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]