HCI Flashcards

1
Q

Technology changes interaction style (T/F)

A

True

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2
Q

Design is ……..

A

achieving goals within constraints

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3
Q

Golden rule of design is

A

understand your materials

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4
Q

When designing GUI applications the materials are
1-
2-

A

[Understand Computer]

[Understand People]

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5
Q

We should design for human error (T/F)

A

True

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6
Q
The steps of design process is:
1-
2-
3-
4-
5-
A
1-[requirements]
2-[analysis]
3-[design]
4-[iteration and prototyping]
5-[implementation and deployment]
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7
Q

The requirements analysis phase of design process is achieved through
1-
2-

A

1-[what is there/currently happening]

2-[what exactly is needed]

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8
Q

The analysis phase of design process is achieved through:
1-
2-

A

1-[ordering results]

2- [understanding]

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9
Q

The design phase of design process is achieved through:
1-
2-

A

1-[what to do]

2-[how to decide]

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10
Q

To achieve usability, major concern is to decide

……………………………… not ………………………….

A

decide [what to fix]

not [finding problems and fixing them].

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11
Q

A perfect system is badly designed [T/F]

A

True

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12
Q

A perfect system is badly designed because…………………………….

A

too good system needs too much effort in design

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13
Q

The persona used in interface design has to be a real life person [T/F]

A

False

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14
Q

In design scenarios are used to:
1-
2-
3-

A

1-[communicate with others]
2-[validate other models]
3-[understand dynamics]

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15
Q

Scenarios are not linear [T/F]

A

F

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16
Q

Scenario linearity pros
1-
2-
3-

A

[life and time are linear]
[easy to understand (stories and narrative are natural)]
[concrete (errors less likely)]

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17
Q

Scenario linearity cons:
1-
2-

A

[no choice, no branches, no special conditions]

[miss the unintended]

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18
Q

Scenario linearity can be overcome by
1-
2-

A

[use several scenarios]

[use several methods]

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19
Q
The four levels of navigation design: 
1-
2-
3-
4-
A

[widget choice]
[screen design]
[application navigation design]
[environment]

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20
Q

In case of web, these levels correspond to:
widget choice:………(1)………
screen design:……….(2)……….
navigation design: ……….(3)……….
environment: ……….(4)……….

A
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>
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21
Q

In case of physical device,, these levels correspond to:
widget choice:………(1)………
screen design:……….(2)……….
navigation design: ……….(3)……….
environment: ……….(4)……….

A

1-controls (buttons, knobs, dials…)
2-physical layout
3-modes of device
4- the real world

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22
Q
The four golden rules of navigation are (what the user should know when navigating):
1-
2-
3-
4-
A

1-[knowing where you are]
2-[knowing what you can do]
3-[knowing where you are going]
4-[knowing where you’ve been]

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23
Q

Miller’s 7 ± 2 should be used when determining the menu size [T/F]

A

[F] misuse, can be reach 60

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24
Q

Function follows form in interaction design [T/F]

A

[F] form follows function

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25
Q
In screen design and layout, the available tools are:
1-
2-
3-
4-
5-
A
[grouping of items]
[order of items]
[decoration - fonts, boxes etc.]
[alignment of items]
[white spaces between items]
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26
Q

Affordance for physical objects means …………………………

A

[shape and size suggest actions]

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27
Q

Paper presentation principles are not used when designing information presentation in computer systems. [T/F]

A

[F]

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28
Q

Aesthetics and utility never conflict when presenting information to the user. [T/F]

A

[F]

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29
Q

In design beauty and utility may conflict but can work together [T/F]

A

[T]

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30
Q

In interaction, color can be used alone to convey information [T/F]

A

[F]

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31
Q

Color and 3D effects need to be used extensively when presenting complex info [T/F]

A

[F]

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32
Q

Localization & internationalization are ……….(1)……… while globalization is ………..(2)………………

A

1-[changing interfaces for particular cultures/languages]

2-[try to choose symbols etc. that work everywhere]

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33
Q

For localization & internationalization, use ………………. instead of literal text

A

[resource database]

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34
Q

For iterative prototyping in design, we need:
1-………….
2-……………
to avoid the pitfalls of prototyping.

A

1-[a good start point]

2-[understand what is wrong]

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35
Q

Designing for usability occurs as a single isolated activity [T/F]

A

[F] all stages

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36
Q

In software design, verification is………(1)…………., while validation is ………..(2)………

A

1- [design the product right]

2-[design the right product]

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37
Q

…………. is making sure that we are designing the right product.

A

[Validation]

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38
Q

When deploying software the formality gap occurs due to ………………..

