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Lecture 7:
Cognitive Walkthrough
Cognitive walkthrough
Cognitive walkthroughs are used to examine the usability of a product. They
are designed to see whether or not a new user can easily carry out tasks
within a given system. It is a task-specific approach to usability (in contrast
to heuristic evaluation which is a more holistic usability inspection). The idea
is that if given a choice – most users prefer to do things to learn a product
rather than to read a manual or follow a set of instructions.
Cognitive model
Cognitive Walk Through Fundamental Definitions:
• Task: A task is what the user desires to accomplish when he /she sets out
to use a particular device or interact with an interface. A task may consists
of a series of subtasks. Such a task is called as compound task. When the
end goal or purpose is achieved the task is said to have been completed.
• Action: When a specific physical movement is executed. A series of
‘actions’ in a defined sequence form an ‘interaction’ cycle between the
device and the user.
• Mental model: The mental concept the user has of the system and its
working / functioning. It is how the user has understood the system &
visualized its working . A user is said to have a mental model if he /she can
predict or explain his /her interactions with the system.
• Cognitive walkthrough is a usability method that focuses on
evaluating a design (existing or proposed) for ease of learning
particularly by institute explorations.
• In the cognitive walkthrough, the sequence of actions refers to the steps
that a user will require to perform on the interface so as to accomplish a
task. The evaluators then ‘ walked through’ that action sequence to check
it for potential usability problems. Usually, the main focus of the cognitive
walkthrough is to establish how easy a system is to learn by operating it.
• The focus is on learning through exploration. In its earlier form cognitive
walkthrough was done by software developers involving presentation of a
proposed design to a closed group and requesting them to review as they
are ‘walked through’ the demonstration. The peers evaluated the solution.
• Today it is a ‘cognitive’ technique used to evaluate a proposed interface in
context of one or more specific user tasks.
Theory underlying the walkthrough
• Cognitive Walkthrough is based on the Cognitive model of human exploratory learning.
• When a learner ( User) is put in a problem solving situation a user chooses among alternative actions based on
similarity between the expected consequences of an action and the current goal.
• After an action gets executed the user evaluates the system response and decides whether progress is being
made to achieve the goal or not.
• If goal is reached through the chosen action it leads to positive decision of storing the action inlong term
memory as a ‘ rule’. While executing an action a user first attempts to use applicable rule from long term
memory which matches current context.
Cognitive Walk Through has two phases:
Question
Can the users understand & This will yield what the user is thinking once a task
reach the goal –the very is assigned. Most of the time users do not think or
purpose of the assigned act the way as the interface designer expects or
task ? wants them to
Will users be able to locate Often it is very difficult for the user to find the
the buttons / GUI elements control/element to start . This is even more
for the action they are confusing to the user when there are several or
supposed to perform given multiple possibilities to start the sequence - on the
the task ? GUI.
Does the interface provide Often even if the users are able to locate the right
understandable feed back at GUI control /element can they tell with high degree
every action in the task of confidence that this is the right control for the
sequence ? action they want to perform and that they will
indeed reach the goal. Intermittent feed back
assures users that they are indeed proceeding in
the right direction. Feed back can be in the form of
sound or labels or motion or change in status.
Over view of the actual Walkthrough
Processes
Pre-preparation:
• The difficulties are mutually discussed with the user. Why a user acted in
particular way and did not act in ways that was expected is explored.
Advantage:
• The biggest benefit of a cognitive walkthrough (or
walkthroughs) is that it is extremely cost-effective
and fast to carry out when compared to many
other forms of usability testing.
• It can also be implemented prior to development
during the design phase which can give rapid
insight before budget is spent on developing an
unusable product.
Significance:
• Walkthroughs help answer interfaces design questions like:
• How will the user approach a task ?
• What is the correct action sequence for each task and how it needs
to be described to the user.
• How to achieve the desired action sequence from the user with
minimum human cost and maximum efficiency .
• How quickly will the user learn & becomes comfortable with the
interface.?
In short:
Example of where CWT is useful
When ATMs were first introduced one of the questions on the design of
operational sequence was –
Task:
Schedule a virus scan of System Files for a given
time and date.
List of Actions: As given bellow in sequence.
