HCI Flashcards
Technology changes interaction style (T/F)
True
Design is ……..
achieving goals within constraints
Golden rule of design is
understand your materials
When designing GUI applications the materials are
1-
2-
[Understand Computer]
[Understand People]
We should design for human error (T/F)
True
The steps of design process is: 1- 2- 3- 4- 5-
1-[requirements] 2-[analysis] 3-[design] 4-[iteration and prototyping] 5-[implementation and deployment]
The requirements analysis phase of design process is achieved through
1-
2-
1-[what is there/currently happening]
2-[what exactly is needed]
The analysis phase of design process is achieved through:
1-
2-
1-[ordering results]
2- [understanding]
The design phase of design process is achieved through:
1-
2-
1-[what to do]
2-[how to decide]
To achieve usability, major concern is to decide
……………………………… not ………………………….
decide [what to fix]
not [finding problems and fixing them].
A perfect system is badly designed [T/F]
True
A perfect system is badly designed because…………………………….
too good system needs too much effort in design
The persona used in interface design has to be a real life person [T/F]
False
In design scenarios are used to:
1-
2-
3-
1-[communicate with others]
2-[validate other models]
3-[understand dynamics]
Scenarios are not linear [T/F]
F
Scenario linearity pros
1-
2-
3-
[life and time are linear]
[easy to understand (stories and narrative are natural)]
[concrete (errors less likely)]
Scenario linearity cons:
1-
2-
[no choice, no branches, no special conditions]
[miss the unintended]
Scenario linearity can be overcome by
1-
2-
[use several scenarios]
[use several methods]
The four levels of navigation design: 1- 2- 3- 4-
[widget choice]
[screen design]
[application navigation design]
[environment]
In case of web, these levels correspond to:
widget choice:………(1)………
screen design:……….(2)……….
navigation design: ……….(3)……….
environment: ……….(4)……….
1-elements and tags <a href="%E2%80%9C...%E2%80%9D"> 2-page design 3-site structure 4- the web, browser, external links </a>
In case of physical device,, these levels correspond to:
widget choice:………(1)………
screen design:……….(2)……….
navigation design: ……….(3)……….
environment: ……….(4)……….
1-controls (buttons, knobs, dials…)
2-physical layout
3-modes of device
4- the real world
The four golden rules of navigation are (what the user should know when navigating): 1- 2- 3- 4-
1-[knowing where you are]
2-[knowing what you can do]
3-[knowing where you are going]
4-[knowing where you’ve been]
Miller’s 7 ± 2 should be used when determining the menu size [T/F]
[F] misuse, can be reach 60
Function follows form in interaction design [T/F]
[F] form follows function
In screen design and layout, the available tools are: 1- 2- 3- 4- 5-
[grouping of items] [order of items] [decoration - fonts, boxes etc.] [alignment of items] [white spaces between items]
Affordance for physical objects means …………………………
[shape and size suggest actions]
Paper presentation principles are not used when designing information presentation in computer systems. [T/F]
[F]
Aesthetics and utility never conflict when presenting information to the user. [T/F]
[F]
In design beauty and utility may conflict but can work together [T/F]
[T]
In interaction, color can be used alone to convey information [T/F]
[F]
Color and 3D effects need to be used extensively when presenting complex info [T/F]
[F]
Localization & internationalization are ……….(1)……… while globalization is ………..(2)………………
1-[changing interfaces for particular cultures/languages]
2-[try to choose symbols etc. that work everywhere]
For localization & internationalization, use ………………. instead of literal text
[resource database]
For iterative prototyping in design, we need:
1-………….
2-……………
to avoid the pitfalls of prototyping.
1-[a good start point]
2-[understand what is wrong]
Designing for usability occurs as a single isolated activity [T/F]
[F] all stages
In software design, verification is………(1)…………., while validation is ………..(2)………
1- [design the product right]
2-[design the right product]
…………. is making sure that we are designing the right product.
[Validation]
When deploying software the formality gap occurs due to ………………..
[validation relays on subjective means of proof]
The life cycle for interactive systems can be represented by waterfall models [T/F]
[F] a lot of feedbacks
Two problems with usability specification are:
1-
2-
1-[requires level of detail that may not be possible early in design]
2-[Satisfying a usability specification does not necessarily satisfy usability]
In traditional usability categories effectiveness
…………(1)………… ,
efficiency ……………(2)…………
and satisfaction………..(3)…………….
