Professional Documents
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HCI Key
HCI Key
4 goals
5 goals
*6 goals
7 goals
the way the product supports users in carrying out their tasks.
the extent to which the product provides the right kind of functionally so that users can do what they
need or want to do.
*the way the product supports users in carrying out their tasks.
the extent to which the product provides the right kind of functionally so that users can do what they
need or want to d
the extent to which the product provides the right kind of functionally so that users can do what they
need or want to do.
the way the product supports users in carrying out their tasks.
*the extent to which the product provides the right kind of functionally so that users can do what they
need or want to do.
the way the product supports users in carrying out their tasks.
the extent to which the product provides the right kind of functionally so that users can do what they
need or want to do.
the way the product supports users in carrying out their tasks.
“Is the product capable of allowing people to learn, carry out their work efficiently, access the
information they need, or buy the goods they want? “. Which usability goal is this question for? P21
*Effectiveness
Efficiency
Utility
Learnability
“One users have learned how to use a product to carry out their tasks, can they sustain a high level of
productivity?”. Which usability goal is this question for? P21
Effectiveness
*Efficiency
Utility
Memorability
“What is the range of errors that are possible using the product and what measures are there to
permit users to recovery easily from them?”. Which usability goal is this question for? P21
Effectiveness
Efficiency
*Safety
Utility
“Does the product provide an appropriate set of functions that will enable users to carry out all their
tasks in the way they want to do them?”. Which usability goal is this question for? P22
Efficiency
Safety
*Utility
Learnability
“Is it possible for the user to work out how to use the product by exploring the interface and trying out
certain actions?”. Which usability goal is this question for? P23
Effectiveness
Utility
*Learnability
Memorability
“What kinds of interface support have been provide to help users remember how to carry out tasks,
especially for products and operations they use infrequently?”. Which usability goal is this question
for? P23
Effectiveness
Utility
Learnability
*Memorability
Which goals are concerned with how users experience an interactive product from their perspective?
P26
Usability goals
*Usability goals
Q16: All usability and user experience goals will be relevant to the design and evaluation of an
interactive product being developed. P27
True
*False
Q17: Which sentence is true about design principles? (Choose two) P29
*They are intended to help designers explain and improve their design.
They tell the designer how to design a particular icon or how to structure a web portal.
Q18: _____ is about sending back information about what action has been done and what has been
accomplished, allowing the person to continue with the activity. P31
Visibility
*Feedback
Constraints
Consistency
Affordances
Q19: _____ determine ways of restricting the kinds of user interaction that can take place at a given
moment. P31
Visibility
Feedback
*Constraints
Consistency
Affordances
Q20: _____ refers to designing interfaces to have similar operations and use similar elements for
achieving similar tasks. P32
Visibility
Feedback
Constraints
*Consistency
Affordances
Q21: _____ refers to an attribute of an object that allows people to know how to use it. P33
Visibility
Feedback
Constraints
Consistency
*Affordances
Q22: According to Norman, how many kind of affordance are there? P33
*2
Q23: Introducing inconsistency can make it more difficult to learn an interface but in the long run can
make it easier to use. P34
*True
False
Q24: How many basic activities does the process of interaction design involve? P17
*4
*False
Q26: What is the process order of interaction design? 1. Identifying needs and establishing
requirement for the user experience. 2. Developing alternative designs that meet those
requirement. 3. Building interactive versions of the designs so that they can be
communicated and assessed. 4. Evaluating what is being built throughout the process and
the user experience. P17
*1-2-3-4
1-2-4-3
3-4-1-2
3-4-2-1
Q27: Interaction design is multidisciplinary, involving many inputs from wide-ranging disciplines and
fields. P38
*True
False
Q28: Interaction design is concerned with designing interactive products to support the way people
communicate and interact in their everyday and working lives. P38
*True
False
A working strategy
None of above
*All of above
*The mappings
What the major metaphors and analogies in conceptual model are used for? P51
*The major metaphors and analogies that are used to convey to the user how to understand what a
product is for and how to use it for an activity
The major metaphors and analogies that help users to expose to through the product, including the
task-domain objects they create and manipulate, their attributes, and the operations that can be
performed on them
The major metaphors and analogies show to users whether one object contains another, the relative
importance of actions to others, and whether an object is part of another
Which statement is not a one of benefits of conceptualizing a design in general terms early on in the
design process encourages design teams: P53
To orient themselves towards asking specific kinds of questions about how the conceptual model will
be understood by the targeted user
To establish a set of common terms they all understand and agree upon
Which statements are the problems with interface metaphors? (choose 3) P61,62
Can be innovative and enable the realm of computers and their application to be made more
accessible to a greater diversity of user.
