False
Each step in an HTA has a corresponding plan.
False
Essential use cases are more detailed than use cases.
False
HCI has cast its net much wider, begin concerned with the theory, research, and practical of designing for all manner of products, whereas ID has traditionally had a narrower focus, begin "concern with the design, evaluation, and implementation of interactive computing systems for human use.
False
One of the problems of applying more than one of the design principles in interaction design is that trade-on can arise between them.
False
The overall purpose of data analyzing in the requirements activity is to collect sufficient, relevant, and appropriate data so that a set of stable requirement can be produced.
False
You can design a user experience.
False
8 Measurement is NOT one of these is useful heuristics for analyzing interactive product, so find it out:
Feedback
9 Principle of "Having similar operations and use similar elements for achieving similar task" is NOT a concept of affordance, but:
Feedback
Interactive design allows design to be refined based on...?
Feedback
is about sending back information about what action has been done and what has been accomplished, allowing the person to continue with the activity
Feedback
Which are useful heuristics for analyzing and evaluating aspects of an interactive product
Feedback and simplicity
22 Advantages of same participant design
Few individuals, no individual differences
#131 Aim...understand what...naturally and how technology impacts
Field studies
#132 identify opportunities for new technology
Field studies can be used in product design to
#133 determine design requirements
Field studies can be used in product design to
#134 decide how best to introduce new technology
Field studies can be used in product design to
#135 evaluate technology in use
Field studies can be used in product design to
Which kind of user involvement has constant input but lose touch with the rest of user group?
Full - time
"A robot working in a car assembly plant should be able to accurately place and weld together the correct pieces of metal." This statement is a/an ...
Functional requirement
In software engineering, What are two traditional different kinds of requirements
Functional requirements and non-functional requirements
As... said, the findings suggest that using contrasting color is not a good way to group information on a screen and that using borders is more effective
Galitz, 1997
Based on how everyday objects behave
Good design
Easy, intuitive and a pleasure to use
Good design
Marble answering machine (Bishop,1995)
Good design
Only requires onestep actions to perform core tasks
Good design
Design practices contributing to ID:
Graphic design. Product design, Artist-design, Industrial design, Film industry
Interdisciplinary fields that 'do' interaction design:
HCI, Human Factors, Cognitive Engineering, Cognitive Ergonomics, Computer Supported Co-operative Work, Information Systems
Looking for critical incidents
Helps to focus in on key events-Simple qualitative analysis
Learn ability is...?
How easy the system is to learn to use
Memo ability is...?
How easy the system is to remember to use
Effectiveness is...?
How good a product is at doing what it is supported to do
Perception is ...?
How information is acquired from the environment
#111 The number is a practical issue
How many participants is enough for user testing?
#115 Typically 5-10 participants
How many participants is enough for user testing?
#116 Some experts argue that testing should continue until no new insights are gained
How many participants is enough for user testing?
The system image is ...?
How system actually works through the interface
The user's model is...?
How the users understand the system work
Centre to interaction design is determining?
How to create quality user experiences
Knowledge is often described as a mental model
How to use the system (what to do next), What to do with unfamiliar systems or unexpected situations (how the system works)- Mental models
More flexible systems allow the user to take the initiative
I'd like to go to Paris next Monday for two weeks
Caller-led speech where users state their needs in their own words
I'm having problems with my voice mail
Performing an activity theory (AT) analysis enables researchers and designers easy to identify the tensions in a workplace leading to specific needs for new technological tools
I. False
14 Process of interaction design is NOT: Identify version - Develop user experience - Building design - Evaluate needs, but:
Identify needs - Develop design - Building version - Evaluate user experience
#165 Stay on budget,on schedule
Identify practical issues:how to
16 the goal of DECIDE framework is
Identify the best metaphor on which to base the design
23 The second step of DECIDE framework points to
Identify the practical issues
7 What is the fourth step of DECIDE framework?
Identify the practical issues
Which basic activity in Interaction Design is fundamental to a user - centered approach
Identifying needs and establishing requiremen
What is the process order of interaction design?
Identifying-Developing-Building-Evaluating
Designing for user experiences, including: Making work effective, efficient and safer,
Improving and enhancing learning and training, Providing enjoyable andexciting entertainment, Enhancing communication and understanding, Supporting new forms of creativity and expression
#230 a cardboard mock-up
In interaction design it can be (among other things)
22 Designs imply what for perception and recognition?
Information is acquired and transformed into experiences
___is using commands using keyboard and function keys and selecting options via menus
Instructing
Which statement is incorrect about interaction types
Instructing is a bad repetitive kinds of action performed on multiple object.
When a high level of reliability is reached, it can be quantified by calculating the ...?
Inter-rater reliability
What is true about manipulating
Interacting with objects in a virtual or physical space by manipulating them
Developing alternative designs that meet requirements is one step of...?
Interaction design process
What is NOT an approach to develop an initial conceptual model?
Interaction metaphors
Which provide a way of thinking of about how to best support the activities users will be doing when using a product and service?
Interaction types
There are three main types of Data gathering, what are they?
Interviews, questionaires, and observation
What are not the core principles of direct manipulation?
Involves users moving through virtual or physical environments
Which statement in interaction design is carried out for one of two purpose: to derive requirements for an interaction product, or to evaluate an interactive product under development?
K. All of others
#242 sketches of screens, task sequences, etc 'Post-it' notes
Low-fidelity Prototyping:Examples
#243 storyboards 'Wizard-of-Oz'
Low-fidelity Prototyping:Examples
Much exploited in human-computer interaction
Make user experience moreenjoyable, more motivating, make people feel atease, reduce anxiety- Anthropomorphism
The form of interaction involves .......... Objects and capitalizes on user's knowledge of how they do so in the physical world.
Manipulating
interacting with objects in a virtual or physical space by manipulating them
Manipulating
#126 Same as different but individual differences reduced
Matched:participant design:Advantages
#129 Cannot be sure of perfect matching on all differences
Matched:participant design:Disadvantages
What are 3 kinds of average? (Choose 3)
Mean Median Mode
Full time: constant input, but lose touch with users
Member of the design team-Degrees of user involvement
Long term: consistent, but lose touch with users
Member of the design team-Degrees of user involvement
Part time: patchy input, and very stressful
Member of the design team-Degrees of user involvement
Short term: inconsistent across project life
Member of the design team-Degrees of user involvement
"What kinds of interface support have been provide to help users remember how to carry out tasks, especially for products and operations they use infrequently?". Which usability goal is this question for?
Memorability
Memory load is a method that bases on...?
Memorable information
Combinations of approaches and .... are often used to obtain different perspectives
Methods
#207 Early simulations of telephone keypad
Multiple methods to evaluate the 1984 OMS
#208 An Olympian joined team to provide feedback
Multiple methods to evaluate the 1984 OMS
#209 Interviews & demos with Olympians outside US
Multiple methods to evaluate the 1984 OMS
#210 Overseas interface tests with friends and family
Multiple methods to evaluate the 1984 OMS
#211 Free coffee and donut tests
Multiple methods to evaluate the 1984 OMS
#212 Usability tests with 100 participants
Multiple methods to evaluate the 1984 OMS
#213 A 'try to destroy it' test
Multiple methods to evaluate the 1984 OMS
#214 Pre-Olympic field-test atan international event
Multiple methods to evaluate the 1984 OMS
#215 Reliability of the system with heavy traffic
Multiple methods to evaluate the 1984 OMS
A word processor must be able to run on a variety of platforms such as PCs, Macs, and Unix machines". This statement is a/an ...
None Functional requirement
What is meant by prototype?
None of the others
What is not the human-centered design activity?
None of the others
Which is the right sort of levels from bottom to top in the original activity theory model
Operation, Action, Activity
They are fundamental activities that are recognized in all design EXCEPT
Preparing the requirements
Identifying usability and user experience goals is a pre-requisite to understand what?
Problem Space
The more attention paid to something
Processing in memory
What is a basic RAD lifecycle model of software development
Project initiation, JAD workshops, Iterative design and build, Evaluate final system, Implementation review
Academic disciplines contributing to ID
Psychology, Social Sciences, Computing Sciences, Engineering, Ergonomics, Informatics
Which statement is true about the qualitative?
Qualitative data is data that is difficult to measure, count, or express in numerical terms in a sensible fashion
Which statement is INCORRECT about qualitative and quantitative?
