Test 2 Flashcards

1
Q

What does GOMS stand for?

A

Goals - Operators - Methods - Selection Rules

2.7.2

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2
Q

Name the two weaknesses of the GOMS model.

A

(1) Doesn’t address complexity
(2) Assumes user is an expert
2. 7.5

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3
Q

What is a strength of the GOMS model?

A

Formalize user interactions

2.7.5

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4
Q

Describe KLM-GOMS.

A

Key-level stroke

Identifies the individual operators and execution times, sums them to find complexities

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5
Q

Describe features of CMN-GOMS.

A
  • Includes submethods and conditions in a strict goal hierarchy
  • Goes down to a very detailed level, like moving text
  • Finding where there a lot of complexity in the model and trying to remove them
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6
Q

Define and describe NGOMSL

A
  • Natural GOMS Language
  • Lends itself to interpretation
  • Summarily, different ways to help us focus on where we’re asking too much of the user
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7
Q

Define Cognitivism

A

an approach to psychology that emphasizes internal thought processes

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8
Q

How are GOMS and Cognitive Task Analysis different

A
  • Argument that human reasoning is too nuanced to be so simplified into the human processor model and using things like GOMS
  • Cognitive task analysis puts a higher emphasis on attention, memory, and cognitive load
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9
Q

Define Cognitive Task Analysis

A

• Cognitive task analyses are concerned with the underlying thought process associated with performing a task

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10
Q

Why might we use a Hierarchical Task Analysis?

A

• Hierarchical task analysis can help us understand what tools already exist to support the task, which is not clear at a higher level

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11
Q

What are the two strengths of Cognitive Task Analysis?

A
  • Strength: emphasizes mental process

* Strength: formal enough for interface design

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12
Q

What are the two weaknesses of Cognitive Task Analysis?

A
  • Weakness: time-intensive
  • Weakness: may deemphasize content
  • Weakness: ill-suited for novices
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13
Q

Define Cognitive Load

A

minds ability to only deal with a certain amount of information at a time

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14
Q

Describe the link between cognitive load and distributed cognition

A

• With distributed cognition, that cognitive load is distributed across more resources

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15
Q

Define Situated Action

A

• Focuses on the context in which people interact

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16
Q

Describe the difference between Situated Action and Distributed Cognition

A

• Unlike distributed cognition, situated action isn’t interest in long-term, enduring interactions

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17
Q

What is the main takeaway from Activity Theory?

A

o Focus on activity = why is the user doing what they’re doing, what does it mean to them

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18
Q

What did Bonnie Nardi say about Activity Theory?

A

• “Activity theory offers a set of perspectives on human activity and a set of concepts for describing that activity. This, it seems to me, is exactly what HCI research needs as we struggle to understand and describe “context”, “situation”, “practice”

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19
Q

What did Bonnie Nardi say is the contracts between Activity Theory / Distributed Cognition and Situated Action?

A

• “Attention to the shaping forces of goals in activity theory and distributed cognition, be they conscious human motives or systematic goals, contrasts with the contingent, responsive, improvisatory emphasis of situated action”

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20
Q

What did Bonnie Nardi site about goals from Lave?

A

• “Goals are our musings out loud about why we did something after we have done it, goals are “retrospective and reflexive” (Lave 1988)”

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21
Q

What did Bonnie Nardi say about Activity Theory, specifically artifacts and people?

A

• “Activity theory, with its emphasis on the importance of motive and consciousness – which belong only to humans – sees artifacts and people as different.”

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22
Q

What did Bonnie Nardi say about Distributed Cognition, specifically about artifacts and people?

A

• “Distributed cognition, by contrast, views people and things as conceptually equivalent; people and artifacts are “agents” in a system”

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23
Q

What are the three goals of HCI?

A

1) Help a user with a task
2) Understand how a user does a task
3) Change the way a user does a task

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24
Q

What does “Do Artifacts Have Politics” state about nuclear power?

A

• “reliance upon nuclear power as the principal source of energy may be possible only in a totalitarian state” because of the inherent danger of the technology

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25
Q

Describe inherently political technologies from “Do Artifacts Have Politics”

A

due to their very design have political structures (e.g. nuclear power because of top-down power needed)

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26
Q

Describe a key takeaway from “Do Artifacts Have Politics” regarding what technologies carry.