1-[can you achieve what you want to]
2-[can you do it without wasting effort]
3- [do you enjoy the process]
Measuring the learnability of a certain software:
Effectiveness measures: …………..(1)……………
Efficiency measures: …………..(2)……………
Satisfaction measures: …………..(3)……………
1-[Percentage of functions learned]
2-[Time to learn criterion]
3-[Rating scale for ease of learning]
The inherited problems of a incomplete requirements can be overcome by ………………..
[Iterative design]
Three types of prototypes:
1-
2-
3-
1-[throw-away]
- [incremental]
- [evolutionary]
Management issues with iterative design through prototyping are: 1- 2- 3- 4-
1-[time]
2-[planning]
3-[non-functional features]
4-[contracts]
Three benefits of design rationale: 1- 2- 3- 4- 5- 6-
1-[communication throughout life cycle]
2-[reuse of design knowledge across products]
3-[enforces design discipline]
4-[presents arguments for design trade-offs]
5-[organizes potentially large design space]
6-[capturing contextual information]
Process oriented design rationale emphasize post-hoc structuring of considered design alternatives [T/F]
[F] Structure-oriented
When designing, standards are more general than guidelines. [T/F]
[F] guidelines more general than standards
Sort the following types of design rules:
a) Principles b) Standards c) Guidelines, according to:
Authority: ……………
Generality/ Application: ………………
Authority: [low to high] → [Principles - Guidelines - Standards]
Generality/ Application: [low to high] → [Standards - Guidelines - Principles]
Immediate honesty is easier to achieve when using the command line paradigm, than when using direct manipulation. [T/F]
[F]
GUI immediate honesty is easier to achieve than the command line Interface. [T/F]
[T]
GUI software is usually user preemptive. [T/F]
[T]
Modal dialog boxes are an example of user preemptive [T/F]
[F]
Task migratability is appropriate when using a spell checker. [T/F]
[T]
Adaptability is the modifiability of the user interface by the system [T/F]
[F]
Detailed guidelines (style guides) applicable during later life cycle activities [T/F]
[T]
A design pattern represent design knowledge at one level [T/F]
[F]
We evaluate both the design and the implementation [T/F]
[T]
We don’t need to evaluate both the design and the implementation, only one of them suffices.[T/F]
[F]
Evaluation should be considered at late stages in the design life cycle. [T/F]
[F]
Evaluation should be performed at all stages in the design life cycle.[T/F]
[T]
Evaluation aren’t used to identify specific problems [T/F]
[F]
To evaluate how well does the design lead the user to generate the correct goals we can use …………..
[cognitive walkthrough].
Two example of usability criteria proposed by Nielsen are:
1-
2-
3-
1-[system behavior is predictable]
2-[system behavior is consistent]
3-[feedback is provided]
Design rationale cannot provide useful information [T/F]
[F]
Evaluating through user participation using laboratory studies advantages are:
1-
2-
[specialist equipment available]
[uninterrupted environment]
Evaluating through user participation using laboratory studies disadvantages are:
1-
2-
[lack of context]
[difficult to observe several users cooperating]
If we want to retain context, then field evaluation studies are preferred over laboratory evaluation studies [T/F]
[T]
Evaluating implementation always requires full implementation [T/F]
[F] both prototypes, full implementation
The experimental factors to consider when designing an evaluation experiment are: 1- 2- 3- 4-
1-[Subjects] (who – representative, sufficient sample)
2-[Variables] (things to modify and measure, dependent, independent)
3-[Hypothesis] (what you’d like to show)
4-[Experimental design] (how you are going to do it)
In an experiment to evaluate an implementation, an example of a dependent variable is ………(1)……… and example of independent variable is……….(2)…………and an example of a hypothesis is ………..(3)……….
1-[time taken , number of errors]
2- [interface style, number of menu items]
3-[error rate will increase as font size decreases].
