All Cards Flashcards

1
Q

What is software

A

Collection of computer programs and related data telling a computer what to do and how to do it

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2
Q

What is engineering

A

The way something has been designed and built

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3
Q

What is software engineering

A

Methods and tools to design, build and maintain the instructions for telling a computer what to do

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4
Q

What is the 7-step software development process

A

Analysis, design, implementation, building, testing, deployment and maintenance

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5
Q

What is object-oriented programming

A

Method of implementation in which programs are organised as cooperative collections of objects

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6
Q

What is object-oriented analysis

A

Method of analysis that examines requirements from the perspective of the classes and objects

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7
Q

What is abstraction

A

Generalisations that define certain key characteristics and behaviour

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8
Q

What is a class

A

A class represents a key concept within the system; it holds data and behaviour

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9
Q

What is an object

A

A different instance of a class

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10
Q

What is encapsulation

A

Exposing what a class can do but not how. Allows you to hide specific information and control access to the internal state of the object

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11
Q

Why encapsulate code

A

To hide implementation, reduce dependencies, debug easier, make the code more manageable

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12
Q

What are getters/setters

A

THey are used to provide controlled access to internal data fields

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13
Q

What is the relationship between subclass and superclass

A

Subclass can hold all the data and perform all actions of the superclass

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14
Q

What is polymorphism

A

Allows us to request the same action from objects yet allow for it to be executed in different ways depending on the object

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15
Q

What is an abstract class

A

High level “blueprints” for objects, they are conceptual

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16
Q

What is an interface

A

A purely abstract class that defines only behaviour

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17
Q

What is UML

A

Unified Modelling Language, a formal graphical language comprising a set of diagrams for describing software systems

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18
Q

How to represent a class in UML

A

A box split into 3 sections: class name, attributes (variables), functions

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19
Q

How to denote visibility of an attribute or method

A

+ for public, - for private

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20
Q

How to show association in UML

A

Solid line, target end links to the class, name of association on time, numeracy of association on bottom

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21
Q

What is composition in UML and how to show it

A

One class cannot exist without the other. A filled diamond head is linked to the higher value class that can exist without the other

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22
Q

What is aggregation in UML and how to show it

A

One class contains objects in another class but doesn’t have control over the lifecycle of the objects. An empty diamond head.

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23
Q

How to model abstract methods and classes in UML

A

Italics or “abstract” in brackets

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24
Q

What is an interface in UML and how to show it

A

Defines the same behaviour to different classes. Shown with dotted arrow with arrow head on interface. Interface block with “«interface»” above it

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25
Q

What are the two main types of UML diagrams

A

Sequence and communication diagrams

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26
Q

Describe the sequence diagram

A

Objects on top row. Vertical axis corresponds to time travelling down. What a method requires an objects, block lines are drawn to each object’s dotted line and return values are in dotted lines.

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27
Q

Describe a communication diagram

A

Shows method floe between objects by numbering method calls using block arrow lines

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28
Q

What is a design pattern

A

Software systems of similar architectural structures occuring repeatedly

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29
Q

What are some types of design patterns

A

Observer, memento, iterator and Model View Controller (MVC)

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30
Q

What is a composite design pattern

A

We want to operate on individual items or groups in a common way

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31
Q

What is a decorator

A

Allows to add functionality without changing the original class

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32
Q

What is a disadvantage of a decorator

A

Can make it hard to resolve the identity of objects due to long chains of small objects that point to each other

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33
Q

What is an observer

A

Allows multiple objects to maintain a consistent view on the state of an object

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34
Q

What is the model view controller (MVC)

A

Design pattern than separates data. Model is observer view is composite, controller is strategy

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35
Q

What is passive mode for MVC

A

The controller is the only class that affects the model. Controller updates model and view. Model gets data from view

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36
Q

What is active mode

A

Controller is not the only class that affects the model. The model notifies other classes of changes and the view sends the changed state to the model

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37
Q

What is the software life cycle

A

Analysis, design, implementation, building, testing, deployment and maintenance

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38
Q

What are the main roles in a traditional software team

A

Architect, project manager, lead programmer, programmer and test

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39
Q

What is the spiral model

A

Allows to manage risk after the project has started, each spiral is a phase, iterative development, incremental refinement

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40
Q

What is the evolutionary model

A

Iterative and incremental delivery

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41
Q

What is a regression test

A

Compare outputs of the previous test with known values, make sure components function correctly