1. Select target Scan from Virus scan Software
files on computer
2. Select & Open MY Computer
3. Select Windows Folder
4. Select OK
5. Select Schedule
6. Select Enable
7. Determine Time for Scan
8. Set Weekly as Schedule
9. Select Tuesday
10. Select OK to complete task
11. Check if Scan is Scheduled as per settings
• Introduction: Contextual inquiry is a field based data collection
technique employed to capture detailed information about how users
of a product interact with the product in their normal work
environment or in other words- interact with the product in its
context of use. Whether a product already exists and needs
improvement or a new product is under conceptualisiation –in both
these cases Contextual inquiry is found to be a effective design
research method to extract users information
• Contextual inquiry is a semi-structured interview method to obtain
information about the context of use, where users are first asked a set
of standard questions and then observed and questioned while they
work in their own environments. ...
• Context - Go to the customer's workplace and watch them do their
own work
In Human Centered Designing methodology, understanding the users, their needs,
the context in which these needs raise and the context in which the user attempts to
fulfill needs - is the first step
• Users may not want to be seen as stupid and hence may exhibit
extra smartness (mislead). It is well known that when observed
humans do things different from the way when alone.
• In short the method involves:
•Going to the user’s environment
•Observe real work in natural conditions
• Seek clarifications and confirmations through questions.
•Conceive the field observed data into a model.
Data gathering
processes
Inquiry alternates between observing and discussing
/ clarifying from the user as to what the user did and
why.
Plan for identifying users, their location, their numbers, and their
willingness to cooperate.
• Flow Model
• Sequence Model
• Cultural Model
• Artifact Model
• Physical Model
Descriptions of the
Models
•Flow Model
Flow model represents the
coordination, communication,
interaction, roles, and
responsibilities of the people in a
certain work practice. This model is mainly use to depict
the logic behind the flow of
It is based on the logic of flow of
information
information between different
entities making up the system Critical communicati on link
within the context. Team Lead 2 is missing
Tas
k
Team a
Lead1 Tas Task
k d
b
Focuses on the roles of
Task different users, and how
c they communicate and
coordinate to get work
Team done
Lead2
Sequence model - Enters the code with
the specific error
represents the steps users go through - to
accomplish an activity.
User
Sequence models are liner and sequential in error
nature. Sequence models of a number of smaller
tasks when integrated represent the HEL
interconnected sequence within a larger system P
as shown in figure :
Under
Draw the Select
Select a Select the sketch tool
rectangle Extrude
plane sketch tool select line
shape tool
tool
Hands Who
Packs / Hands Who puts it
Includes the
Selects, over to weighs and Sticks
Pick Counter enters item Seals
Label
Back to
Customer
in his trolley organization of
Person code
space, the
grouping of
people, and
their movement
in the space
Consolidating Work Models :
All flow models are taken for each user and their interconnectedness to
form a whole system is attempted. The groups are formed based on roles
played by individual users. Extracts from the flow models represent
abstracts of communications, responsibilities and constraints. The same
thing is done with other models.
To assess the interaction between human and computers, Donald Norman in 1988
proposed seven principles. He proposed the seven stages that can be used to
transform difficult tasks. Following are the seven principles of Norman −
• Use both knowledge in world & knowledge in the head.
• Simplify task structures.
• Make things visible.
• Get the mapping right (User mental model = Conceptual model = Designed
model).
• Convert constrains into advantages (Physical constraints, Cultural constraints,
Technological constraints).
• Design for Error.
• When all else fails − Standardize.
• Gmail application:
• Example : u want to delete unnecessary messages.
NORMANS MODEL OF
INTERACTION
Eight Golden Rules of User
Interface Design attributed to
Ben Shneiderman.
• 1. Strive for Consistency
• 2. Cater to Universal Usability
• 3. Offer Informative feedback
• 4. Design Dialogs to yield closure
• 5. Prevent Errors
• 6. Permit easy reversal of actions
• 7. Support internal locus of control
• 8. Reduce short term memory
1. Strive for Consistency:
• Users need to be able to do the same thing the same way that they have been doing.- every time.
• Interfaces need to exhibit ‘consistent’ quality across screens/ applications both visually as well
as behaviorally.
• Consistency leads to a pattern which is easier to handle.
• Consistency such as ‘similar sequence of actions in similar situations’ makes it easy to learn.
• Consistency can be achieved through graphical elements such as fonts, colour, shape, position
being consistently same in all menus&screens, across, categories.
• For a particular software. For example is the ON button is on the right in the first screen and
moves to middle in the third screen then positional inconsistency has occurred.
• GUI designers use a background grid to place interactive elements in a consistent and orderly way
so as to make them appear both physically as well a visually at the same place across the entire
softwarepackage.
• In case certain exceptions are required to be made, they should be comprehensible, distinct and
limited in number.