A

[validation relays on subjective means of proof]

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39
Q

The life cycle for interactive systems can be represented by waterfall models [T/F]

A

[F] a lot of feedbacks

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40
Q

Two problems with usability specification are:
1-
2-

A

1-[requires level of detail that may not be possible early in design]
2-[Satisfying a usability specification does not necessarily satisfy usability]

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41
Q

In traditional usability categories effectiveness
…………(1)………… ,
efficiency ……………(2)…………
and satisfaction………..(3)…………….

A

1-[can you achieve what you want to]
2-[can you do it without wasting effort]
3- [do you enjoy the process]

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42
Q

Measuring the learnability of a certain software:
Effectiveness measures: …………..(1)……………
Efficiency measures: …………..(2)……………
Satisfaction measures: …………..(3)……………

A

1-[Percentage of functions learned]
2-[Time to learn criterion]
3-[Rating scale for ease of learning]

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43
Q

The inherited problems of a incomplete requirements can be overcome by ………………..

A

[Iterative design]

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44
Q

Three types of prototypes:
1-
2-
3-

A

1-[throw-away]

  1. [incremental]
  2. [evolutionary]
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45
Q
Management issues with iterative design through prototyping are: 
1- 
2- 
3- 
4-
A

1-[time]
2-[planning]
3-[non-functional features]
4-[contracts]

46
Q
Three benefits of design rationale: 
1-
2-
3-
4-
5-
6-
A

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]

47
Q

Process oriented design rationale emphasize post-hoc structuring of considered design alternatives [T/F]

A

[F] Structure-oriented

48
Q

When designing, standards are more general than guidelines. [T/F]

A

[F] guidelines more general than standards

49
Q

Sort the following types of design rules:
a) Principles b) Standards c) Guidelines, according to:
Authority: ……………
Generality/ Application: ………………

A

Authority: [low to high] → [Principles - Guidelines - Standards]
Generality/ Application: [low to high] → [Standards - Guidelines - Principles]

50
Q

Immediate honesty is easier to achieve when using the command line paradigm, than when using direct manipulation. [T/F]

A

[F]

51
Q

GUI immediate honesty is easier to achieve than the command line Interface. [T/F]

A

[T]

52
Q

GUI software is usually user preemptive. [T/F]

A

[T]

53
Q

Modal dialog boxes are an example of user preemptive [T/F]

A

[F]

54
Q

Task migratability is appropriate when using a spell checker. [T/F]

A

[T]

55
Q

Adaptability is the modifiability of the user interface by the system [T/F]

A

[F]

56
Q

Detailed guidelines (style guides) applicable during later life cycle activities [T/F]

A

[T]

57
Q

A design pattern represent design knowledge at one level [T/F]

A

[F]

58
Q

We evaluate both the design and the implementation [T/F]

A

[T]

59
Q

We don’t need to evaluate both the design and the implementation, only one of them suffices.[T/F]

A

[F]

60
Q

Evaluation should be considered at late stages in the design life cycle. [T/F]

A

[F]

61
Q

Evaluation should be performed at all stages in the design life cycle.[T/F]

A

[T]

62
Q

Evaluation aren’t used to identify specific problems [T/F]

A

[F]

63
Q

To evaluate how well does the design lead the user to generate the correct goals we can use …………..

A

[cognitive walkthrough].

64
Q

Two example of usability criteria proposed by Nielsen are:
1-
2-
3-

A

1-[system behavior is predictable]
2-[system behavior is consistent]
3-[feedback is provided]

65
Q

Design rationale cannot provide useful information [T/F]

A

[F]

66
Q

Evaluating through user participation using laboratory studies advantages are:
1-
2-

A

[specialist equipment available]

[uninterrupted environment]

67
Q

Evaluating through user participation using laboratory studies disadvantages are:
1-
2-

A

[lack of context]

[difficult to observe several users cooperating]

68
Q

If we want to retain context, then field evaluation studies are preferred over laboratory evaluation studies [T/F]

A

[T]

69
Q

Evaluating implementation always requires full implementation [T/F]

A

[F] both prototypes, full implementation

70
Q
The experimental factors to consider when designing an evaluation experiment are:
1-
2-
3-
4-
A

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)

71
Q

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)……….

A

1-[time taken , number of errors]
2- [interface style, number of menu items]
3-[error rate will increase as font size decreases].