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42
Q

What are the top and bottom sides of the testing quadrant

A

Top is business facing and bottom is technology facing

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43
Q

What are the left and right sides of the testing quadrant

A

Left is supporting the team and right is critique the product

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44
Q

What is in the technology-facing / supporting the team quadrant

A

Unit tests, component tests and deployments tests maintained by developers

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45
Q

What is in the business-facing / supporting the team quadrant

A

Acceptance tests: verifying that the system meets the acceptance criteria of the requested application, should be written by customers

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46
Q

What is in the business-facing / critiquing quadrant

A

Testing scenarios, usability, user acceptance, beta testing (give your application to the real user)

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47
Q

What is in the technology-facing / critiquing quadrant

A

Performance and load tests, security, capacity, modifiability

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48
Q

What are profiling tools

A

Allows to analyse software performance, tracking memory allocation, time required to execute program methods for bottlenecks

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49
Q

What is the driving factor for extreme programming

A

Improve software quality and responsiveness to changing requirements, reduce cost of change

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50
Q

What are extreme programming values

A

Communication, simplicity, feedback, courage and respect

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51
Q

What are extreme programming principles

A

Humanity, economics, mutual benefit, self-similarity, improvement, diversity and reflection

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52
Q

What are some primary extreme programming practices

A

Sit together for communication, create a sense of “team”, buddy programming, weekly cycle and quarterly planning, incremental design

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53
Q

What are the main points from the manifesto for agile software development

A

Individuals and interactions, working software, customer collaboration, responding to change

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54
Q

What are the main practices of continuous integration

A

Single source repo, automate build, keep build fast, everyone can see what’s happening, make your build self-testing

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55
Q

What is part of the deployment pipeline

A

First: developers commit changes into their source repo, run tests, and assemble executable code. Second: longer running automated acceptance tests. Third: independent deployment of builds via pipeline branches

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56
Q

Types of research in HCI

A

Data analysis problems (accounts of phenomena), conceptual problems (connecting phenomena to theoretical constructs; hypotheses, theories, models), constructive problems (constructing interactive systems)

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57
Q

What is interaction

A

The reciprocal influence between people and an interactive system

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58
Q

What is a user interface

A

Parts of an interactive system that the user comes into contact with

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59
Q

What is evaluation

A

To attribute some human-related value to an artifact, prototype, system or process

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60
Q

What is market pull

A

Sensing there is market demand for a new offering

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61
Q

What is technology push

A

New technology injected into the market, generating new demand for something

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62
Q

How is HCI human-centred

A

Focuses on who uses and is affected by its use. Requirement to understand users, to engage with people, ethical consideration. System should match people.

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63
Q

What are some variants of evaluation

A

Verification, validation and testing

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64
Q

What are the types of understanding

A

Theories (help understand phenomena), concepts (name phenomena with additional characteristics), taxonomies (system of elements of how people think, feel or act), models (simplifications of reality), guidelines (theoretical knowledge summarized into rules of thumb

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65
Q

What are the types of understanding

A

Theories (help understand phenomena), concepts (name phenomena with additional characteristics), taxonomies (system of elements of how people think, feel or act), models (simplifications of reality), guidelines (theoretical knowledge summarized into rules of thumb

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66
Q

What are the areas of understanding

A

Perception, motor control, cognition, needs, experience, communication, collaboration

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67
Q

How to apply our understanding of people

A

Direct what to pay attention to, explain empirical findings, make design decisions, explore design space, predict people’s behaviour

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68
Q

What three primary processes contribute to human perception

A

Expectation, attention, sensory information

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69
Q

What is sensation

A

Physiological process that produces information about the environment for perception

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70
Q

What are the three forms of sensory modality

A

Vision, hearing, tactition

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71
Q

What are relevant human sensory properties

A

Information rate, parallelism, sensitivity, receptive field, adaptation

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72
Q

What are elementary perceptual tasks

A

Discrimination, detection, recognition, estimation, search

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73
Q

What are the windows of visibility

A

Visible spectrum of light, field of view, contrast, foveated vision

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74
Q

What are different forms of eye movement

A

Fixations, saccades, smooth pursuit

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75
Q

What are common visual grouping rules (Gestalt laws)