A

• Technologies aren’t in themselves political, but that technologies carry with themselves necessary political adjustment

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27
Q

Describe negative change by design, including an example.

A
  • Interfaces changing behaviors can be abused
  • E.g. city planning in New York and bridges between the city and parks in Long Island along freeways, the bridges were too low for public transportation to pass under them, so as a result only people wealthy enough to own cars could get to the parks. Done intentionally to prevent poor people from visiting parks.
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28
Q

Describe an example of positive change by happenstance.

A
  • E.g. when bicycles became popular, women became more independent. Before bicycles, the main mode of transportation was horses, which were prohibitively expensive to own, so women were dependent on their husbands
  • Also changed women’s attire because it is hard to wear a dress on a bicycle
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29
Q

Describe an example of negative change by happenstance

A
  • E.g. internet

* Uses expensive infrastructure lines, which were located and used by more economically advantaged areas

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30
Q

Define value-sensitive design

A

• “Value sensitive design seeks to provide theory and method to account for human values in a principled and systematic manner throughout the design process”

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31
Q

What are fundamental features of value sensitive design, per “Value Sensitive Design and Information Systems”

A

1) Should be proactive

2) Distinguishes between usability and human value

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32
Q

Define a shallow prototype.

A

cover the whole interaction, but in a shallow way

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33
Q

Define a vertical prototype.

A

cover a narrow part of the interaction, but in a detailed way

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34
Q

Describe tradeoffs in prototyping

A

• Maximize tradeoffs by staring small with low fidelity, and designing to get feedback along the way toward higher fidelity designs

35
Q

Name the 6 types of prototypes covered by the course.

A

1) Verbal
2) Paper
3) Card
4) Wizard of Oz
5) Wireframing
6) Physical

36
Q

Which prototype(s) are revisable during interaction?

A

Verbal, paper, card

37
Q

Which prototype(s) disguises superficial details?

A

Verbal, paper, card

38
Q

Which prototype(s) simulates user interaction?

A

Card, Wizard of Oz, Wireframing, Physical

39
Q

Which prototype(s) easily distributable to remote users?

A

Wireframing

40
Q

Which prototype(s) support prototyping look and feel?

A

Wireframing, physical

41
Q

Which prototypes(s) allows mobility during evaluation?

A

Wizard of Oz, Physical prototypes

42
Q

What is multi-level prototyping?

A

• Concept that not all parts of a prototype need to be at the same fidelity level

43
Q

Name and describe the three types of evaluation.

A
  • Qualitative evaluation: Evaluation that emphasizes the totality of a phenomenon
  • Empirical evaluation: Evaluation based on numeric summaries or observations of a phenomenon
  • Predictive evaluation: Evaluation based on systematic application of pre-established principles and heuristics
44
Q

Define reliability.

A

• Reliability: Whether a measure consistently returns the same results for the same phenomenon

45
Q

Define validity

A

• Validity: Whether a measure’s results actually reflect the underlying phenomenon

46
Q

Define generalizability

A

• Generalizability: Whether a measure’s results can be used to predict phenomena beyond what it measured

47
Q

Define precision

A

• Precision: The level of detail a measure supplies (…don’t like this definition). Voice track was better, how specific some measurement is

48
Q

List the steps to evaluate a design.

A
  • Define the task
  • Define performance measures
  • Develop the experiment
  • Recruit participants
  • Do the experiment
  • Analyze the data
  • Summarize the data
49
Q

List the 5 types of qualitative feedback

A
  • Interviews
  • Think Aloud protocols
  • Focus Groups
  • Surveys
  • Post Event Protocols
50
Q

List the three ways to capture qualitative evaluation

A

Video recording, note taking, software logging

51
Q

Define treatments.

A

• Treatments: What a participant does in an experiment. These could be different interfaces, designs, colors.

52
Q

Define Between-subjects design.

A

• Between subjects design: Comparison between two groups of subjects receiving different treatments.

53
Q

Define Within-subjects design.

A

• Within subjects design: Comparison within one group experiencing multiple treatments.

54
Q

Describe weakness of Chi-Squared test for Ordinal data.

A

• Could use Chi-Squared test, but the weakness is that this test is not as sensitive to systematic changes across categories and assumes all the categories are independent

55
Q

What stat test would you use primarily for nominal data.

A

Chi-Squared

56
Q

What stat test would you use primarily for ordinal data?

