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
``` 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] ```
26
Affordance for physical objects means ..............................
[shape and size suggest actions]
27
Paper presentation principles are not used when designing information presentation in computer systems. [T/F]
[F]
28
Aesthetics and utility never conflict when presenting information to the user. [T/F]
[F]
29
In design beauty and utility may conflict but can work together [T/F]
[T]
30
In interaction, color can be used alone to convey information [T/F]
[F]
31
Color and 3D effects need to be used extensively when presenting complex info [T/F]
[F]
32
Localization & internationalization are ..........(1)......... while globalization is ...........(2)..................
1-[changing interfaces for particular cultures/languages] | 2-[try to choose symbols etc. that work everywhere]
33
For localization & internationalization, use ................... instead of literal text
[resource database]
34
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]
35
Designing for usability occurs as a single isolated activity [T/F]
[F] all stages
36
In software design, verification is.........(1)............., while validation is ...........(2).........
1- [design the product right] | 2-[design the right product]
37
............. is making sure that we are designing the right product.
[Validation]
38
When deploying software the formality gap occurs due to ....................
[validation relays on subjective means of proof]
39
The life cycle for interactive systems can be represented by waterfall models [T/F]
[F] a lot of feedbacks
40
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]
41
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]
42
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]
43
The inherited problems of a incomplete requirements can be overcome by ....................
[Iterative design]
44
Three types of prototypes: 1- 2- 3-
1-[throw-away] 2. [incremental] 3. [evolutionary]
45
``` Management issues with iterative design through prototyping are: 1- 2- 3- 4- ```
1-[time] 2-[planning] 3-[non-functional features] 4-[contracts]
46
``` 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]
47
Process oriented design rationale emphasize post-hoc structuring of considered design alternatives [T/F]
[F] Structure-oriented
48
When designing, standards are more general than guidelines. [T/F]
[F] guidelines more general than standards
49
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]
50
Immediate honesty is easier to achieve when using the command line paradigm, than when using direct manipulation. [T/F]
[F]
51
GUI immediate honesty is easier to achieve than the command line Interface. [T/F]
[T]
52
GUI software is usually user preemptive. [T/F]
[T]
53
Modal dialog boxes are an example of user preemptive [T/F]
[F]
54
Task migratability is appropriate when using a spell checker. [T/F]
[T]
55
Adaptability is the modifiability of the user interface by the system [T/F]
[F]
56
Detailed guidelines (style guides) applicable during later life cycle activities [T/F]
[T]
57
A design pattern represent design knowledge at one level [T/F]
[F]
58
We evaluate both the design and the implementation [T/F]
[T]
59
We don't need to evaluate both the design and the implementation, only one of them suffices.[T/F]
[F]
60
Evaluation should be considered at late stages in the design life cycle. [T/F]
[F]
61
Evaluation should be performed at all stages in the design life cycle.[T/F]
[T]
62
Evaluation aren't used to identify specific problems [T/F]
[F]
63
To evaluate how well does the design lead the user to generate the correct goals we can use ..............
[cognitive walkthrough].
64
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]
65
Design rationale cannot provide useful information [T/F]
[F]
66
Evaluating through user participation using laboratory studies advantages are: 1- 2-
[specialist equipment available] | [uninterrupted environment]
67
Evaluating through user participation using laboratory studies disadvantages are: 1- 2-
[lack of context] | [difficult to observe several users cooperating]
68
If we want to retain context, then field evaluation studies are preferred over laboratory evaluation studies [T/F]
[T]
69
Evaluating implementation always requires full implementation [T/F]
[F] both prototypes, full implementation
70
``` 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)
71
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].
72
In an experiment, our aim is usually to prove the null hypothesis [T/F]
[F]disprove it
73
In a “within groups” design, each subject performs the experiment under each condition [T/F]
[T]
74
In a “between groups” design, no transfer of knowledge occurs [T/F]
[T]
75
Before you start to do any statistics, you need to: 1- 2-
1-[look at data] | 2. [save original data]
76
Non-parametric statistical tests assume normal distribution [T/F]
[F]parametric → normal distribution
77
Problems with data gathering are: 1- 2-
1-[synchronization] | 2.[sheer volume]
78
Statistical tests usually address the question: how accurate is the estimate measured in the experiment [T/F]
[F]
79
Single-user experiments are more difficult than experimental studies on groups [T/F]
[F]
80
Controlled experiments may waste time [T/F]
[T]
81
Allowing the user to think aloud has the disadvantages of: 1- 2- 3-
[subjective] [selective] [act of describing may alter task performance]
82
Questionnaires are more flexible than interviews in evaluation [T/F]
[F]
83
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
84
``` Cognitive models follow aspects of user: 1- 2- 3- 4- ```
1-[understanding] 2-[knowledge] 3-[intentions] 4-[processing]
85
Goals are internal, while ........... are external
[actions]
86
GOMS stands for: ............
``` GOMS stands for: (2015) G: [Goals] O: [Operators] M: [Methods] S: [Selection] ```
87
Production rules are on the form ...............
[if condition then action]
88
Problems with goal hierarchies model are: 1- 2- 3-
[a post hoc technique] [expert versus novice] [How cognitive are they]
89
A better measure of the complexity of the BNF model than the number of rules is ............
[Number of + and | operators]
90
``` 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]
91
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]
92
In Buxton's 3-state model, the mouse is a device that has all 3 states. [T/F]
[F]
93
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]
94
Physical and device models address user task execution [T/F]
[T]
95
``` 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] ```
96
Most cognitive models deal with user observation and perception [T/F]
[F]
97
KLM addresses only the execution part of the task [T/F]
[T]
98
System analysis focuses on system design, while task analysis focuses on .........
[the user].
99
``` Some heuristics, given initial HTA (textual or diagram) to check/ improve it: 1- 2- 3- 4- ```
[paired actions] [restructure] [balance] [generalize]
100
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].
101
Objects have taxonomy but actions do not [T/F]
[F]both have
102
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]
103
Conceptual manuals are developed from HTA description | [T/F]
[F] procedural from HTA, conceptual from knowledge or entity–relations based
104
Procedural manuals are good for open-ended tasks[T/F]
[F] conceptual
105
Existing tasks sequences guide default choices[T/F]
[F]task frequency guides default choices, task sequences guide dialogue design
106
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 ```
107
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.
108
Prototyping Techniques: 1- 2- 3-
1-Storyboards: can be animated, not computer based 2- Limited functionality simulations 3- Warning about iterative design
109
Goals of evaluation 1- 2- 3-
- Assess extend of system functionality - Assess effect of interface on user - Identify specific problems
110
Evaluating through user participation using Field studies advantages are: 1- 2- 3-
- natural environment - context retained - longitudinal studies possible
111
Evaluating through user participation using Field studies disadvantages are: 1- 2-
- distraction | - noise
112
``` 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)