Exam 1 review Flashcards

1
Q

What is included in the gulf of evaluation?

A

Perception
Interpretation
Evaluation

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2
Q

What is included in the gulf of execution?

A

Intention
Action plan
Execution

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3
Q

What does the wheel consist of?

A

Analyze
Design
Implement
Evaluate

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4
Q

What is the wheel also called?

A

UX life-cycle

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5
Q

Define: UX Analysis

A

The analysis of the users’ current work flow and activities to understand the users’ work domain, needs, and desires

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6
Q

What is UX Analysis also known as?

A

Requirements analysis

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7
Q

What are the key aspects of UX analysis?

A

Learn about the people themselves

Understanding the current work process

Studying the environment that they work in

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8
Q

What should you do for people in UX analysis?

A

Offer convenient and satisfying functionality

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9
Q

What should you do for process in UX analysis?

A

Offer functionality that meets the needs of the work

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10
Q

What should you do for environment in UX analysis?

A

Offer functionality that improves upon the artifacts and tools they currently use

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11
Q

Define: Contextual Inquiry

A

The gathering of detailed data on the work practices of users

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12
Q

Define: Contextual Analysis

A

The identification, sorting, organization, interpretation, consolidation, and communication of contextual inquiry data

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13
Q

Define: Requirements extraction

A

The process of identifying needs and requirements from the contextual analysis

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14
Q

Define: Model Construction

A

The process of creating models of the users, processes, and environment based on the extracted requirements

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15
Q

Define: Work Activity Note

A

a simple and succinct statement about a single concept, topic, or issue synthesized from the work activity data

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16
Q

T/F Each work activity note is tagged with a source ID

A

T

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17
Q

Each activity work note should be…

A

Compact and concise

Complete and self-standing

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18
Q

T/F Work activity notes should not use pronouns

A

T

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19
Q

T/F Each work activity note should use work roles to represent persons

A

T

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20
Q

What is requirements extraction about?

A

Developing requirements statements

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21
Q

Define: Requirement statements

A

A statement that describes some feature or functionality required by users for a particular category of tasks, and usually corresponds to one or more work activity notes.

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22
Q

How is a requirements statement structured

A

Name of major feature or category

Name of second-level feature or category

Requirements statement [IDs of relevant notes]

Rationale (If useful)

Note (Optional)

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23
Q

What is model construction about?

A

The users, their processes, and their environment

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24
Q

Define: Design thinking

A

An approach to creating a product to evoke a particular user experience

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25
Q

Define: Conceptual Design

A

The communication of a mental model of a design vision through a theme, notion, or metaphor

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26
Q

Define: Design Production

A

The refinement of a design through multiple iterations, each more refined than the previous

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27
Q

What are the three primary tools for design thinking?

A

User personas

Ideation

Sketching

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28
Q

Define: User Persona

A

A pretend or “hypothetical archetype” user

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29
Q

What does a user persona represent?

A

A specific person in a specific work role with specific user class characteristics

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30
Q

Define: User Class

A

A description of the relevant characteristics of the user population who can take on a specific work role

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31
Q

T/F Each persona is a story and description of a specific individual who has a name, a life, and a personality

A

T

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32
Q

What are the tools for aiding the conceptual design process?

A

Metaphors

Design scenarios

Sequence models

Storyboards

Physical mockups

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33
Q

Define: Metaphor

A

An analogy to explain unfamiliar concepts using familiar or conventional knowledge

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34
Q

List 3 different perspectives of metaphors

A

Ecological perspective

Interaction perspective

Emotional perspective

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35
Q

Define: Scenario

A

A written outline giving details of a story line plot and individual scenes of the story

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36
Q

What does a scenario focus on?

A

Needs, goals, and concerns of users

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37
Q

What are design scenarios used for?

A

Brainstorming and to communicate concepts to stakeholders

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38
Q

T/F Design scenarios are the same as usage scenarios used during analysis

A

F, they are different

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39
Q

Define: Storyboard

A

A sequence of visual “frames” illustration the interplay between a user and an envisioned system

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40
Q

T/F Storyboards could be thought of as a comic-book style illustration of a design scenario, with a dialogue showing sequences of flow from frame to frame

A

T

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41
Q

Define; Physical mockup

A

A tangible, three-dimensional, physical prototype or a model of a device or product

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42
Q

What can be used during exploration and evaluation to simulate physical interaction?

A

Physical mockup

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43
Q

List the pros of prototyping

A

Concrete communication of designs

Allow for test drives and evaluations of design

Provide project visibility and buy-in

Help transitions from the old system to the new

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44
Q

List the cons of prototyping

A

Can potentially sour the client on the design due to limitations of the prototype

Can promise more than what will be delivered in the final product due to prototype “magic”

Can lead to overworking a prototype instead of progressing forward

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45
Q

Define: Horizontal Prototype

A

A prototype very broad in features, but offers less depth in its coverage of functionality

46
Q

Define: Vertical Prototype

A

A prototype that contains as much depth of functionality as possible for one feature

47
Q

Define: T Prototype

A

A prototype that realized as much of the design at a shallow level but covers a few features in depth

48
Q

Define: Local Prototype

A

A prototype limited in breadth and depth and used to evaluate design alternatives for a particular isolated interaction detail

49
Q

Define: Fidelity

A

The degree of exactness with which the intended product is realized in a prototype

50
Q

Define: Low-Fidelity Prototype

A

A prototype that provides impressions of the intended design

51
Q

Define: Interactivity

A

The degree of exactness with which interactions are realized in a prototype

52
Q

Define: Quantitative

A

Numeric data regarding the user experience

53
Q

What is an example of quantitative data?

A

Number of errors made by a user during a

benchmark task

54
Q

What is the pro of quantitative data?