A

Proximity, common area, similarity, continuation

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76
Q

What is visual attention

A

Focusing of perceptual processing on a region or object in the perceptual field

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77
Q

Change blindness

A

Failure of a user to detect a change within the the visual field due to a visual disruption

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78
Q

What is inattentional blindness

A

Failure to detect a change within the visual field without visual disruption

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79
Q

What is visual saliency

A

Probability with which visual features attract attention

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80
Q

What are elements of an HCI motor task

A

End-effector, degrees-of-freedom, open-loop, closed-loop, aimed movement, interception tasks, speed-accuracy tradeoff

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81
Q

What is Fitts’ law

A

Models the movement time (MT) it takes to acquire a target with index of difficulty (ID)
MT = a + b (ID)
ID = log_2(D/W + 1)

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82
Q

What is throughput

A

Number of bits a user can communicate independent of a specific target

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83
Q

What are the measures of throughput

A

TP = ID/MT or TP = 1/b, where ID is index of difficulty, MT is movement time, b is a regression coefficient from Fitts’ Law

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84
Q

What is a crossing task

A

Target acquisition task

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85
Q

What is a steering task

A

Moving a cursor within a tunnel constraint

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86
Q

What is the time taken for a user to steer a cursor through a tunnel

A

T = a + b (integral sign) ds/W(s)

ds/dT = W(s)/b where W(s) is width of tunnel at s

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87
Q

What is the index of difficulty for steering

A

ID = (integral) ds/W(s)

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88
Q

What are the 5 parts of cognition

A

Memory, attention, reasoning, decision-making and control

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89
Q

What are some psychological needs for interactive systems

A

Relatedness, meaning, stimulation, competence, popularity, security

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90
Q

What is collaboration

A

Mutually beneficial relationship between parties who work toward common goals

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91
Q

What is cooperation

A

Division of labour, each person is responsible for some part of problem solving

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92
Q

What is the aim of user research

A

Obtain concrete, empirical knowledge about users

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93
Q

What are the goals of user research

A

Insight about people (skills, personalities, abilities, beliefs), activities, contexts of use( physical, social, historical), technologies

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94
Q

What are various user research methods

A

Interview, contextual inquiry, observation, surveys, diaries, log file analysis, archived data

95
Q

What are the different interview structures

A

Structured, unstructured, semi-structured

96
Q

Describe an open-ended interview

A

A semi-structured method, flexible in content and structure, has continuity, both parties need full attention

97
Q

Describe a micro-phenomenological interview

A

Semi-structured method for understanding the lived experience of users, content-free questions

98
Q

What are the principles of contextual inquiry

A

Context, partnership, interpretation, focus

99
Q

How to analyse interviews

A

Transcription, organise and condensate interviews, verification and clarifications, reporting of outcomes

100
Q

What is field research

A

Research users observed in activities without researchers being present, no bias

101
Q

What is observation

A

Researcher is positioned to perceive and make note of activities

102
Q

What is survey research

A

Researcher designs a questionnaire for users to understand behaviours, experiences, needs, attitudes

103
Q

What are four sources of nonreactive (unobtrusive) data

A

Traces (logfiles), direct traces (recordings), archive data

104
Q

What are logfiles

A

Device, user-interface, or application events recorded by system

105
Q

What are archival data

A

Data found in public repositories or individual’s records

106
Q

What is a persona

A

Description of an idealized, non-existing person that represents a group

107
Q

What is the equation for self-information

A

I(m) = -log2(P(m))
where m is in bits

108
Q

What is entropy

A

Average bits required to communicate a message when using optimal coding scheme

109
Q

What is redundancy

A

Difference between average actual bits for communication and average bits required for communication using an optimal coding scheme

110
Q

What is perplexity

A

Weighted average number of choices a random variable has to make
PP = 2^H

111
Q

What is mutual information

A

Expresses the number of bits about a random variable that can be obtained by observing another random variable

112
Q

What is the equation for entropy

A

H = -SUM( P(m) log2(P(m))

113
Q

What is dialogue

A

Modelled as exchanges between two or more users

114
Q

What is gulf-of-execution

A

Knowing what to do to have a desired state change in the computer. Form intention, specify action, execute action.