2. Cater to wide range& type of Users
• Universal design strives to cater to as wide a range of human users of
different characteristics (age, culture, educational level, disability)
with a single design.
• Users are classified as Novice, Intermediate and Experts. Experts tend
to use lesser interactions at a faster pace. Abreviations short cuts keys
etc are some of the techniques used. Interfaces need to cater to all
levels of users novice to experts.
3. Offer Informative feedback
• Interfaces need not just be to communicate but also inform the ‘user
‘in terms of learning & feed -back which tells them that they are
proceeding in the right direction.
• For every action of the user there needs to be a feedback – only then
‘ interaction’ ( in HCI) is said to take place.
• Specific error messages composed in a positive tone give affirmative
feedback. Unless the user gets a feed- back he/she cannot proceed or
is unsure of the correctness of the action.
4. Design Dialogs to yield closure
• In an interaction - dialogue needs to have a closure which is
recognized by the user as end of an action.
• Sequence of actions need to proceed in a dialogue by engaging the
user in a step by step manner.
• Like in a mathematical expression, every enclosing bracket needs a
corresponding closing bracket. So also subsequence of actions needs
to be grouped with intermittent closing of each sub group followed
finally by a closer action of the group. Ex: A message at the end of a
sequence of events of sending a SMS.
• Your message has been sent.
5. Prevent Errors
• Interfaces need to minimize errors. Human Computer dialogue can
be designed to minimize and prevent errors made by users . Users
can make errors while interacting with computers as well as while
inputting information.
• Even if the user makes an error the system needs to be designed to
detect it, take corrective or precautionary steps to arrest it. It also
needs to offer a way out for recovery.
• A default system unchanged message needs to be communicated to
the user if an error has happened .
6. Permit easy reversal of actions
• Interactions need to build in retracing backwards /reverse actions if
need be so as to give relief from anxiety to the user.
• One way to do this is to provide a re traceable path backwards of all
actions and permit their nullification.
• Ex: Word based applications have reversal in both the direction –
backwards ( last action) and forward ( post action)
7. Support internal locus of control
• Make aware and allow user to always feel in control of the system and
of the situation. User should believe that they are controlling the
system and not the other way around. . The bearing of where the
user presently is helps the user to orient or reorient the interaction.
The user should never allow feeling lost.
8. Reduce short term memory
Module IV:
Guidelines in HCI
Self Evaluation
1. Choose any common software interface. Analyze its interfaces by navigating to find out if it
adheres to the eight Shneiderman Rules .
2. Chose a Software interface and conduct an evaluation using Norman's seven principles.
3. Draw an' interaction model' based on Norman's model for the following Interface: Assume all
data.
An interface for checking number of Leaves (absence with permission) availed off by a student and
their type (Medical, Vacation; Conference visits;) . Refer to the student leave rules of your
institution for necessary constraints and other relevant data.
4. Draw the Users Mental Model for a Transfer of Money from one account to another on an ATM
Using Normans seven principles draw a Normans Interaction Diagram for 2 Tasks in any application
software of your choice.
What new aspects did you as an expert identify that the first evaluator did not
Conduct a Walkthrough for a new product being designed to train Computer servicing technicians.
Users: College dropouts ( education upto Plus 2 + - 1)
Context: Undergoing training for routine computer maintenance Job : Running Virus Scans in a
Computer service centre.
Level of expertise : Novice. Users knowledge of computers includes starting a computer accessing
files and folders , opening and closing files.
Task:
Schedule a virus scan of
System Files for a given time
and date.
List of Actions: As given
bellow in sequence.
1. Select target Scan from
Virus scan Software
files on computer
2. Select & Open MY
Computer
3. Select Windows Folder
4. Select OK
5. Select Schedule
6. Select Enable
7. Determine Time for Scan
8. Set Weekly as Schedule
9. Select Tuesday
10. Select OK to complete
task
11. Check if Scan is
Scheduled as per settings
NPTEL Course on
Lecture 2:
A Brief History
Lecture 1:
Concept of Usability Engineering
- an overview
Usability Engineering Overview U
Outline of Usability Engineering
• The need for usability
• What do usability and UE
mean?
E
• What happens without UE?
• UE lifecycle
• User-Centered
Design
Methodology (UCD)
Usability
Engineering
“UE is an approach to the development of software
and systems which involves user participation from
the outset and guarantees the usefulness of the
product through the use of a usability specification
and metrics.”
Usability Testing
The scientific evaluation of the stated usability parameters as per the user’s
requirements, competences, prospects, safety and satisfaction is known as
usability testing.