Qualitative data is data that is easy to measure, count, or express in numerical terms in a sensible fashion (difficult to measure).
#259 integrity,portability,efficiency,etc
Quality must be attended to
Placement in list is critical
Quit and save need to be far apart
JAD workshop is one phase of?
RAD
24 Designs imply what for implications?
Readily distinguishtheir meaning
Memory involves ...?
Recalling various kind of knowledge
#125 Few individuals, no individual differences
Same:participant design:Advantages
#128 Counter-balancing needed because of ordering effects
Same:participant design:Disadvantages
Process of integrating categories to form larger theoretical scheme
Selective coding
Process of systematically fleshing out categories and relating them to their sub-categories is
Selective coding
#290 How are the functions related to each other?
Sequential or parallel?,Categorisations
Which kind of user involvement is inconsistency across project life
Short term
#182 Evaluating cell phonesfor different markets
Six evaluation case studies
#246 Sketching is important to low-fidelity prototyping
Sketching
#247 Don't be inhibited about drawing ability
Sketching
#157 Investigate how technology affects working practices
Some examples of goals
#158 Improve the usability of an existing product
Some examples of goals
#101 Time to complete a task after a specified. time away from the product
Some type of data
#102 Number and type of errors per task
Some type of data
#103 Number of errors per unit of time
Some type of data
#104 Number of navigations to online help or manuals
Some type of data
#105 Number of users making a particular error
Some type of data
#106 Number of users completing task successfully
Some type of data
Guided prompts can help callers back on track
Sorry I did not get all that. Did you say you wanted to fly next Monday
...are also being used much more for a variety of commercial services
Speech interfaces
#245 sketches showing how user progress through using device
Storyboards
#246 Used early in design
Storyboards
12 All usability and user experience goals will NOT be relevant to design and evaluation of developing product
TRUE
12 NOT making information plain when it needs attending to at a given stage of a task
TRUE
12 the fourth step of DECIDE framework is to identify the practical issues
TRUE
14 there is managed discussion that leads to agreed decisions in Pluralistic walkthrough
TRUE
16 A low fidelity prototype is NOT one that look like very much like the final product
TRUE
16 Usability laboratory is a laboratory that is designed for usability testing
TRUE
17 Focussed and divided attention enables us to be selective in terms of the mass of competing stimuli but limits our ability to keep track of all events
TRUE
18 There are many issues to consider before conducting an evaluation study
TRUE
19 Formative evaluation, an evaluation to check that the product continues to meet user's need is done during designing
TRUE
2 Predictive models are used to evaluate systems with predictable tasks such as telephones
TRUE
2 Testing is a central part of usability testing
TRUE
20 The DECIDE framework provides a useful checklist for planning an evaluation study
TRUE
20 a storyboard is a prototype
TRUE
21 Field study is a study that is done in a natural environment
TRUE
22 Decision about conceptual design should NOT be made after commencing any physical design
TRUE
22 Evaluation and feedback are central to interaction design is the cause of why prototyping
TRUE
23 Data gathering for requirement including: Interview, questionaire, observation, and studying documentation
TRUE
23 Evaluation & design are closely integrated in user-centered design.
TRUE
24 Interaction design DONT involve many inputs from some disciplines and fields
TRUE
25 Usability goals include effectiveness, efficiency, safety, utility, learnability, and memorability
TRUE
3 GOMS, Keystroke Level Model, & Fitts'Law predict expert, error-free performance
TRUE
3 Usability testing is done in controlled conditions
TRUE
4 Heuristic evaluation relatively easy to learn
TRUE
4 It is NOT usual for cognitive prcesses to occur in isolation
TRUE
A grounded theory results in an event-driven description which emphasizes information and its propagation through the cognitive system under study
TRUE
Empirical studies showing that the aesthetics of an interface can have a positive effect on people's perception of the system's usability (Tractinsky, 1997, 2000)
TRUE
Much has been written about the significant cost of fixing errors early in the software development cycle rather than late during the requirements activity.
TRUE
One solution has been to develop rigorous security measures whereby customers must provide various pieces of information after gaining access to their accounts
TRUE
QN=3 Walkthroughs, as the name suggests, involve user in walking through scenarios with prototypes of the application
TRUE
The effect can be to make them annoyed to the point of losing their temper: When a system does what the user wants it to do
TRUE
The exact steps taken to create a product will vary from designer to designer, from product to product, and from organization to organization
TRUE
There are many practical issues to consider when doing any kind of evaluation, and it is important to identify as many of them as possible before starting the study
TRUE
This means that just technical concerns, and for interaction design, the three fundamental activities of design listed above are extended to include an activity of producing a version of the design that users can interact with
TRUE
We chose the term establishing requirements to represent the fact that requirements arise from data gathering, analysis, and interpretation activities and have been established from a sound understanding of the users' needs
TRUE
Questionnaires are ...?
Technique for collecting demographic data
What are questionnaires?
Technique for collecting user opinions
#93 Usability lab or other controlled space
Testing conditions
#94 selecting representative users
Testing conditions
#95 developing representative tasks
Testing conditions
#96 5-10 users typically selected
Testing conditions
#97 Tasks usually last no more than 30 minutes
Testing conditions
#98 The test conditions should be the same for every participant
Testing conditions
#99 Informed consent form explains procedures and deals with ethical issues
Testing conditions
In closing session of interview, what should we do?
Thanks interviewee and switch off the recorder...S
#193 Formative evaluation,Heuristic evaluation,Predictive evaluation
The language of evaluation
#194 Summative evaluation,Usability laboratory,User studies
The language of evaluation
#195 Usability studies,Usability testing,User testing
The language of evaluation
#221 user testing, inspection, and modeling users' task performance
The main methods are
What the major metaphors and analogies in conceptual model are used for
The major metaphors and analogies that are used to convey to the user how to understand what a product is for and how to use it for an activity
What components that a conceptual model should comprise
The major metaphors and analogies, The concepts and the relationships between concepts, The mappings
According to Johnson and Henderson, a conceptual model should comprise of 4 components, what are they?
The major metaphors and analogies, the concepts, the relationships between concepts, the mappings
The designer's model is...?
The model the designer has of how the system should work
What is the designer's model?
The model the designer has of how the system should work
The distributed cognition approach studies...?
The nature of cognitive phenomena
Where Evaluate design?
The wide diversity of interactive products gives rise to a range of features that evaluators must be able to evaluate
What are good reasons for investing in evaluation?
The wide diversity of interactive products gives rise to a range of features that evaluators must be able to evaluate.
A number of rigorous notations have been developed to analyze, capture, and present information for interaction design
True
A requirement is a statement about an intended product that specifies what it should do or how it should perform.
True
Although the focus of use - cases is specifically on the interaction between the user and a software system, the stress is still very much on the user's perspective, not the system's.
True
Awareness knowing who is around, what is happening, and who is Talking with whom
True
Before you can begin to establish requirements, you must understand who the users are and what their goals are in using the product
True
Cognition is what goes on in our heads when we carry out our everyday activities.
True
Conceptual model is an abstraction that outlines what people can do with a product and what concepts are needed to understand how to interact with it.
True
Essential use - cases were developed to combat the limitations of both scenarios and use cases.
True
Getting the requirements right is crucial to the success of the interactive product.
True
Good understanding of the attention grabbing mechanisms allows the designer to design better interfaces.
True
Interaction design is concerned with designing interactive products to support the way people communicate and interact in their everyday and working lives.
True
Interaction design is multidisciplinary, involving many inputs from wide-ranging disciplines and fields.
True
Interaction types provide the way of thinking about how best to support the activities users will be doing when using a product or service
True
Introducing inconsistency can make it more difficult to learn an interface but in the long run can make it easier to use
True
Involving users in the design process helps with expectation management and feelings of ownership, but how and when to involve users is a matter of dispute
True
Looking at others' designs provides useful inspiration and encourages designers to consider alternative design solutions, which is key to effective design.
True
On the door's handle, you have seen the sign "DO NOT DISTURB". Is that the ATTENTION?
True
Products should be designed to provide adequate feedback to the users to ensure they know what to do next in their tasks.
True
Prototyping is a useful technique for facilitating user feedback on designs at all stages.