115
Q

What is gulf-of-evaluation

A

Knowing what the current state in the system is by interpreting the system output

116
Q

What is mixed-initiative interaction

A

Organising interaction in dialogue where both the computer and the human can take initiative by coupling an automated service with direct manipulation

117
Q

What are the principles of mixed-initiative interfaces

A

Developing automation, consider uncertainty in user’s goal, inferring ideal action in light of costs and benefits, continuing to learn, minimising cost of poor guesses

118
Q

What is utility, related to tool use

A

Interactive system concerns its match with the tasks users want to do. The relation between functionality and the user’s needs

119
Q

What is usability, related to tool use

A

How easily computer-based tools may be operated

120
Q

What is acceptability, related to tool use

A

Whether users choose to use the tool or not, assuming they are given the choice. Practical and social acceptability

121
Q

What is accessibility, related to tool use

A

Ensure products may be used by a large group of users in diverse situations

122
Q

What is automation

A

Allocation of tasks to machines such as error correction, enhancement of photos, recommendations

123
Q

What are the types of automation

A

Acquisition (registering data), analysis, decision, action, adaptive (vary depending on context)

124
Q

What are the effects of automation

A

Affect mental workload, situation awareness, complacency, skill degradation

125
Q

What is personalisation

A

Changing appearance of interactive systems (non-functional changes)

126
Q

What is tailoring

A

Users intentionally modifying the functionality of interactive systems

127
Q

What are the three types of tailoring

A

Customisation, integration (add new functionality by linking existing components), extension (add new code or program)

128
Q

What is appropriation

A

Adaptation which may change workflows and organisational processes

129
Q

What are the main guidelines for appropriation

A

Allow interpretation, provide visibility, expose intentions, configuration, encourage sharing, learn from appropriation

130
Q

What are the main design objectives when making a user interface

A

Usability, accessibility, efficiency, learnability, explorability, consistency

131
Q

What is a direct control user interface

A

Allows user to select absolute coordinates on displays

132
Q

What is an indirect control user interface

A

Enables the user to control a cursor on a display

133
Q

What is an uncertain control user interface with an example

A

Input devices with high uncertainty due to high noise, such as switches, gyroscopes, accelerometers

134
Q

What is visual encoding and the two types

A

Way to show nominal, ordered or quantitative variable; visual marks and visual channels

135
Q

What are visual marks

A

Primitive geometric shapes such as points, lines and areas

136
Q

What are visual channels

A

Position of mark, colour, shape, size, orientation

137
Q

What are haptics

A

Enables users to perceive touch, forces on their body such as vibration or force feedback

138
Q

What is a command-line interface comprised of

A

A prompt, a command and n parameters

139
Q

What is a prompt in command-line

A

A system-generated indication that the system is awaiting a command from the user

140
Q

What are hypertexts

A

Text that allow the user to retrieve further information when interacted with

141
Q

What are notational systems

A

Systems with novel graphical elements that are composed according to novel visual grammars

142
Q

What some cognitive dimensions of notation

A

Viscosity, visibility, hidden dependencies, consistency

143
Q

What is a direct manipulation interface

A

Physical actions of labelled buttons, rapid reversible incremental actions, effects are visible immediately, meaningful visual metaphors

144
Q

What does the small size of mobile user interfaces affect

A

Input, output, visual hierarchy, viewport, enables portability

145
Q

What is ubiquitous computing

A

Computing should come in different sizes, each suitable for a particular task

146
Q

What does it mean to be user-centered in design

A

User focus, user involvement, prototyping, evaluation in context, holistic design

147
Q

What are the rationales for design

A

Improve, create, inform, produce knowledge

148
Q

What is divergent thinking

A

Attempts to identify distant, novel solutions, thus diverging from the solution at hand

149
Q

What is convergent thinking

A

Attempts to improve existing solutions iteratively by making local adjustments rather than novel solutions

150
Q

What is cognitive heuristic (also known as availability heuristic)

A

A rule of thumb used to identify a quick solution to a complex problem

151
Q

What is bias

A

Assignment of an undue weight to a particular idea or object

152
Q

What is design fixation

A

Means being mentally locked to a particular solution and being unable to generate alternatives

153
Q

What makes a well-defined design task

A

Design decisions, design space, objectives, constraints

154
Q

What is a wicked problem

A

Unfavourable properties of a problem are extreme to such an extent that the problem-solution alignment is not a meaningful question to ask

155
Q

What are the six reasons for a variety of design practices

A

Designers need to be creative, has multiple objectives, choices are made under uncertainty, has many contextual factors, consist of many stakeholders, design is a collaborative effort

