HCI Midterm Review

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A physical model can be used to understand how the placement of objects, equipment, and people can help or hinder work in a shared space. True False

True

Metaphors are an important tool that can be used to create a good conceptual design. True False

True

Outcomes (in the Interaction Cycle) is concerned with the non-interactive parts of a system that help users accomplish their goals. True False

True

Requirements can address emotional impact as well as functionality. True False

True

The principal role of a sketch during ideation is to serve as: A. One frame in a storyboard B. Documentation of a design C. A prototype that can be evaluated D. A medium to support a conversation among design team members

D. A medium to support a conversation among design team members

The cut off corner of a SIM mobile card is a manifestation of which design principle? A. Visibility B. Learnability C. Consistency D. Constraints

D. Constraints

Which of the following is NOT a type of User Model? A. Artifact model B. Social model C. User classes D. Work roles

A. Artifact model

Design-informing models describe: A. Both current and envisioned work practice B. Envisioned work practice C. Current work practice

A. Both current and envisioned work practice

What are the main difference(s) in orientation between the UX and SE approaches? (select all that apply) A. Code vs Design quality B. Technological constraints vs User satisfaction C. User vs Business goals D. Functional vs User requirements

A. Code vs Design quality B. Technological constraints vs User satisfaction D. Functional vs User requirements

Which of these is NOT an example of a work artifact? A. Design idea (sketch) B. Screenshot of computer system C. Maintenance request form D. Photo of a bulletin board

A. Design idea (sketch)

Which design guideline would be most appropriate to use in the Assessment part of the Interaction Cycle? A. Feedback B. Constraints C. Visibility D. Natural mappings

A. Feedback

In which part of design it is most unlikely to use high-fidelity prototypes? A. Ideation B. Conceptual design C. Intermediate design D. Detailed design

A. Ideation

With which of these statements about iteration in UX would the textbook authors disagree? A. Iteration allows you to be less careful with the initial design B. Iteration does not have to be expensive. C. Iteration is almost always necessary D. Iteration should begin early in the process

A. Iteration allows you to be less careful with the initial design

A cardinal sin in ideation is to: A. Mix critiquing into idea creation B. Come up with too many ideas C. Use a dedicated work space D. Ignore job titles and status

A. Mix critiquing into idea creation

What are the two primary activities in contextual inquiry? A. Observation and interviews B. Focus groups and individual interviews C. Observation and surveys D. Surveys and interviews

A. Observation and interviews

Which type of model helps you understand communal aspects of the users' workplace? A. Social model B. Information object model C. Hierarchical task analysis D. Flow model

A. Social model

A cognitive affordance would be most appropriate to support users in which part(s) of the Interaction Cycle? (select all that apply) A. Task Translation B. Task Planning C. Physical Actions D. Assessment

A. Task Translation B. Task Planning

The textbook argues that we should design so that: A. The primary persona is very happy and the rest of the selected personas are not unhappy B. All of the selected personas are very happy C. The entire user class is very happy D. The primary persona is not unhappy

A. The primary persona is very happy and the rest of the selected personas are not unhappy

Which of the following is something that is NOT typically included in a storyboard? A. Sketches of devices and screens B. Physical user actions C. Screen layout and color choices D. Cognitive user actions as "thought balloons"

C. Screen layout and color choices

What term means "characteristics of user interface objects and interaction design features that help users perform tasks?" A. Affordances B. Conceptual designs C. Design patterns D. Metaphors

A. Affordances

Contextual inquiry is primarily about understanding which of the following? A. Design changes that would improve effectiveness B. What users want C. The most efficient way to complete a task D. Existing work practice

D. Existing work practice

During design, we either use storyboards or wireframes, never both. True False

False

Match design with affordance: physical, cognitive, functional, sensory braile on toilet, chain-pull toilet, flushing toilet with water, C and H signs on faucet

physical = chain-pull toilet cognitive = C and H signs functional = flushing toilet with water sensory = braile

Which of these is NOT one of the major activities in the Wheel? A. Evaluate B. Analyze C. Architect D. Design

C. Architect

Which of the following is NOT one of the design perspectives suggested by the authors? A. Ecological perspective B. Emotional perspective C. User perspective D. Interaction perspective

C. User perspective

What are the foundations for success in SE-UX development? A. Coordination, synchronization, constraint checking, and risk management B. Coordination, collaboration/communication, dependency & constraint enforcement, and synchronization (change management) C. Coordination, communication/collaboration, adaptation, and iteration D. Coordination, facilitation, adaptation, and synchronization

B. Coordination, collaboration/communication, dependency & constraint enforcement, and synchronization (change management)

What is the best way to combine the UX and SE lifecycles? A. There is no way to effectively combine the two due to their totally different scope B. Have the two cycles work collaboratively and in parallel C. Have the two cycles work independently in parallel D. Have the two cycles work in series with iterative feedback going back and forth

B. Have the two cycles work collaboratively and in parallel

The placement of kitchen stove buttons in the same arrangement as the cooktop elements layout is an example of good: A. Consistency B. Natural mappings C. Constraints D. Feedback