A

Easy to process and analyze

55
Q

What is the con of quantitative data?

A

Provides limited information

56
Q

Define: Qualitative

A

Non-numeric, descriptive data describing the user experience

57
Q

What is the pro of qualitative data?

A

Provides rich information

58
Q

What is the con of qualitative data?

A

Difficult to process and analyze

59
Q

What is an example of qualitative data?

A

A user’s verbal recount of thoughts and actions

taken during a benchmark task

60
Q

Define: Objective

A

Data observed directly by an evaluator or an observer

61
Q

What is an example of objective?

A

Number of errors made by a user during a task

62
Q

What is the pro of objective?

A

Does not vary among observers

63
Q

What is the con of objective?

A

Does not provide insight to the user’s opinion

64
Q

Define: Subjective

A

Data that represents an opinion, judgment, or other

personally based feedback

65
Q

What is an example of subjective?

A

A user’s satisfaction rating for a user interface

66
Q

What is the pro of subjective?

A

Provides insight to the user’s opinion

67
Q

What is the con of subjective?

A

Varies from person to person

68
Q

Define: Formative Evaluation

A

Helps to form the design

69
Q

Define: Summative Evaluation

A

Helps to sum up the design

70
Q

Define: Formal Evaluation

A

Typified by controlled hypothesis testing with an m by n
factorial design, x independent variables, y dependent
variables, and complex statistical methods

71
Q

Define: Informal Evaluation

A

Typified by ad hoc testing without experimental controls, with
smaller numbers of participants, and only summary
descriptive statistics

72
Q

Formal evaluations are ____-oriented

A

Science

73
Q

Informal evaluations are ____-oriented

A

Engineering

74
Q

Define: Rapid Evaluation

A

An evaluation method that is fast and less expensive, but at the cost
of being less effective

75
Q

Define: Rigorous Evaluation

A

An evaluation method that maximizes effectiveness and minimizes
the risk of errors, regardless of speed or cost

76
Q

Define: Lab-based Study

A

Controls the environment to limit distractions

77
Q

Define: Field Study

A

Uses the real work context to improve ecological validity

78
Q

Define: Ecological Validity

A

The realism with which an experimental design matches

the user’s real work context

79
Q

Give an example of high ecological validity

A

Testing a new web browser at the client’s location while

completing other everyday tasks

80
Q

Give an example of low ecological validity

A

Testing a new web browser in a lab while instructing the

user what tasks to complete

81
Q

Define: Analytic Evaluation

A

An evaluation based on analyzing the inherent
attributes of the design rather than observing the
design in use

82
Q

Define: Empirical Evaluation

A

An evaluation based on data collected while

observing real user participants using the design

83
Q

What does an empirical evaluation require?

A

Participants representative of the end users

84
Q

What is an analytic evaluation conducted with?

A

UX experts

85
Q

Define: Likert Scale

A

A range of values describing an attribute that is the focus of a
question

86
Q

What are the extreme values in a Likert scale called?

A

Anchors

87
Q

Define: Perception

A

Receiving sensory stimuli from the environment

88
Q

Define: Cognition

A

Processing stimuli and memories to understand the

environment

89
Q

Define: Motor Skills

A

Physically executing actions selected by cognition

90
Q

List the things the human perception is biased by

A

Past and our experiences

Present and the current context

Future and our goals

91
Q

Define: Gestalt Principles

A

Visual phenomena optimized to see structure

92
Q

What are examples of the gestalt principle?

A

Whole shapes

Figures

Objects

93
Q

T/F We have high resolution at the fovea

A

T

94
Q

Define: Semantic

A

Memory regarding facts and relationships

95
Q

Define: Episodic

A

Memory records of past events

96
Q

Define: Procedural

A

Memory of action sequences

97
Q

Define: Working memory

A

Our current attention and prior knowledge

98
Q

What is Fitts’ Law?

A

Pointing time depends on distance (D) and the

width (W) of the target

99
Q

What’s an application of steering law?

A

Context menus

100
Q

Define: Input device

A

A physical device that allows communication from

the user to the computer via sensors

101
Q

What are the six categories of input devices?

A

Desktop input

Screen-based Input

Tracking

3D Mice

Special-purpose input

Direct human input

102
Q

List six types of motion trackers

A

Magnetic

Mechanical

Acoustic

Inertial

Optical

Hybrid

103
Q

Define: Output Devices

A

Physical devices allowing communication

from the computer to the user via the senses

104
Q

List the types of visual displays

A

Monitor

Head-mounted display

Surround-screen display

Workbench

Hemispherical display

Arm-mounted display

Retinal display

Volumetric display

105
Q

List the types of auditory displays

A

Headphones

External speakers

106
Q

List the types of haptic displays

A

Ground-references

Body-referenced

Tactile

Combination

Passive

107
Q

What are the categories of design guidelines?

A

Eight golden rules

Providing indications

Organizing the user interface

Displaying information

Directing attention

108
Q

List the eight golden rules

A

Consistency

Universal usability

Informative feedback

Design dialogs to yield closure

Prevent errors

Easy reversal of actions

Internal locus of control

Reduce short-term memory load

109
Q

List the principles used to afford the formation of user goals and actions

A

Modes

Reverse actions

Shortcuts

Requirements

Beginning tasks

User progress

System progress

Task completion

Exits

110
Q

List the goals of organizing the user interface

A

Capitalize on patterns

Group similar elements

Reduce memory load

Provide multiple views

Provide flexibility

111
Q

List the information concerns for displaying information

A

Consistency

Formatting

Colors

Legibility

Understandability

Compatibility

Overload

112
Q

List the methods of directing attention

A

Intensity

Marking

Size

Font

Color

Blinking

Audio