True
Storytelling is used extensively in interaction design both to communicate findings of investigate studies, and as the basis for further development such as product design or system enhancements.
True
The term 'affordance' refers to the relationship between the actor (for our purposes the user) and the world signifying possibility for action.
True
Theories, models, and frameworks provide another way of framing and informing design and research
True
We can only focus our attention on one thing at a time.
True
#254 'horizontal':wide range of functions, but little detail
Two common types of compromise
#255 'vertical': provide a lot of detail for only functions
Two common types of compromise
Prototype is a limited representation of a design that allows users to interact with it and to explore its suitability
U. True
Aims of the requirement activity are to make the requirement ... (Choose 3)
Unambiguous
#108 Current level of performance
Usability engineering orientation
#109 Minimum acceptable level of performance
Usability engineering orientation
#110 Target level of performance
Usability engineering orientation
Which goals are concerned with assessing how useful or productive a system is from its own perspective?
Usability goals
Quality thresholds
Usability goals lead to usability criteria set early on and check regularly-How do you choose among alternatives
Develop usable products
Usability means easy to learn, effective to use and provide an enjoyable experience- Goals of interaction design
#70 Involves recording performance of typical users doing typical tasks
Usability testing
#71 Controlled environmental settings
Usability testing
#72 Users are observed and timed
Usability testing
#74 The data is used to calculate performance times, and to identify & explain errors
Usability testing
#75 User satisfaction is evaluated using questionnaires & interviews
Usability testing
#76 Field observations may be used to provide contextual understanding
Usability testing
#81 Improve products,Few participants,Results inform design
Usability testing
#82 Usually not completely replicable,Conditions controlled as much as possible
Usability testing
#83 Procedure planned,Results reported to developers
Usability testing
#87 Goals & questions focus on how well users perform tasks with the product
Usability testing
#88 Comparison of products or prototypes common
Usability testing
#89 Focus is on time to complete task & number & type of errors
Usability testing
#91 Testing is central
Usability testing
#92 User satisfaction questionnaires & interviews provide data about users'opinions
Usability testing
....is an evaluation approach to evaluation that involves measuring users' performance and evaluating their satisfaction with the system in question on certain tasks in a laboratory setting
Usability testing
Which goals are concerned with how users experience an interactive product from their perspective?
Use experience goals
What are the key principles of conceptual design? (Choose 2)
Use low-fidelity prototyping to get rapid feedback, Iterate, iterate, and iterate
Triangulation
Use more than one approach-Four key issues
#269 scripts for user evaluation of prototypes concrete tasks
Used throughout design in various ways
#270 as a means of co-operation across professional boundaries
Used throughout design in various ways
Developers can gain a better understanding of users' goals, leading to a more appropriate, more usable product when we have who involving in the development process?
User
Usability principles (Nielsen 2001) Visibility of system status, Match between system and the real world
User control and freedom, Consistency and standards, Help users recognize, diagnose and recover from errors, Error prevention, Recognition rather than recall, Flexibility and efficiency of use, Aesthetic and minimalist design, Help and documentation
What is the concept that has become the central of interaction design?
User experience
When a system does not provide sufficient information to enable the user to know what to do
User frustration
When a system doesn't do what the user wants it to do
User frustration
When a system requires users to carry out too many steps to perform a task, only to discover a mistake was made earlier and they need to start all over again
User frustration
When a user's expectations are not met
User frustration
When the appearance of an interface is garish, noisy, gimmicky or patronizing
User frustration
What is the starting point of an HTA?
User goal.
Use cases focus on...?
User goals
Use cases focus on?
User goals
Useful feedback in response to?
User input
Which is not one of main options in presenting the findings of data analysis?
Using activity theory
#268 Express proposed or imagined situations
Using scenarios in conceptual design
#271 Plus and minus scenarios to explore extreme cases
Using scenarios in conceptual design
#237 Technical issues,Work flow, task design
What to prototype?
#238 Screen layouts and information display
What to prototype?
#239 Difficult, controversial, critical areas
What to prototype?
#15 The current speaker continues talking is rule 2 of Conversational mechanisms
a FALSE
#12 NOT making information plain when it needs attending to at a given stage of a task
a TRUE
#12 User frustration happens when an application doesn't work properly or crashes
a TRUE
#13 User frustration happens when a system requires users to carry out specific step to perform a task
a TRUE
#16 Embodied conversational interface agents are formed, often to be understood as generating verbal and non-verbal output
a TRUE
#17 Focussed and divided attention enables us to be selective in terms of the mass of competing stimuli but limits our ability to keep track of all events
a TRUE
#17 People can NOT design a user experience
a TRUE
#19 Information at the interface should be structured to capture users'attention
a TRUE
#20 Expressive interfaces is how the 'appearance'of an interface can affect users
a TRUE
#22 Decision about conceptual design should NOT be made after commencing any physical design
a TRUE
#24 Interaction design DONT involve many inputs from some disciplines and fields
a TRUE
#25 Persuasive technologies is how technologies can be designed to change people's attitudes and behavior
a TRUE
#6 Different data interpretation approaches emphasize difference elements
a TRUE
#9 Design interfaces that constrain and guide users NOT to select appropriate actions after learning
a TRUE
Windows were invented to overcome physical constraints of
a computer display, enabling more information to be viewed and tasks to be performed-Windows
Refers to an attribute of an object that allows people to know how to use it
a mouse button invites pushing, a door handle affords pulling- Affordances
Self-service filling and payment system for
a petrol (gas) station-Kinds of requirements
It is a representation
a plan for development
Can constrain designers in the way they conceptualize
a problem space- Problems with interface metaphors
#227 In interaction design it can be (among other things)
a series of screen sketches,a storyboard,a Powerpoint slide show
A framework is
a set of interrelated concepts and/or a set of specific questions
A model is
a simplification of some aspect of human-computer interaction intended to make it easier for designers to predict and evaluate alternative designs
#253 For software-based prototyping maybe there is
a slow response? sketchy icons? limited functionality?
Models the information processes of
a user interacting with a computer- Model Human processor(Card et al, 1983)
Models of affect provide
a way of conceptualizing emotional and pleasurable aspects of interaction design
QN=4 A fundamental aspect of interaction design is to develop?
a. Conceptual model
QN=9 Interface metaphors are commonly used as part of?
a. Conceptual model
#24 The first step of DECIDE framework points to
a. Determine the goals
QN=47 Sounds should be audible and ... in cognition
a. Distinguishable
QN=15 In evaluating,the environment influencing the findings is...
a. Ecological validity
QN=16 ...immerse themselves in the culture that they study
a. Ethnographers
#5 What is the second step of DECIDE framework?
a. Explore the questions
#18 There are three main types of Data gathering, what are they?
a. Interviews, questionaires, and observation
QN=49 Middle value of data when ranked is called...
a. Median
QN=17 Figure that appears most often in the data is called...
a. Mode
QN=46 In evaluating,can the findings be generalized?is...
a. Scope
#10 Categorization and theory-based techniques are used to analyze the data.
a. TRUE
#11 Predictive models is less expensive than user testing
a. TRUE
#11 the fifth step of DECIDE framework is to decide how to deal with the ethical issues
a. TRUE
#12 Predictive models provide a way of evaluating products or designs without directly involving users
a. TRUE
#12 the fourth step of DECIDE framework is to identify the practical issues
a. TRUE
#14 there is managed discussion that leads to agreed decisions in Pluralistic walkthrough
a. TRUE
#16 A low fidelity prototype is NOT one that look like very much like the final product
a. TRUE
#16 Pluralistic walkthrough calls: Variation on the cognitive walkthrough theme.
a. TRUE
#16 Tangible interfaces are type of interaction and they use sensor-based
a. TRUE
#16 Usability laboratory is a laboratory that is designed for usability testing
a. TRUE
#16 Workshops are used in develop JAD model?