*All of abov
Exploring
Conversing
Instructing
*Discovering
Virtual object can be manipulated by moving, selecting, opening and closing them.
Differs from instructing in that it more like two-way communication, with the system acting like a
partner rather than a machine that obeys order
Designers don’t need to first think about how system will appear to users.
*Conceptual provides a working strategy and a framework of general concepts and their inter-
relations
Ranges from simple voice recognition menu driven systems to more complex ‘natural language’
dialogues
*Experienced users can work extremely rapidly to carry out a wide range of tasks, even defining new
functions
*Users can immediately see if their actions are furthering their goals and if not do something else
What users can do with it and the concepts they need to understand how to interact with it
Issuing commands using keyboard and function keys and selecting options via menus
Physical actions and button pressing instead of issuing commands with complex syntax
Q15: How many types of interaction designer can have with a product/system? P64
3
*4
Exploring of interaction involves manipulating objects and capitalizes on user’s knowledge of how
they do so in the physical world
Exploring of interaction is based on the idea of a person having a conversation with a system, where
the system acts as a dialog partner
Exploring of interaction describes how users carry out their tasks by telling the system what to do
Q17: The main benefit of instructing of interaction types is to support quick and efficient interaction.
*True
False
Q18: Interaction types provide the way of thinking about how best to support the activities users will
be doing when using a product or service
*True
False
Q19: Conversional model doesn’t allow users, especially novices and technophobes, to interact with
the system in a way that is familiar
True
*False
Q20: Interaction types (e.g., conversing, instructing) provide a way of thinking about how best to
support the activities users will be doing when using a product or service
*True
False
Q21: Theories, models, and frameworks provide another way of framing and informing design and
research
*True
False
*True
False
True
*False
Quantitative data is data that is in the form of numbers, or that can easily be translated into numbers
J. Quantitative analysis uses numerical methods to ascertain the magnitude, amount, or size of
something
*Qualitative data is data that is easy to measure, count, or express in numerical terms in a sensible
fashion (difficult to measure).
Qualitative analysis focuses on the nature of something and can be represented by themes, patterns,
and stories
Interviews
*J. Gathering
Questionnaires
Observation
Which tool is not one of tools to support data analysis? P387
N6
J. SPSS
*Data Recovery
Observer Video-Pro
Which is not one of main options in presenting the findings of data analysis? (p.405-406)
Using stories
What is one of the tasks which quantitative data analysis for interaction design usually involves?
(p.409)
Calculating percentages
J. Calculating averages
*All of others
None of others
Mean
J. Mode
Median
*All of others
Which is not one of theories that qualitative data analysis may be framed by? (p.409-Summary)
*Scientific theory
J. Grounded theory
Activity theory
Distributed cognition
Which is one of the things that graphical representations of quantitative data help in identifying?
(p.409-Summary)
Patterns
J. Outliers
*All of others
Q9:The first step in qualitative analysis is to gain an overall impression of the data and to start looking
for patterns (p.373).
*True
J. False
Performing an activity theory (AT) analysis enables researchers and designers easy to identify the
tensions in a workplace leading to specific needs for new technological tools. (p.404)
True
*False
Which is not one of main steps in simple qualitative analysis? (p.373 8.4)
J. Categorizing data
*Analyzing materials
According to Strauss and Corbin (1998), which are three aspects of “coding” in grounded theory?