72
Q

In an experiment, our aim is usually to prove the null hypothesis [T/F]

A

[F]disprove it

73
Q

In a “within groups” design, each subject performs the experiment under each condition [T/F]

A

[T]

74
Q

In a “between groups” design, no transfer of knowledge occurs [T/F]

A

[T]

75
Q

Before you start to do any statistics, you need to:
1-
2-

A

1-[look at data]

2. [save original data]

76
Q

Non-parametric statistical tests assume normal distribution [T/F]

A

[F]parametric → normal distribution

77
Q

Problems with data gathering are:
1-
2-

A

1-[synchronization]

2.[sheer volume]

78
Q

Statistical tests usually address the question: how accurate is the estimate measured in the experiment
[T/F]

A

[F]

79
Q

Single-user experiments are more difficult than experimental studies on groups [T/F]

A

[F]

80
Q

Controlled experiments may waste time [T/F]

A

[T]

81
Q

Allowing the user to think aloud has the disadvantages of:
1-
2-
3-

A

[subjective]
[selective]
[act of describing may alter task performance]

82
Q

Questionnaires are more flexible than interviews in evaluation [T/F]

A

[F]

83
Q

In eye tracking during an experiment, we measure:
1-
2-
3-

A

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

84
Q
Cognitive models follow aspects of user: 
1-
2-
3-
4-
A

1-[understanding]
2-[knowledge]
3-[intentions]
4-[processing]

85
Q

Goals are internal, while ……….. are external

A

[actions]

86
Q

GOMS stands for: …………

A
GOMS stands for:  (2015)
G: [Goals]
O: [Operators]
M: [Methods]
S: [Selection]
87
Q

Production rules are on the form ……………

A

[if condition then action]

88
Q

Problems with goal hierarchies model are:
1-
2-
3-

A

[a post hoc technique]
[expert versus novice]
[How cognitive are they]

89
Q

A better measure of the complexity of the BNF model than the number of rules is …………

A

[Number of + and | operators]

90
Q
TAG was introduced as an enhancement of the BNF to: (one reason only)
1-
2-
3-
4-
A

[Making consistency more explicit]
[Encoding user’s world knowledge]
[Parameterized grammar rules]
[Nonterminals are modified to include additional semantic features]

91
Q

TAG models overcome BNF models complications such as:
1-
2-
3-

A

[same syntax for different semantics]
[no reflection of user’s perception]
[minimal consistency checking]

92
Q

In Buxton’s 3-state model, the mouse is a device that has all 3 states. [T/F]

A

[F]

93
Q

In Buxton’s 3-state model,
the mouse is a…………(1)…….,
a light pen is a ………….(2) ……….and
touch screen is a ……….(3)…………..

A

1-[state 1-2 device]
2-[state 0-1-2]
3- [state 0-1]

94
Q

Physical and device models address user task execution [T/F]

A

[T]

95
Q
Keystroke Level Model physical motor operators are: 
1-
2-
3-
4-
5-
A
1-[K - keystroking]
2-[B - Mouse button press]
3-[P - pointing]
4-[H - homing]
5-[D - drawing]
96
Q

Most cognitive models deal with user observation and perception [T/F]

A

[F]

97
Q

KLM addresses only the execution part of the task [T/F]

A

[T]

98
Q

System analysis focuses on system design, while task analysis focuses on ………

A

[the user].

99
Q
Some heuristics, given initial HTA (textual or diagram) to check/ improve it:
1-
2-
3-
4-
A

[paired actions]
[restructure]
[balance]
[generalize]

100
Q

In HTA, waiting is part of the plan if …………(1)………..,and part of the task if………..(2)……………..

A

1-[if end of delay is the event]

2- [if ‘busy’ wait].

101
Q

Objects have taxonomy but actions do not [T/F]

A

[F]both have

102
Q

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

A

1-[agent]
2-[patient]
3-[instrument]

103
Q

Conceptual manuals are developed from HTA description

[T/F]

A

[F] procedural from HTA, conceptual from knowledge or entity–relations based

104
Q

Procedural manuals are good for open-ended tasks[T/F]

A

[F] conceptual

105
Q

Existing tasks sequences guide default choices[T/F]

A

[F]task frequency guides default choices, task sequences guide dialogue design

106
Q

Shneiderman’s 8 Golden Rules are

A
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
107
Q

Norman’s 7 Principles are

A

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.

108
Q

Prototyping Techniques:
1-
2-
3-

A

1-Storyboards: can be animated, not computer based
2- Limited functionality simulations
3- Warning about iterative design

109
Q

Goals of evaluation
1-
2-
3-

A
  • Assess extend of system functionality
  • Assess effect of interface on user
  • Identify specific problems
110
Q

Evaluating through user participation using Field studies advantages are:
1-
2-
3-

A
  • natural environment
  • context retained
  • longitudinal studies possible
111
Q

Evaluating through user participation using Field studies disadvantages are:
1-
2-

A
  • distraction

- noise

112
Q
In Physiological during an experiment, we measure:
1-
2-
3-
4-
A

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)