a. TRUE
#17 Pluralistic walkthrough lends itself well to participatory design
a. TRUE
#18 QWERTY means name of a keyboard
a. TRUE
#18 There are many issues to consider before conducting an evaluation study
a. TRUE
#19 Formative evaluation, an evaluation to check that the product continues to meet user's need is done during designing
a. TRUE
#2 Predictive models are used to evaluate systems with predictable tasks such as telephones
a. TRUE
#2 Testing is a central part of usability testing
a. TRUE
#20 Good at displaying a small number of options at the same time is advantage of flat menu
a. TRUE
#20 The DECIDE framework provides a useful checklist for planning an evaluation study
a. TRUE
#20 a storyboard is a prototype
a. TRUE
#21 Field study is a study that is done in a natural environment
a. TRUE
#22 Evaluation and feedback are central to interaction design is the cause of why prototyping
a. TRUE
#22 Interface type in 1980s included command and WIMP/GUI
a. TRUE
#22 It is sometime assumed that certain forms of data gathering will NOT result in quantitative data and others will only result in qualitative data?
a. TRUE
#23 Data gathering for requirement including: Interview, questionaire, observation, and studying documentation
a. TRUE
#23 Evaluation & design are closely integrated in user-centered design.
a. TRUE
#3 GOMS, Keystroke Level Model, & Fitts'Law predict expert, error-free performance
a. TRUE
#3 Usability testing is done in controlled conditions
a. TRUE
#4 Heuristic evaluation relatively easy to learn
a. TRUE
#4 Usability testing is an adapted form of experimentation
a. TRUE
#5 Experiments aim to test hypotheses by manipulating certain variables while keeping others constant
a. TRUE
#5 Expert evaluation: heuristic & walkthroughs
a. TRUE
#7 There are three types of experimental design: different- participants, same-participants, & matched participants
a. TRUE
#8 Field studies are done in natural environments
a. TRUE
#9 Typically observation and interviews are used to collect field studies data
a. TRUE
#QN=3 Walkthroughs, as the name suggests, involve user in walking through scenarios with prototypes of the application
a. TRUE
10 Categorization and theory-based techniques are used to analyze the data.
a. TRUE
QN=3 Multidisciplinary teams strong to communicate and progress forward the designs being create
a. TRUE
QN=20 The kind of coupling to use between the physical action and digital effect,is issue of...
a. Tangible interface
QN=13 As Winograd(1997),HCI means
a. The design of spaces for human communication and interaction
QN=45 Requirements arise from understanding users' needs is...
a. Why 'establish' req
#24 Cognitive walkthroughs are guided by the second question
a. Will the user notice that the correct action is available?
#16 Usability testing is done in controlled conditions
a. controlled conditions
#1 There are three types of experimental design
a. different-same-matched participants
#1 Expert evaluation:
a. heuristic & walkthroughs
#20 The aim of field study
a. is to understand what users do naturally and how technology impacts them.
#10 Predictive models is
a. less expensive than user testing
QN=35 Add up values and divide by number of data points is called...
a. mean
#25 Different evaluation approaches and methods are often combined in
a. one study
#7 The further away & the ... the object, the longer the time to locate it and point to it.
a. smaller
QN=38 simulations & prototypes are observed,recorded and analysed is found in...
a. user-centered quantitative analysis
#18 Compromises in prototyping can be
a. vertical & horizontal
Would radically change the way people think
about and interact with computers-Ubicomp
It requires taking into
account a number of interdependent factors, including context of use, type of activities,cultural differences, and user groups
Continuous representation of objects and
actions of interest- Core principles of DM
15 Usability testing is an adapted form of experimentation
adapted form of expertises
Averages-Mean
add up values and divide by number ofdata points
17 Choose the DECIDE evaluation approach & methods for
all the answers
19 What is a prototype?
all the answers
21 Field studies can be used in product design to
all the answers
21 Why prototype
all the answers
24 Low-fidelity Prototyping is
all the answers
Designed to be similar to a physical entity but
also has own properties - Interface metaphors
Generating .... is a key principle in most design disciplines, and one that should be encouraged in interaction design
alternatives
12 Categorization and theory-based techniques are used to analyze the data.
analyze the data
horizontal surfaces compared with vertical ones support more turn-taking
and collaborative working in co-located groups
Evaluating what is being built throughout the process
and the user experience it offers- What is involved in the processof interaction design
Designers can inadvertently use bad existing designs
and transfer the bad parts over -Problems with interface metaphors
Design interfaces to have similar operations
and use similar elements for similar tasks- Consistency
The propensity people have to attribute human qualities to objects is called...
anthropomorphism
Need to first think about how the system will
appear to users (i.e. how they will understand it)- conceptual model
It was simple, clear, and obvious to the users how to use the
application and what it could do
Graphical representations (as discussed above) may be
appropriate for presentation
Theory is only
approximation of what happens and is greatly simplified
Others by users who
are collocated or at a distance-Advanced graphical interfaces
Reeves and Naas (1996)
argue that comput should be made to apologize
Questions get refined
as understanding grows-Ethnography
The way in which experts are intended to use these heuristics is by judging them against ....
aspects of the interface
Icons are
assumed to be easier to learn and remember than commands-Icon design
#18 People DO design a sensual experience
b FALSE
#5 Challenging is one of followings that users experience goals, but what is NOT?
b Frustrating
#22 Designs imply what for perception and recognition?
b Information is acquired and transformed into experiences
#4 It is NOT usual for cognitive prcesses to occur in isolation
b TRUE
#8 Design interfaces that promote recall NOT rather than recognition by using menu, icon, and consistently placed objects
b TRUE
#16 A main reason of having better understanding of people in context in which they live, work, and learn is NOT that can help designer evaluate user experience of product to fit it, but?
b That can help designer understand how to design interactive product to fit it
#18 Expressive interfaces is
b how the 'appearance'of an interface can affect users
#25 The third step of DECIDE framework points to
b. Choose the evaluation approach and methods
QN=42 How will they be stored(e.g.database)?is...
b. Data req
#8 What is the fifth step of DECIDE framework?
b. Decide how to deal with the ethical issues
#4 What is the first step of DECIDE framework?
b. Determine the goals
#QN=2 What is one of the steps of DECIDE framework?
b. Determine the goals
QN=37 ...disciplines contributing to ID
b. Ergonomics
#QN=3 What does Association for Computing Machinery (ACM) provided for professionals to deal with their issues?
b. Ethical code
#10 the sixth step of DECIDE framework is to explore the questions
b. FALSE
#12 Generating alternatives is NOT a key principle in most design disciplines
b. FALSE
#13 Predictive models is usefulless limited to systems with predictable tasks -e.g., telephone answering systems, mobiles, cell phones, etc
b. FALSE
#13 The term lifecycle model is used to represent a model that NOT captures a set of activities and how they are related
b. FALSE
#13 the fourth step of DECIDE framework is to explore the questions
b. FALSE
#14 RAD is stand for Rare Application Development?
b. FALSE
#14 Two common compromises of prototype including high and low prototype
b. FALSE
#14 the third step of DECIDE framework is to explore the questions
b. FALSE
#15 Performed by anyone in Pluralistic walkthrough
b. FALSE
#15 Spiral model is NOT developed by Barry Boehm?
b. FALSE
#15 Two common compromises of prototype including longterm and shortterm prototype
b. FALSE
#15 the second step of DECIDE framework is to aim the object
b. FALSE
#17 High fidelity prototyping uses materials that you would NOT expect to be in the final product
b. FALSE
#17 Tangible interfaces are NOT type of interaction and they use sensor-based
b. FALSE
#17 Usability laboratory is a laboratory that is designed for formative evaluation
b. FALSE
#18 Formative evaluation, an evaluation to check that the product continues to meet user's need is done during testing
b. FALSE
#18 Functional requirements capture what the product should NOT do?
b. FALSE
#18 Pluralistic walkthrough had it lent well to participatory design
b. FALSE
#18 There are four types of experimental design, that's true
b. FALSE
#19 Data requirements capture the type, volality, size/amount, persistence, accuracy, and value of the non-required data?
b. FALSE
#19 QWERTY NOT means name of a keyboard
b. FALSE
#19 There are less issues to consider before conducting an evaluation study
b. FALSE
#20 Field study is a study that is done in a laboratory
b. FALSE
#20 User characteristics capture the normal attributes of the intended user group
b. FALSE
#21 Chapter 8 NOT discuss about Data analysis, interpretation and presentation?