B. Natural mappings

In the process described in the book, what is the immediate source of interaction requirements? A. Contextual inquiry B. The WAAD C. The client D. Consensus among team members

B. The WAAD

What are we primarily trying to model during the contextual inquiry stage? A. Both of these B. The existing system and work practice C. The envisioned system and work practice D. None of these

B. The existing system and work practice

How would you best describe your relationship to the user during contextual inquiry? (pick all that apply) A. You are both observers offering no opinion about the system/product B. The user is the expert and you are the observer C. You are the expert guiding the user D. You are a co-investigator along with the user

B. The user is the expert and you are the observer D. You are a co-investigator along with the user

What is the purpose of the "intermediate design" described in the textbook? A. To explore design ideas rapidly B. To sort out multiple possible conceptual design candidates and arrive at one design for layout and navigation C. To evaluate and compare multiple possible design concepts and weigh concept feasibility D. To decide screen design and layout details

B. To sort out multiple possible conceptual design candidates and arrive at one design for layout and navigation

Which of these UX team roles would be associated primarily with the task of verifying and refining interaction design? A. Subject matter expert B. Usability analyst C. Interaction designer D. User researcher

B. Usability analyst

Which type of model is a story about particular people doing work in existing contexts? A. Step-by-step task interaction model B. Usage scenario C. Work roles D. Persona

B. Usage scenario

Which type of affordance helps users know what to do or what will happen? A. Functional affordance B. Sensory affordance C. Cognitive affordance D. Physical affordance

C. Cognitive affordance

The main role of a conceptual design is to: A. Provide requirements to interaction designers B. Evolve into the final system implementation C. Connect the designer's mental model to the user's mental model D. Evaluate the user experience of the system

C. Connect the designer's mental model to the user's mental model

What of these statements are true regarding design sketches and low-fidelity prototypes? (select all that apply) A. Sketching is used to get the design right vs getting the right design use of prototyping B. Both design sketches and low-fidelity prototypes can be equally used for both ideation and evaluation purposes C. Design sketches can be used for exploration of ideas while prototypes are used for evaluation purposes D. Prototyping is used to get the design right vs getting the right design use of sketching

C. Design sketches can be used for exploration of ideas while prototypes are used for evaluation purposes D. Prototyping is used to get the design right vs getting the right design use of sketching

Which of the following is NOT part of a typical requirements statement A. Source node ID B. Rationale C. How the requirement should be realized in the design D. Name of major feature or category

C. How the requirement should be realized in the design

Which HCI paradigm would be likely to lead to designs for placement of car controls to react quickly to emergency driving situations? A. Engineering paradigm B. Design thinking paradigm C. Human information processing paradigm D. Phenomenology paradigm

C. Human information processing paradigm

A series of sketches of mobile screens with specific options being selected is an example of conceptual design from the __________. A. Ecological perspective B. Emotional perspective C. Interaction perspective D. User perspective

C. Interaction perspective - shows how system works/what it does

What is NOT one of the benefits of using personas in design? A. It relieves the struggle to design for conflicting needs and goals B. It creates empathy between designers and the user C. It allows to disregard designing for other user classes D. It controls the instinct to design for all cases and problems

C. It allows to disregard designing for other user classes

Which type of mental model is more likely to be incomplete and incorrect? A. Client's mental model B. Developer's mental model C. User's mental model D. Designer's mental model

C. User's mental model

Which of these is NOT typically covered in a system concept statement? A. Who are the system users? B. What will the system do? C. What is the target hardware? D. What is the design vision?

C. What is the target hardware?

Which is NOT part of the user work activity data gathering process? A. Ask users about the structure of their work practice B. Gather raw user work activity data and artifacts C. Observe and interview users while they work D. Inquire users' opinion about the envisioned system

D. Inquire users' opinion about the envisioned system

What is the textbook's definition of "work domain?" A. Comprised of sensory, cognitive, and physical actions made by users in the course of carrying out the work practice B. The set of activities that people undertake to accomplish goals C. The pattern of established actions, approaches, routines, conventions, and procedures followed and observed in the customary performance of a particular job D. The entire context of work and work practice in the target usage environment

D. The entire context of work and work practice in the target usage environment

How are typically UX designers treated when software engineers are the product architects, according to the authors? A. They are consulted early on and never again B. They are not part of the process at all C. They are equal contributors to the design and production process D. They are brought near the end mostly for visual and cosmetic changes

D. They are brought near the end mostly for visual and cosmetic changes

Which of these is true of wireframes? A. They are less detailed than sketches produced in ideation B. They are always interactive C. They are always created with pencil and paper D. They are often deliberately unfinished looking

D. They are often deliberately unfinished looking

Where do organizations with a predominant software engineering culture fall short of? A. They spend too much money on tech innovation B. They are disconnected from organizational and business constraints C. They spend too much time in development D. They neglect to listen to the users throughout the lifecycle

D. They neglect to listen to the users throughout the lifecycle


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