HCIFULL

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#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


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