b. FALSE
#21 Good at displaying a small number of options at the same time is NOT advantage of flat menu
b. FALSE
#21 The DECIDE framework provides a useful checklist for planning an estimation
b. FALSE
#22 The DECIDE framework provides a useful checklist for lab and checking work progress
b. FALSE
#23 Evaluation and feedback are central to interaction design is NOT the cause of why prototyping
b. FALSE
#25 Low-fidelity Prototyping is evaluation and feedback are central to interaction design
b. FALSE
#QN=1 Usability testing NOT involves measuring typical user's performance on typical task
b. FALSE
#QN=2 The three main evaluation approaches are NOT included: usability testing, field studies, and analytical evaluation
b. FALSE
#QN=3 Environmental requirements or context of use refer to the circumstances in which the interative product will be NOT expected to operate?
b. FALSE
#QN=4 There are 5 evaluation case studies in chapter 12
b. FALSE
#QN=5 The main methods used in evaluation are: observing users, asking users their opinions and asking experts their opinions
b. FALSE
QN=12 Experiments for research is not completely replicable
b. FALSE
QN=30 Four categories of user(Eason,1987)
b. FALSE
#22 Advantages of same participant design
b. Few individuals, no individual differences
QN=18 Sketches of screens,task sequences and 'Post-it' notes are...
b. Low-fidelity Prototyping
QN=41 ...provide a way of conceptualizing emotional and pleasurable aspect of interaction design
b. Models of affect
QN=2 Diversity of techniques now used to change what they do or think,is found in...
b. Perception
QN=14 USABILITY for research is not completely replicable
b. TRUE
QN=23 Users' reactions and performance to scenarios,manuals,simulations & prototypes are observed,recorded and analysed
b. TRUE
QN=26 Designing interactive products to support the way people communicate and interact in their everyday and working lives
b. TRUE
QN=36 Having a good understanding of the problem space can help inform the product
b. TRUE
QN=5 User interact system, but developer is responding to output rather than the system is...
b. Wizard of Oz
#6 Fitts'Law predicts that the time to point at an object using a device is
b. a function of the distance from the target object & the object's size
#24 Evaluation & design are
b. closely integrated in user-centered design.
The 'gulfs' explicate the gaps that exist
between the user and the interface
HCI has moved
beyond designing interfaces for desktop machines
Users read the web like a
billboard going by at 60 miles an hour-Usability versus attractiveness debate
#10 Feedback, is NOT principle of "Determine ways of restricting kinds of user interaction that can take place at a given moment", so whats in these?
c Constraint
10 Feedback, is NOT principle of "Determine ways of restricting kinds of user interaction that can take place at a given moment", so whats in these?
c Constraint
13 Memorability refers to the way a product support users in carrying out their task, is that true? If not, what it is?
c Efficiency
QN=28 Debriering session in which experts work together to prioritize problems in...step of heuristic evaluation
c. 3
QN=31 Overhearing and overseeing-allows tracking of what others are doing without explicit cues,is found in...
c. Awareness
#6 What is the third step of DECIDE framework?
c. Choose the evaluation approachand methods
QN=10 Optimizing the interaction between users and interactive products require taking into account a number of interdependent factors,including...
c. Cultural differences,User groups,Feedback
#16 the goal of DECIDE framework is
c. Evaluate, analyze, interpret and present the data
#9 What is the sixth step of DECIDE framework?
c. Evaluate, analyze, interpret and present the data
QN=24 Make first questions easy and non-threatening,is step of...
c. Interview
QN=40 Especially for those with poor manual dexterity or 'fat' fingers,is issue of...
c. Mobile interface
#23 Advantages of diff participant design
c. No order effects
QN=11 Sampling can be a problem when the size of a population is unknown as is common online,is issue of...
c. Questionnarie
QN=34 In evaluating,can the study be replicated?is...
c. Reliability
QN=8 ...have therapeutic qualities,being able to reduce stress and loneliness
c. Robots interface
#24 Advantages of matched participant design
c. Same as different participants but individual differences reduced
QN=33 Guide those who are vague or ambiguous in their requests for information or services,is issue of...
c. Speech interface
QN=6 Conversations are supported in real-time through voice and/or typing can be found in...
c. Synchronous computer-mediated communication
QN=21 When problems are found in user testing, fix them and carry out more tests is found in...
c. User-centered analysis
#24 Cognitive walkthroughs are guided by the first question
c. Will the correct action be sufficiently evident to the user?
#12 Categorization and theory-based techniques are used to analyze the data.
c. analyze the data
QN=48 Observation may be...,in the field or in controlled setting
c. direct and indirect
QN=19 Danger that users think they have a full system is...
c. high-fidelity
#20 Cognitive walkthroughs experts focus on
c. is told the assumptions about user population, context of use, task details
QN=25 Usability means easy to...
c. learn
#13 The experimenter controls the independent variable(s) but not
c. the dependent variable(s).
#8 Fitts'Law is useful for evaluating systems for which ... to locate an object is important, e.g., a cell phone, a handheld devices
c. the time
Building interactive prototypes that
can be communicated and assessed- What is involved in the processof interaction design
Restricting the possible actions that
can be performed- Constraints
Tagged physical objects (e.g., bricks, blocks) that are manipulated in a physical world (e.g., placed on a surface)
can result in other physical and digital events- Manipulating
Questions can be
closed or open-Questionnaires
Limits designers' imagination in
coming up with new conceptual models - Problems with interface metaphors
Naming most
common means of encoding them
Provide clear instructionson how to
complete the questionnaire-Questionnaire design
Don't overload users' memories with
complicated procedures for carrying out tasks- Design implications
Made up of 4 core threads
compositional,, sensual,, emotional, spatio-temporal- Technology as Experience
Theories tend to be
comprehensive, explaining human-computer interactions
Came from his fascination with
computer games at the time- Direct manipulation
People find it easier to learn and talk about what they are doing at the
computer interface in terms familiar to them - Interface metaphors
Affective aspects are
concerned with how interactive systems make people respond in emotional ways
Misunderstandings can arise when the system does not know how to parse what the user says
cons of conversational model
....is how well it produces the same results on separate occasions under the same circumstances
consistency
Users notify others as opposed to being
constantly monitored
Reports usually
contain examples-Ethnography
In turn, this can lead the design team to articulate the importance of ...... as a relationship
containership
Another factor that affects the extent to which information can be subsequently retrieved is the .... in which it is encoded
context
Back channeling to signal to
continue and following
16 Usability testing is done in controlled conditions
controlled conditions
Remote robots can be
controlled to investigate bombs and other dangerous materials-Robotic interfaces
Assumes that direct manipulation interfaces enable users to feel that they are directly
controlling the digital objects
In..., rules are cycled through recursively
conversational
Such .... mechanisms enable people to coordinate their 'talk' with one another, allowing them to know how to start and stop
conversational
Windows interfaces can be
could be scrolled, stretched, overlapped, opened, closed, and moved around the screen using the mouse
Type of sensor-based interaction, where physical objects, e.g., bricks, are
coupled with digital representations-Tangible interfaces
IDEO:
creates products, services and environments for companies pioneering new ways to provide value to their customers
Annotation involves modifying existing representations through making marks
crossing off, ticking, underlining- Annotation and cognitive tracing
always use ctrl key plus first initial of the command for an operation
ctrl+C, ctrl+S, ctrl+O- Consistency
#21 Designs imply what for attention?
d All the above
#21 Cognitive walkthroughs are guided by ... questions
d. 3
QN=1 Use techniques that make standout like colour,ordering,spacing,underlining,sequencing and animation,is designed for...
d. Attention
QN=44 Expert is told the assumptions about user population,context of use,task detail is...
d. Cognitive walkthroughs
QN=27 What kinds of data need to be stored?is...
d. Data req
QN=43 Experiments test is...
d. Discover new knowledge by investigating the relationship between two or more things
#23 The second step of DECIDE framework points to
d. Identify the practical issues
#7 What is the fourth step of DECIDE framework?
d. Identify the practical issues
QN=29 ...is cognitive
d. Interacting with technology
Qn=50 How fast will they be stored(e.g.database)?is...
d. Non-functional req
QN=22 Individuals have also been known to change questions,is issue of...
d. Questionnarie
QN=53 Memory involves 2 processes...
d. Recall-directed and recognition-based
QN=32 Replicable but may lack richness is found in...
d. Structured qualitative analysis
QN=51 What to prototype?
d. Technical issues
QN=7 In evaluating, is it measuring what you expected?is...
d. Validity
#22 Cognitive walkthroughs are guided by these questions
d. Will the correct action be sufficiently evident to the user?