156
Q

What is prototyping used in HCI

A

Studying the feasibility of an idea, presenting an idea in a concrete form for others

157
Q

What are the five practices for scaling up prototyping to larger projects

A

Test core concepts quickly, use maker tools to produce prototypes within the team, augment functions with videos to help communicate the point, use higher-fidelity prototypes to do systems testing, use real data if possible when simulating how the system works

158
Q

What is in-action vs out-action reflective practice

A

Reflections that occur while designing versus reflections outside of design

159
Q

What is remembering vs gathering reflective practice

A

Reflection that focuses on the past versus the collection of new materials

160
Q

What is a design rationale

A

Statement about the reasons why a particular decision was made in design

161
Q

What is design critique

A

Practice of reflection, evaluation, knowledge sharing and accountability

162
Q

What are the four core phases of user-centered design processes

A

User research, requirements, design, evaluation

163
Q

What are the ten phases of usability engineering

A

Know the user, competitive analysis, setting usability goals, design stage, coordinated design, guidelines and heuristics, prototyping, empirical user testing, iterative design, collecting feedback from the field

164
Q

What is agile development

A

Emphasis on rapid iteration or design sprints over requirements-based engineering

165
Q

What are the five stages of human factors engineering

A

Ideation, requirements, design, testing, maintenance

166
Q

What is a task diagram

A

Hierarchical representation of tasks and conditions for carrying them out

167
Q

What is an information diagram

A

Representation of documentation as nodes and relationships between them as links

168
Q

What is an organisational diagram

A

Representation of people and their roles in an organisation

169
Q

What is a system diagram

A

To understand how data is transformed through processes in the system, shows where data is stored

170
Q

What is a process diagram

A

Shows how series and parallel processes and activities are structured as a series of steps

171
Q

What is a communication diagram

A

Way to represent flow of information between users

172
Q

What is functional modelling

A

Allows the design team to reason about required functionality without premature commitment to a specific solution

173
Q

What is a function in functional modelling

A

A solution-neutral description of what a system needs to carry out

174
Q

What is a function carrier in functional modelling

A

A solution that specifies how a system might carry out a function

175
Q

What is a FAST diagram

A

Function analysis systems technique. Decomposes higher-order functions at a higher abstraction level to lower-order functions at lower abstraction level

176
Q

Describe the axes of a FAST diagram

A

Horizontal is level of abstraction, high on the left (lower abstraction means more concrete design). Vertical axis is time

177
Q

What is a morphological chart

A

Table which each row is a function and each column is a different solution for that function

178
Q

What is concept evaluation

A

Score conceptual designs against relevant criteria

179
Q

What is verification

A

Process of ensuring requirements have been met

180
Q

What is validation

A

Process of ensuring the system is fulfilling its purpose for the intended users

181
Q

What is a VCRM

A

Verification cross-reference matrix. Row-by-row method for how to verify individual requirements

182
Q

What are the columns of a VCRM

A

Requirement ID, requirement, verification method, allocation, success criteria

183
Q

What are some verification methods

A

Inspection, demonstration, test, analysis

184
Q

What is a mistake

A

Error due to an incorrect intention

185
Q

What is a slip

A

Error due to user failing to carry out an action correctly

186
Q

What is the SRK model

A

Skills, Rules and Knowledge. Model to understand the performance of skilled users

187
Q

What are signals in SRK model

A

Continuous control signals that affect skill-based behaviour

188
Q

What are signs in SRK model

A

Perceived information to guide the user’s actions

189
Q

What are symbols in SRK model

A

Relates concepts to functional properties of the system

190
Q

What is the equation for risk

A

Risk = likelihood x impact

191
Q

What are the five steps for risk management

A

Hazard identification, risk estimation, risk evaluation, risk control, risk monitoring

192
Q

What is the SWIFT technique

A

Structured What-IF Technique. Team-based risk assessment method to ask questions to stimulate thinking about risks

193
Q

What is an example set of columns for a SWIFT analysis

A

Identifier, what-if question, hazard and risk, relevant controls, risk ranking, action notes

194
Q

What is FMEA analysis

A

Failure Mode and Effects Analysis. Analyse human error at both individual and team level

195
Q

What is an example set of columns for FMEA analysis

A

Identifier, component, failure mode, causes, probability, severity, risk, recovery, action notes