(p.389-Grounded theory)
Which is the right sort of levels from bottom to top in the original activity theory model? (p.400-Figure
8.18)
A grounded theory approach to analysis emphasizes the important role of empirical data in the
derivation of theory (p.393)
*True
False
Q15: According to Strauss and Corbin (1998), how many aspects of “coding” in grounded theory?
(p.389-Grounded theory)
*3
J. 4
Q16: Which is one of the things that graphical representations of quantitative data help in identifying?
(p.409-Summary)
Patterns
Outliers
Interviews
Questionnaires
Observation
*Qualitative data is data that is difficult to measure, count, or express in numerical terms in a sensible
fashion
Qualitative data is data that is in the form of numbers, or that can easily be translated into numbers .
J. Qualitative analysis uses numerical methods to ascertain the magnitude, amount, or size of
something
Q19: Which statement in interaction design is carried out for one of two purpose: to derive
requirements for an interaction product, or to evaluate an interactive product under development?
(p.405 - Presenting the findings)
broadly speaking
data gathering
J. analysis
*All of others
Q20: A number of rigorous notations have been developed to analyze, capture, and present
information for interaction design(p.405 )
*True
False
They are fundamental activities that are recognized in all design EXCEPT: (P.416)
Realistic expectations
No surprises, no disappointments
Which reasons for user involvement are important if the product is to be usable and used? (Choose
2) (P.418)
Expectation ownership
*Ownership
Management
*Expectation management
Which kind of user involvement has constant input but lose touch with the rest of user group? (P.419)
*Full - time
Part-time
Long term
Short term
Which kind of user involvement has patchy input and very stressful? (P.419)
*Full - time
Part-time
Long term
Short term
Which kind of user involvement is inconsistency across project life? (P.420)
Full - time
Part-time
Long term
*Short term
Which kind of user involvement is consistent, but loose touch with the rest of user group? (P.420)
Full - time
Part-time
*Long term
Short term
*Empirical measurement
Empirical design
*Iterative design
Which basic activity in Interaction Design is fundamental to a user – centered approach? (P.425)
Evaluating designs A
Which basic activity in Interaction Design can be broken up into 2 sub-activities: Conceptual design
and Physical design? (P.429)
Evaluating designs
Which basic activity in Interaction Design creates interactive versions of the design to be built?
(P.429)
Evaluating designs
Which basic activity in Interaction Design is the process of determining the usability and acceptability
of a product or a design? (P.429)
*Evaluating designs
True
*False
“Flair and creativity” means look at similar products or look at very different products.
*“Seek inspiration” means look at similar products or look at very different product
Q17: Which is used to overcome potential client misunderstandings and to test the technical
feasibility of a suggested design and its production? (P.442)
*Prototyping
Product
Requirement specification
Design components
Q18: Involving users in the design process helps with expectation management and feelings of
ownership, but how and when to involve users is a matter of dispute. (P.465)
*True
False
Q19: Before you can begin to establish requirements, you must understand who the users are and
what their goals are in using the product. (P.465)
*True
False
Q20: Prototyping is a useful technique for facilitating user feedback on designs at all stages. (P.465)
*True
False
*Waterfall
*Spiral
*Agile development
*Project initiation, JAD workshops, Iterative design and build, Evaluate final system, Implementation
review.
JAD workshops, Project initiation, Iterative design and build, Evaluate final system, Implementation
review.
Iterative design and build, Project initiation, JAD workshops, Evaluate final system, Implementation
review.
Iterative design and build, Project initiation, JAD workshops, Implementation review, Evaluate final
syste
Q24: How many phases have a basis RAD lifecycle model? (P.452)
*5
7
8
The waterfall
Requirement analysis
Design/Testing/Development
Installation
(Re)Design
Evaluate
Q29: What are the principles of user-centered design (choose 3)? (P.465)
*Early focus on users and tasks
*Empirical measurement
*Iterative design
Interaction design
*4
Q32: Identifying needs and establishing requirements for the user experience is one of the basic.
activities of interaction design? p428
*True
False
Empirical measurement.
Iterative design
*All of others