#23 Cognitive walkthroughs are guided by the third question
d. Will the user associate and interpret the response from the action correctly?
#15 Usability testing is an adapted form of experimentation
d. adapted form of expertises
#17 Choose the DECIDE evaluation approach & methods for
d. all the answers
#19 What is a prototype?
d. all the answers
#21 Field studies can be used in product design to
d. all the answers
#21 Why prototype
d. all the answers
#24 Low-fidelity Prototyping is
d. all the answers
#14 Experiments aim to test hypotheses by manipulating certain variables while keeping others constant
d. manipulating certain variables while keeping others constant
#9 The keystroke model allows .. to be made about how long it takes an expert user to perform a task
d. predictions
#11 Typically observation and interviews are
d. used to collect field studies data
Start soon after
data gathering session-Data interpretation and analysis
Use a combination of
data gathering techniques-Some basic guidelines
But before
deciding upon these it is important to develop a conceptual model- From problem space to design space
Major problem is
deciding where and how to save them all, then remembering what they were called and where to find them again
Initial interpretation before
deeper analysis-Data interpretation and analysis
Some tasks are better achieved through
delegating rather than manipulating- disadvantageswith DM
Usability and preference for these control devices varies
depends on the dexterity and commitment of the user-Mobile challenges
Need to consider how best to
design,present, and structure information and system behavior
Shareable interfaces are
designed for more than one person to use-Shareable interfaces
Left dialog box was
designed for white American females- Marcus (1992)
Representations of information need to be
designed to be perceptible and recognizable- Design implications
Physical objects can be
designed to constrain things- Constraints
19 Cognitive walkthroughs focus on
designer presents an aspect of the design & usage scenarios
HCI has traditionally been about
designing efficient and effective systems- Affective aspects
Encoding is first stage of memory
determines which information is attended to in the environment and how it is interpreted- Processing in memory
Very common interaction type underlying a range of
devices and systems- Instructing
Payne (1991)
did a similar study and found that people frequently resort to analogies to explain how they work
Many people from
different backgrounds involved- Working in multidisciplinaryteams
#144 There are three types of experimental design
different-participants, same- participants, & matched participants
1 There are three types of experimental design
different-same-matched participants
Nowadays, more emphasis on making pages
distinctive, striking, and pleasurable-Web interfaces
Web used to deceive people into parting with personal details
e.g. paypal, ebay and won the lottery letters- Phishing and trust
Now more about how to design interactive systems that make people respondin certain ways
e.g. to be happy, to be trusting, to learn, to be motivated- Affective aspects
File management systems should be designed to optimize both kinds of memory processes
e.g., Search box and history list
Common method used to coordinate collaborative activities,
e.g., checklists, tables, to-do lists- Shared external representations
Many applications have been developed
e.g., email, videoconferencing, videophones, computer conferencing, instant messaging, chatrooms-Designing technologies to support conversations
Non-verbal also used to emphasize and as substitute
e.g., nods, shakes, winks, glances, gestures and hand-raising- Verbal and non-verba communication
identify any incorrect assumptions they may have about particular user groups
e.g., not all old people want or need big fonts
When a group of people act or interact together they need to coordinate themselves
e.g., playing football, navigating a ship-Coordination mechanisms
appreciate that one size does not fit all
e.g., teenagers are very different to grown-ups
Amusing to the designer but not the user
e.g.,Clicking on a link to a website only to discover that it is still 'under construction'
Also use of icons and shorthand in texting and instant messaging has emotional connotations,
e.g.I 12 CU 2NITE-created expressiveness
Various mechanisms and 'rules' are followed when holding a conversation
e.g.mutual greetings- Conversational mechanisms
Not to become narrowly focused
early on- Helps the design team
Can enable
easier learning, better understanding, more engagement, and more pleasure-Interfaces and interactions
Closed questions are
easier to analyze, and may be done by computer-Questionnaires
Another reason is that the way in which you present your requirements may affect your analysis, since it will enable you to identify and express some aspects more ...
easily than others
.... concerns how the environment in which an evaluation is conducted influences or even distorts the results
ecological validity
In the early days of usability testing, user tests were conducted to investigate the .... of specific features of an interface
efficacy
Digital effects can take place in a number of media and places or can be
embedded in the physical object-Tangible interfaces
Scroll bars within windows also
enable more information to be-Windows
Social mechanisms, like turn-taking, conventions, etc.,
enable us to collaborate and coordinate our activities
Involves first
encoding and then retrieving knowledge- Memory
The purpose of expectation management is to ....
ensure that there are no surprises for users when the product arrives
...involves evolving a prototype into the final product
evolutionary prototyping
By ____ it is meant how a product behaves and is used by people in the real world
experience
It is important to point out that one cannot design a user ____ only design for a user ______
experience
In particular, one cannot design a sensual ..... but only create the design ...... that can evoke it.
experience, features
An approach to ethnographic study where user is
expert, designer is apprentice-Contextual Inquiry
Formal meetings
explicit structures such as agendas, memos, and minutes are employed to coordinate the activity- Verbal and non-verba communication
Qualitative analysis
expresses the nature of elements and is represented as themes, patterns,stories
Sometimes ....have the opposite effect on people
expressive embellishments
Advanced graphical interfaces exist now that
extend how users can access,explore, and visualize information-Advanced graphical interfaces
13 Predictive models is usefulless limited to systems with predictable tasks -e.g., telephone answering systems, mobiles, cell phones, etc
false
18 Pluralistic walkthrough had it lent well to participatory design
false
18 There are four types of experimental design, that's true
false
20 Information at the interface should NOT be structured to capture users'attention
false
Interface type in 1980s NOT included command and WIMP/GUI
false
Once these requirements have been established, they are used to create a design artifact such as laboratory, because it is easier for the evaluators to control the evaluation process
false
QWERTY NOT means name of a keyboard
false
QWERTY means name of a keyboard
false
RAD is stand for Rare Application Development?
false
Spiral model is NOT developed by Barry Boehm?
false
The evaluation period, in which the experts are told what to do. A prepared script is useful as a guide and to ensure each person receives the same briefing.
false
The heuristics focus the experts' attention on particular issues, so selecting appropriate heuristics is minnor important
false
The wide diversity of user experience gives rise to a range of features that evaluators must be able to evaluate
false
They define a UI as an abstraction that outlines what people can do with a product and what concepts are needed to understand how to interact with it
false
Users gain confidence and mastery and
feel in control- Why are DM interfaces so enjoyable
Can have a higher level of
fidelity with the objects they represent, c.f. multimedia-Interfaces and interactions
#161 Involve observation and interviews
field studies typically
#162 Do not involve controlled tests in a laboratory
field studies typically
#163 Produce qualitative data
field studies typically|Identify practical issues:how to
Averages-Mode
figure that appears most often in the data
Multiple windows can make it difficult to
find desired one, so techniques used-Windows
How to switch attention between them to
find information needed without getting distracted
understand how to design interactive products that
fit with what people want, need and may desire- Why go to this length
Most popular use of speech interfaces currently is
for call routing-Get me a human operator
....involves assigning certain roles to people and prescribing a priori the types of turns that people are allowed to take in a conversation
formal communication
Tullis (1987)
found that the two screens produced quite different results
#148 Determine the goals
framework to guide evaluation
#149 Explore the questions
framework to guide evaluation
#150 Choose the evaluation approachand methods
framework to guide evaluation
#151 Identify the practical issues
framework to guide evaluation
#152 Decide how to deal with the ethical issues
framework to guide evaluation
#153 Evaluate, analyze, interpret and present the data
framework to guide evaluation
More fluid and direct styles of interaction involving
freehand and pen-based gestures
Qualitative and quantitative data may be gathered
from any of the three main data gathering approaches
Flashing animations, especially flashing banner ads and pop-up ads, which are very distracting, make me....