196
Q

What is a fault tree

A

Diagrammatic method for identifying and analysing factors contributing to a fault

197
Q

What is a risk matrix and what are the axes

A

A simple technique for communicating risk. The two axes are impact and likelihood

198
Q

What is a macro

A

A collection of user actions grouped together into a program

199
Q

What are formal methods

A

Methods that use rigorous mathematical models to specify, develop and verify a system

200
Q

What are Nielson’s heuristics (meaning rules of thumb)

A

Visibility of system, match between system and real world, user control and freedom, consistency, error prevention, recognition rather than recall, flexibility, minimalist design, help diagnose errors, documentation

201
Q

How to report usability problems

A

Frequency, severity rating, persistence, cause, redesign suggestion

202
Q

What is KLM in KLM-GOMS

A

KLM = keystroke level model

203
Q

What is GOMS in KLM-GOMS

A

Goals, operators, methods, selection rules

204
Q

What is KLM-GOMS

A

Subset of GOMS that only includes operators and methods. KLM predicts task completion times by summing up execution times for different operators

205
Q

What are some KLM-GOMS standard operators

A

K, T(N), P, B, BB, H, M, W(t)

206
Q

What is K in KLM-GOMS operators

A

Key on keyboard = 0.28s

207
Q

What is T(n) in KLM-GOMS operators

A

Type sequence of n characters = n x K

208
Q

What is P in KLM-GOMS operators

A

Point mouse to target on display = 1.1s

209
Q

What is B in KLM-GOMS operators

A

Press or release mouse button = 0.1s

210
Q

What is BB in KLM-GOMS operators

A

click (down then up_ of mouse button = 0.2s

211
Q

What is H in KLM-GOMS operators

A

Move hands between mouse and keyboard = 0.4s

212
Q

What is M in KLM-GOMS operators

A

Mental act of routine thinking = 1.2s

213
Q

What is W(t) in KLM-GOMS operators

A

Wait time for system response = t

214
Q

What is a research hypothesis

A

Statement that links changes in independent variables to dependent variabls

215
Q

What is between-subjects experimental design

A

Participants are only exposed to one condition in the experiment

216
Q

What is within-subject experimental design

A

Participants are exposed to all conditions in the experiment

217
Q

What is a latin square

A

n different conditions are positioned in an nxn array so that every condition occurs exactly once in every row and every column

218
Q

What is an asymmetrical skill-transfer effect

A

This effect arises when exposure to one condition induces more learning that the other condition

219
Q

What is internal validity

A

Measured changes in the dependent variables are solely due to changes in the independent variables

220
Q

What is external validity

A

The experimental task is generalisable to a wide variety of usage contexts outside the experimental setting

221
Q

What are other evaluation methods

A

Field evaluation of prototypes, pilot studies, deployment studies, think-aloud studies

222
Q

Describe the two-axis model of collaboration technology

A

Left: synchronous, Right: asynchronous, Top: co-located, Bottom: Remote

223
Q

What is in the synchronous co-located box in the two-axis model for collaboration technology

A

Tabletop group interaction

224
Q

What is in the asynchronous co-located box in the two-axis model for collaboration technology

A

Public display message board

225
Q

What is in the synchronous remote box in the two-axis model for collaboration technology

A

Video conferencing

226
Q

What is in the asynchronous remote box in the two-axis model for collaboration technology

A

Email

227
Q

What is between-subjects design

A

Participants are only exposed to one condition in the experiment

228
Q

What is within-subjects design

A

Participants are exposed to all conditions in the experiment

229
Q

What are the sections of the Business Model Canvas

A

Key partners, key activities, key resources, value propositions, customer relationships, customer segments, channels, cost structure, revenue streams

230
Q

What are the user research strategy principles

A

Tradeoff between realism precision generalisability, triangulation (multiple research methods to study same phenomenon), research method bounds what can be learned from them

231
Q

What is the say/do problem

A

What users say they do might differ from what they
actually do

232
Q

What are system-based automation evaluation criteria

A

Automation reliability, costs of decision and action outcomes

233
Q

What are some market types

A

Existing marking, new market, low-cost proposition, niche proposition, international idea arbitrage

234
Q

Describe the deployment pipeline for CI/CD

A

First stage: developers commit changes to main repository, compiles code, tests, creates installers. Second stage: longer running automated acceptance tests. Third: pipeline branches to independent deployment of builds to different environment, tester should see all release builds