In an experiment, our aim is usually to prove the null hypothesis [T/F]
[F]disprove it
In a “within groups” design, each subject performs the experiment under each condition [T/F]
[T]
In a “between groups” design, no transfer of knowledge occurs [T/F]
[T]
Before you start to do any statistics, you need to:
1-
2-
1-[look at data]
2. [save original data]
Non-parametric statistical tests assume normal distribution [T/F]
[F]parametric → normal distribution
Problems with data gathering are:
1-
2-
1-[synchronization]
2.[sheer volume]
Statistical tests usually address the question: how accurate is the estimate measured in the experiment
[T/F]
[F]
Single-user experiments are more difficult than experimental studies on groups [T/F]
[F]
Controlled experiments may waste time [T/F]
[T]
Allowing the user to think aloud has the disadvantages of:
1-
2-
3-
[subjective]
[selective]
[act of describing may alter task performance]
Questionnaires are more flexible than interviews in evaluation [T/F]
[F]
In eye tracking during an experiment, we measure:
1-
2-
3-
1-[fixations]: eye maintains stable position. Number and duration indicate level of difficulty with display
2-[saccades]: rapid eye movement from one point of interest to another
3-[scan paths]: moving straight to a target with a short fixation at the target is optimal
Cognitive models follow aspects of user: 1- 2- 3- 4-
1-[understanding]
2-[knowledge]
3-[intentions]
4-[processing]
Goals are internal, while ……….. are external
[actions]
GOMS stands for: …………
GOMS stands for: (2015) G: [Goals] O: [Operators] M: [Methods] S: [Selection]
Production rules are on the form ……………
[if condition then action]
Problems with goal hierarchies model are:
1-
2-
3-
[a post hoc technique]
[expert versus novice]
[How cognitive are they]
A better measure of the complexity of the BNF model than the number of rules is …………
[Number of + and | operators]
TAG was introduced as an enhancement of the BNF to: (one reason only) 1- 2- 3- 4-
[Making consistency more explicit]
[Encoding user’s world knowledge]
[Parameterized grammar rules]
[Nonterminals are modified to include additional semantic features]
TAG models overcome BNF models complications such as:
1-
2-
3-
[same syntax for different semantics]
[no reflection of user’s perception]
[minimal consistency checking]
In Buxton’s 3-state model, the mouse is a device that has all 3 states. [T/F]
[F]
In Buxton’s 3-state model,
the mouse is a…………(1)…….,
a light pen is a ………….(2) ……….and
touch screen is a ……….(3)…………..
1-[state 1-2 device]
2-[state 0-1-2]
3- [state 0-1]
Physical and device models address user task execution [T/F]
[T]
Keystroke Level Model physical motor operators are: 1- 2- 3- 4- 5-
1-[K - keystroking] 2-[B - Mouse button press] 3-[P - pointing] 4-[H - homing] 5-[D - drawing]
Most cognitive models deal with user observation and perception [T/F]
[F]
KLM addresses only the execution part of the task [T/F]
[T]
System analysis focuses on system design, while task analysis focuses on ………
[the user].
Some heuristics, given initial HTA (textual or diagram) to check/ improve it: 1- 2- 3- 4-
[paired actions]
[restructure]
[balance]
[generalize]
In HTA, waiting is part of the plan if …………(1)………..,and part of the task if………..(2)……………..
1-[if end of delay is the event]
2- [if ‘busy’ wait].
Objects have taxonomy but actions do not [T/F]
[F]both have
In Entity relationship techniques of task analysis, we associate with each action: (2015)
………(1)……….– who performs the actions
………(2)………. – which is changed by the action
………(3)……….– used to perform action
1-[agent]
2-[patient]
3-[instrument]
Conceptual manuals are developed from HTA description
[T/F]
[F] procedural from HTA, conceptual from knowledge or entity–relations based
Procedural manuals are good for open-ended tasks[T/F]
[F] conceptual
Existing tasks sequences guide default choices[T/F]
[F]task frequency guides default choices, task sequences guide dialogue design
Shneiderman’s 8 Golden Rules are
1- Strive for consistency 2- Enable frequent users to use shortcuts 3- Offer informative feedback 4- Design dialogs to yield closure 5- Offer error prevention and simple error handling 6- Permit easy reversal of actions 7- Support internal locus of control 8- Reduce short-term memory load
Norman’s 7 Principles are
1- Use both knowledge in the world and knowledge in the head.
2- Simplify the structure of tasks.
3- Make things visible: bridge the gulfs of Execution and Evaluation.
4- Get the mappings right.
5- Exploit the power of constraints, both natural and artificial.
6- Design for error.
7- When all else fails, standardize.
Prototyping Techniques:
1-
2-
3-
1-Storyboards: can be animated, not computer based
2- Limited functionality simulations
3- Warning about iterative design
Goals of evaluation
1-
2-
3-
- Assess extend of system functionality
- Assess effect of interface on user
- Identify specific problems
Evaluating through user participation using Field studies advantages are:
1-
2-
3-
- natural environment
- context retained
- longitudinal studies possible
Evaluating through user participation using Field studies disadvantages are:
1-
2-
- distraction
- noise
In Physiological during an experiment, we measure: 1- 2- 3- 4-
heart activity, blood pressure, volume, pulse
- sweat glands: GSR (Galvanic skin response)
- electrical activity in muscle
- electrical activity in brain: Electo-en-ce-phalo-gram (EEG)