frustrated
Interaction design is the umbrella term covering all of these aspects
fundamental to all disciplines, fields, and approaches concerned with researching and designing computerbased systems for people
Users can immediately see if their actions are
furthering their goals and if not do something else- Why are DM interfaces so enjoyable
On-board ship data analysis system for
geologists searching for oil-Kinds of requirements
Web interfaces are
getting more like GUIs
Nielsen Norman Group:
help companies enter the age of the consumer, designing human-centered products and services
Consider what might
help people in the way they currently do things- Understanding users' needs
Provide users with a variety of ways of encoding digital information to
help them remember where they have stored them| e.g., categories, color, flagging, time stamping- Design implications
Provides a framework that focuses analysis around the concept of an 'activity' and
helps to identify tensions between the different elements of the system
1 Expert evaluation:
heuristic & walkthroughs
Provide a framework for
heuristic evaluation- Usability principles
...evaluate whether user-interface elements, such as dialog boxes, menus, navigation structure, online help, etc., conform to the principles
heuristics
GUIs now
highly inviting, emotionally appealing, and feel alive-Icons
People make inferencesusing mental models of
how to carry out tasks- Mental models
Several guidelines around that recommend
how to combine multiple media for different kinds of task
Deep versus shallow models
how to drive a car and how it works- Mental models
Help designers think about
how to help users monitor their actions
Specific usability and user experience goals need to be
identified, clearly documented and agreed at the beginning of the project- Core characteristics of interaction design
#201 Basic information would be recorded
identify each house-hold,head of house,members,age and medical history
Develop new conceptual frameworks that
identify novel and specific features
The study goals provide an orienting focus for the formulation of themes, can be found in....
identifying recurring patterns
Providing larger-sized tabletops does not
improve group working but encourages more division of labor
Percentages and averages are commonly used
in Interaction Design
Directed dialogs are where the system is
in control of the conversation-Format
Got the computer to perform a range of different calculations and recalculations
in response to user input
Ethnographers immerse themselves
in the culture that they study-Ethnography
Computers would be designed to be embedded
in the environment-Ubicomp
Selecting things to concentrate on at a point
in time from the mass of stimuli around us- Attention
A cool-off period
include a few easy questions to defuse tension at the end-Running the interview
The impact of a question can be
influenced by question order-Questionnaire design
a goal-directed problem solving activity informed by
intended use, target domain, materials, cost, and feasibility
provide new kinds of experience, enabling users to
interact with objects and navigate in 3D space-Virtual reality and virtual environments
Conversing
interacting with the system as if having a conversation
Provides a persona that is welcoming, has personality and makes user feel
involved with them- Virtual characters
Getting requirements right
is crucial
Major rethink of what HCI
is in this context-Ubicomp
Peripheral awareness
keeping an eye on things happening in the periphery of vision, Overhearing and overseeing - allows tracking of what others are doingwithout explicit cues
Strike a balance between using white space and
keeping the questionnaire compact-Questionnaire design
Form, name types and structure are
key research questions-Research and design issues
Early websites were
largely text-based, providing hyperlinks-Web interfaces
Supply theories, modelling tools, guidance and methods that can
lead to the design of better interactive products
Users develop an understanding of a system through
learning and using it- Mental models
Text should be
legible and distinguishable from the background- Design implications
10 Predictive models is
less expensive than user testing
Use techniques that make things stand out
like colour, ordering, spacing, underlining, sequencing and animation-Design implications for attention
Formal rules
like the writing of monthly reports enable organizations to maintain order and keep track
#225 Different kinds of prototyping
low fidelity,high fidelity
Evaluate multiple design concept. Useful communication device. Address screen layout issues. All are advantage of....
low-fidelity prototype
14 Experiments aim to test hypotheses by manipulating certain variables while keeping others constant
manipulating certain variables while keeping others constant
Some people take the metaphor of direct
manipulation too literally- disadvantageswith DM
The .... between the concept and the user experience the product is designed to support or invoke.
mappings
Concerned with explaining how we interact with external representations
maps, notes, diagrams- External cognition
Averages-Median
middle value of data when ranked
More usual for stages to be
missed, repeated or out of order
Reduce the chance of
misunderstandings and confusion arising later on- Helps the design team
Facilitates rapid access to
multiple representations of information-Interfaces and interactions
17 Field studies are done in natural environments
natural environments
19 Field studies are done in natural environments
natural environments
Makes learning
new systems easier -Benefits of interface metaphors
Process is not needed in software engineering?
no
Quantitative data is data that in the form of numbers but cannot translated easily to numbers?
no
Risk analysis and prototyping is very important in waterfall model?
no
Star life cycle specifies exactly order of process?
no
Not all tasks can be described by objects and
not all actions can be done directly- disadvantageswith DM
Unstructured - are
not directed by a script.Rich but not replicable
HTA focuses on physical and observable actions,and includes looking at actions
not related to software or an interaction device-Hierarchical Task Analysis
Quantitative analysis
numerical methods to ascertain size, magnitude, amount
Rapid reversible actions with immediate feedback on
object of interest- Core principles of DM
Able to capitalize on the hugely successful phenomenon
of blogging - Assumptions
Establish a set
of common terms they all understand and agree upon- Helps the design team
Describes these in terms
of propagation across representational state-Distributed cognition
Different perspectives and ways
of seeing and talking about things- Working in multidisciplinaryteams
Conjures up the essence of the unfamiliar activity, enabling users to leverage
of this to understand more aspects of the unfamiliar functionality - Interface metaphors
Questionnaires may be
on paper, online or telephone
Two key models
one outlines what constitutes an 'activity'; one models the mediating role of artifacts
Involve more than
one representative from each stakeholder group-Some basic guidelines
25 Different evaluation approaches and methods are often combined in
one study
More flexible navigation, allowing for selection of
options to be done in the same window-Expanding menus
Schedules used to
organize regular activities in large organizations
Presentation of the findings should not
overstate the evidence
Designing user experiences for people using interfaces that are
part of the environment with no controlling devices
Debate about differences between
participant observation and ethnography-Ethnography
Ethnography is a philosophy with a set of techniques that include
participant observation and interviews-Ethnography
Ensuring that information, that is
passed around via interconnected displays, devices,and objects, is secure and trustworthy
interaction designers
people involved in the design of allthe interactive aspects of a product
information architects
people who come up with ideas of how to plan and structure interactive products
web designers
people who develop and create the visual design of websites, such as layouts
user experience designers (UX)
people who do all the above but who may also carry out field studies to inform the design of products
usability engineers
people who focus on evaluatingproducts, using usability methods and principles
Need to bridge the gulfs in order to reduce the cognitive effort required to
perform a task- The gulfs
...techniques have been used on the web to entice, cajole, and persuade people to do something they might not have otherwise done
persuasive
...can be anything from a paper-based storyboard through to a complex piece of software, and from a cardboard mockup to a molded or pressed piece of metal.
prototype
Support the process withprops such as
prototypes and task descriptions-Some basic guidelines
What to provide and what not to
provide at the interface- Design principles
Expressive interfaces can
provide reassuring feedback
Swim:
provides a wide range of design services, in each case targeted to address the product development needs at hand
Orient themselves towards asking
questions about how the conceptual model will be understood by users- Helps the design team
Error messages
rarely needed- Why are DM interfaces so enjoyable
Questionnaires are used to
reach a wider population
The best way to ensure that development continues to take users' activities into account is to involve ... throughout development
real users
Command-based interfaces require users to
recall from memory a name from a possible set of 100s- Recognition versus recall
Sometimes it can be difficult for people to
recall information that was encoded in a different context
Consider carefully how to
record the data-Some basic guidelines
Provide external representations at the interface that
reduce memory load and facilitate computational offloading- Design implication
Pet robots have therapeutic qualities,being able to
reduce stress and loneliness-Robotic interfaces
The people, environment & artefacts are
regarded as one cognitive system-Distributed Cognition
Show how activities are
related to each other-Lifecycle models
Allows us to focus on information that is
relevant to what we are doing- Attention
Ask specific questions and
require specific responses-Format
Helps prevent user from
selecting incorrect options- Constraints
Provide access to often-used commands that make
sense in the context of a current task-Contextual menus
The mapping between the representation and underlying referent can be
similar,analogical,arbitrary-Icon forms
Models tend to
simplify some aspect of human-computer interaction
Utility refers to
the extent to which the product provides the right kind of functionally so that users can do what they need or want to do
Believability refers to
the extent to which users come to believe an agent's intentions and personality
Start with a user goal which is examined and
the main tasks for achieving it are identified-Hierarchical Task Analysis
The mappings between the concepts and the user experience
the product is designed to support
Do you need different versions of
the questionnaire for different populations-Questionnaire design
The predominant 80s paradigm was to designuser-centred applications for
the single useron the desktop-Paradigms in HCI
Avoid using too much because
the software allows it-Design implications for attention
Focus on identifying
the stakeholders' needs-Some basic guidelines
8 Fitts'Law is useful for evaluating systems for which ... to locate an object is important, e.g., a cell phone, a handheld devices
the time
Efficiency refers to
the way the product supports users in carrying out their tasks.