A

Kolmogorov-Smirnov test

57
Q

What stat test would you use for interval/ratio data?

A

Student’s T-test

58
Q

What is repeated testing in quant evals?

A

• When comparing three categories, one approach is to test them in a pairwise fashion (1 > 2, 2 > 3, 1 > 3) which is called repeated testing

59
Q

What error is raised in repeated testing between 3 groups? Why?

A
  • However, this raises the likelihood of a Type 1 Error (False Positive): False rejection of the null hypothesis
  • The likelihood is increased because of the increased performance frequency, which changes the likelihood (uses the lottery example because the odds are changing)
60
Q

How do we approach 3 or more categories for stat analysis of nominal data?

A

Chi-Squared test. First overall, to determine if there’s significance. Then pairwise.

61
Q

What stat technique to sure for interval/ratio data when comparing 3 or more categories?

A

ANOVA

62
Q

How do we approach 3 or more categories for stat analysis of interval/ratio data?

A

ANOVA. First overall, to determine if there’s significance. Then pairwise.

63
Q

List the three types of predictive evaluation.

A

Heuristic, model based, simulation based

64
Q

Define heuristic evaluation

A

• Heuristic evaluation – handing the interface to an expert and that person inspects the interface in a place that violates a design heuristic

65
Q

Define model based evaluation

A

• Model based evaluation – can help us identify motivations of the users and where the user may have trouble with the design

66
Q

Define simulation based evaluation

A

• Simulation based evaluation – includes designing an AI agent that interacts with the interface the way a human would

67
Q

What is the goal of evaluating prototypes?

A

• Goal: To constantly apply multiple evaluation techniques to center our designs on the user.

68
Q

Which evaluation technique does not require actual users?

A

Predictive

69
Q

Which evaluation technique identifies provable advantages?

A

Empirical

70
Q

Which evaluation technique informs ongoing design decisions?

A

Qual, predictive

71
Q

Which evaluation technique investigates the participant’s thought process

A

qual, predictive

72
Q

Which evaluation technique provides generalizable conclusions

A

quant

73
Q

Which evaluation technique draws conclusions from actual participants

A

qual, quant

74
Q

Name the three commonalities between UCD and Agile.

A

Iterative development, emphasis on user, team coherence.

75
Q

Name the two main differences between UCD and Agile.

A

1) UCD formalizes documentation between designers and developers, where Agile minimizes documentation
2) UCD understand user values before starting, Agile wants to begin with code

76
Q

Name the five principles for UCD and Agile development.

A

1) User involvement
2) Collaboration and culture
3) Prototyping
4) Project Lifecycle
5) Project Management

77
Q

List the three main points in Uncovering Needs that aligns research methods with design principles.

A

o Many of needs are driven by current understanding of user abilities
o Task analysis allows us to describe those needs in a formal way
o Cognitive load allows us to keep in mind how much we’re asking the user to do at a given time

78
Q

List the three main points in Design Alternatives that aligns research methods with design principles

A

o Direct manipulation gives us a family of techniques that we can use when we come up with our design alternatives
o Mental models give us a way of understanding how the design alternatives will mesh with the users understanding of the task
o Distributed cognition allows for designing at a larger level of granularity where we’re designing systems, not just interfaces

79
Q

List the three main points in Prototyping that aligns research methods with design principles

A

o Design principles great rules of thumbs when coming up with designs
o Representations help us make sure our designs match the users’ mental models
o Invisible interfaces help us remember that the interface is the conduit, not the focus

80
Q

List the three main points in Evaluation that aligns research methods with design principles

A

o Feedback cycles give us a vocabulary (Gulf of Execution and Evaluation) when we evaluate our design back to user needs
o Politics and values are useful lens to assess what our users will be thinking as they user our interface

81
Q

Define participatory design.

A

• Participatory design: all the stakeholders, including the users themselves, are involved in design. Must be careful not to over represent that one person’s view

82
Q

Define Action Research

A

• Action research: Addresses an immediate problem by trying to simultaneously trying to solve it. Data gathered on the success is immediately used to inform the understanding of the problem space and future approaches. Like participatory design, the research is done by the actual users.

83
Q

Define design-based research.

A

• Design-based research: Designers user interventions based on their current understanding of the problem space. Use this theory to gain a better understanding of the problem.