Exploit user's familiar knowledge, helping
them to understand 'the unfamiliar' - Interface metaphors
Grounded Theory, Distributed Cognition and Activity Theory are
theoretical frameworks to support data analysis
Derived from a mix of
theory-based knowledge, experience and common-sense- Design principles
Means of framing a designer's thinking about pleasure, highlighting that
there are different kinds- Pleasure model
Generalizable abstractions for
thinking about different aspects of design- Design principles
Iteration is needed
through the core activities- Core characteristics of interaction design
...uses the prototypes as stepping stones towards the final design
throwaway prototyping
a decision-making activity
to balance trade-offs
Can be innovative and enable the realm of computers and their applications
to be made more accessible to a greater diversity of users
Some designed
to be viewed and used by individuals-Advanced graphical interfaces
When a tool is used in conjunction with an external representation
to carry out a computation (e.g. pen and paper)- Computational offloading
Many new design and research questions need to be considered
to decide which one to use
Text labels can be used alongside icons
to help identification for small icon sets
Users can't tell you what they 'need'
to help them achieve their goals-What are 'needs'
Researchers are encouraged to draw on own theoretical backgrounds
to inform analysis-Grounded Theory
Diaries, reminders, calendars, notes, shopping lists, to-do lists - written
to remind us of what to do- Externalizing to reduce memory load
Many collaborative technologies systems have been built
to support collaboration
What are We Trying to Achieve in the Requirements Activity?
to understand users and to produce, from the needs identified, a set of stable requirements that form a sound basis to move forward into thinking about design
Commands such as abbreviations typed in at the prompt
to which the system responds-command interfaces
How to enable people to access and interact with information in their work, social, and everyday lives, using an assortment of technologies, is one of...
ubiquitous computing
Observations are used to
understand the context of task performance
Forces users to only
understand the system in terms of the metaphor -Problems with interface metaphors
Theoretical frameworks such as mental models and external cognition provide ways of
understanding how and why people interact with products, which can lead to thinking about how to design better products
The focus of HCI was primarily on .... with scant attention being paid to the design of aesthetically pleasing interfaces
usability
The goal of usability testing is to test whether the product being developed is usable by the intended user population to achieve the tasks for which it was designed
usability testing
#258 Quality must be attended to
usability,reliability,robustness,maintainability
#272 Different kinds of prototyping are
used for different purposes and at different stages
Paper, email and the web
used for dissemination-Questionnaires
Norman (1988)
used the term to discuss the design of everyday objects- Affordances
Scenarios, use cases and essential use cases can be
used to articulate existing and envisioned work practices.
11 Typically observation and interviews are
used to collect field studies data
A concept that has become central to interaction design is the ....
user experience
what is being designed, e.g.,
user interface design, software design, user-centered design, product design, web design, experience design (UX)
First developments was head- and eyewearmounted cameras that enabled
user to record what seen and to access digital information-Wearable interfaces
Use tried and tested
user-centered methods- Understanding users' needs
Many technological advances led to a newgeneration of
user-computer environments-Paradigms in HCI
Speech output should enable
users to distinguish between the set of spoken words- Design implications
Icons and other graphical representations should enable
users to readily distinguish their meaning- Design implications
Identifying and involving stakeholders
users, managers, developers, customer reps?,union reps?, shareholders
.... is concerned with whether the evaluation method measures what it is intended to measure
validity
A researcher's degree of participation can
vary along a scale from 'outside' to 'inside'-Ethnography
One way of coping with computer-induced frustration is to ....
ven
The role of
verbal and non-verbal behavior- What's involved
Requirements management
version control,ownership
18 Compromises in prototyping can be
vertical & horizontal
...providing a lot of detail for only a few functions
vertical prototype
#226 Compromises in prototyping
vertical,horizontal
Mean, median and mode are different kinds of 'average' and can have
very different answers for the same set of data
Examples include
video conferencing, VOIP,MUDs and chat
Not trustworthy
virtual shop assistants?- Disadvantages of Virtual characters
Listen to
what people want and get them involved- Understanding users' needs
Humans stick to
what they know works-Where do alternatives come from
Post-its, piles, marked emails - where placed indicates priority of
what to do- Externalizing to reduce memory load
We can provide knowledge about
what users can and cannot be expected to do
Keeping aware of what others are doing and letting others know
what you are doing are important aspects of collaborative working and socialising
Make information salient
when it needs attending to-Design implications for attention
Involves unconscious and conscious processes,
where images and analogies are activated- Mental models
Draws from Pragmatism,
which focus on the sense-making aspects of human experience- Technology as Experience
Context affects the extent to
which information can be subsequently retrieved
Handheld devices intended to be used
while on the move, e.g., PDAs, cell phones-Mobile interfaces
Provide awareness of others
who are in different locations- Designing technologies to support awareness
Involves knowing
who is around, what is happening, and who is talking with whom- Awareness mechanisms
They can provide external information on -Shared external representations
who is working on what, When it is being worked on,where it is being worked on,when a piece of work is supposed to be finished,whom it goes to next
Can support more equitable participation compared
with groups using single PC-Shareable interfaces
It is concerned
with how to create quality user experiences
Just as people like toblog so will they want to share
with the rest of the world their photo collections and get comments back- Assumptions
Allows users, especially novices and technophobes, to interact
with the system in a way that is familiar
A distributed cognition analysis results in an event-driven description
yes
AT model activities in a hierarchical way?
yes
Artifact can be physical or abstract
yes
Evaluation is the process of determining the usability and acceptability of the product or design?
yes
Getting requirement right is crucial to the success of the interactive input?
yes
In software engineering, bugs should be fixed as soon as possible?
yes
Waterfall life cycle model have to base on very clear requirement?
yes
Only make claims that
your data can support-Presenting the findings
#22 Persuasive technologies is
a how technologies can be designed to change people's attitudes and behavior
#24 Paradigms defines
a A particular approach that has been adopted by a community in terms of shared assumptions, concepts, values and practices
#9 Principle of "Having similar operations and use similar elements for achieving similar task" is NOT a concept of affordance, but:
a Consistency
#22 Synchronous computer- mediated communication is
a Conversations are supported in real-time through voice and/or typing
#14 Another person decides to start speaking is rule 1 of Conversational mechanisms
a FALSE
#16 The current speaker chooses the next speaker by asking an opinion is rule 3 of Conversational mechanisms
a FALSE
#20 There are 5 rules of Conversational mechanisms
a FALSE
#8 Measurement is NOT one of these is useful heuristics for analyzing interactive product, so find it out:
a Feedback
#22 Identifying and specifying relevant usability and user experience helps analyzing & evaluating aspects, if NOT? What it is?
a Lead to design of good interactive products
#23 Context of use, user experience, culture differences, user groups optimize interaction between users & interactive product requires, is that true? If not, what?
c Context of use, types of activity, culture differences, user groups
#7 Evaluate aspects of interactive product is NOT central to interaction design, so what is?
c Determine how to create quality user experiences
#13 Memorability refers to the way a product support users in carrying out their task, is that true? If not, what it is?
c Efficiency
#3 Identify needs & establishing is NOT basic activities in Interaction Design, but:
c Evaluating needs & task-domains through users experience
#25 Windows interfaces can be
c could be scrolled, stretched, overlapped, opened, closed, and moved around the screen using the mouse
#21 Design feedback & simplicity helps the way people communicate and interact in their everyday lives, if NOT? What it is?
d Analyzing & evaluating aspects
#2 Not Cognition, components is not related in Interaction Design, it is:
d Chrestomathy
#1 Products ID supports the way people communicate and interact in everyday lives, which means?
d Design interactive products to support the way people communicate and interact in their everyday lives
#15 Building need activity is NOT the very much at the heart of interaction design, so what?
d Evaluating what has been build
#6 Visibility, Constraints, Feedback, Adaption is not the design principles, so what it is?
d Visibility, Constraints, Feedback, Consistency