Some definitions ………….
Interaction
Use Quality
Goals of Usability Engineering
Effective to use − Functional
Efficient to use − Efficient
Error free in use − Safe
Easy to use − Friendly
Enjoyable in use − DelightfulExperience
The UE lifecycle
SYSTEM LIFE CYCLE
FEASIBILITY REQUIREMENTS DESIGN IMPLEMENT RELEASE
USER CONTEXT FUNCTIONAL TECHNICAL PROTOTYPE USEABILITY FEEDBACK
REQs OF USE TESTING
Design Stages
Task Information produced
Implementation
System specification
Test Prototypes
Analyze data
Refine design
Evaluate design
• Empirical evaluation:
– By building and testing a
prototype.
– Formal usability testing tests a
component of the design
under controlled conditions -
actual users.
– Formal usability testing
requires a usability
laboratory.
Cost-justifying
usability
$1 spent on usability = $10 saved (Nielsen, 1993).
•Efficiency. Once the user has learned the system, a high level of
productivity should be possible.
•Errors. Users should not make many errors using the system, and if
they do, they should be able to easily recover from them. Catastrophic
errors should not occur.
Usability Evaluation
Conduct a quick Usability evaluation of your mobile
phone & Compare it with the evaluation of your friends
phone. Rating ut of 10
o
Effective to use - Functional
Efficient to use - Efficient
Error free in use - Safe
Easy to use - Friendly
Enjoyable in use -Pleasurable
Total
:
Module 2:
Interactive System Design
Lecture 2:
HCI and Software Engineering
Objective
Requirements
specification
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
What Happens in Software
Engineering
• In other words,
– Each stage depends on the previous stages but not
vice-versa
Interactive System Design
• In other words,
– Each stage depends on the previous stages. It may
also depend on the next stages (feedback).
Requirements
specification
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
Why This Difference
• Expert users
– Thoroughly familiar with the task and interface
concepts
• Assumptions
– Result of a good design is a satisfied user
– Process of design is a collaboration between
designers and user.
– Design evolves and adapts to users’ changing
concerns, and the process produces a specification
as an important byproduct
– The user and designer are in constant
communication during the entire process
UCD Drawbacks
• Key stages
– Know the user, propose design, evaluate design by
users, refine design
Identify
need
Analyze
data
Propose
design
Implement
and deploy
Evaluate Develop
Prototype
Life Cycle Stage:
Identify Need
• What is wanted – identify users and their need
Lecture 3:
GUI Design & Aesthetics
GUI: Graphic User Interface
The interface through which a user operates a program or an application or
an device
FUNCTIONAL:
Useable - Easy to operate ; locate what is required & where it is required
on the screen; and do what is expected of it – without need for learning or
training
AESTHETIC:
Pleasing to the eye ; Highest Visual Quality; Identifiable; Distinct ;
Recognizable, Recallable
COMMUNICABLE:
Express what it represents; how it is to be operated; Unambiguous;
Meaningful; Culturally & Contextually compatible
Aesthetics is a medium for User Experience
Appearance 2
Technology
Visual Quality Appearance Build
Visual
Quality
DESIGN Quality
3
Interaction
Use 1
Quality
= Total UI Experience
3
5
Role of Aesthetics –
often misunderstood & underestimated
ELEMENTS
Line, Shape, Space, Color, Form, Texture, Light
PRINCIPLES
Balance, Emphasis, Rhythm, Unity, Contrast,
Movement
Principles of design in Visuals
Design is composed of manipulating the physical
characteristics of size, shape, texture, proportion,
scale, mass and color.
An orderly arrangement of
Composition elements using the principles of
design
Principles of Design
Contrast
• Differences and Diversities.
• Highlighting similarities
High Low
contrast contrast
Unity is an overall “sameness”
Unity throughout a screen.. How
harmoniously all the elements
blend together.
Hue: refers to the names of the primary colours. (red, green and blue).
Value: lightness and darkness of the hue –
Shade: amount of white or black added.
Intensity: the purity or saturation of the colour
Monochromatic : use of one colour where only the value of the colour changes
Analogous colours: colours that are adjacent to each other on the colour wheel,
e.g. yellow and green are analogous.
The Psychology of Colours
A set of
colours are
carefully
decided upon
by a designer
which form a ‘
theme’ .
Cluster
1
Grid
lines
Cluster
2
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Weight of font க�ய�
matters
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BOLD – some times , results in
స్వ �గ్ೕ ద�ೕ గ�య� � ೕ
poor smudged readability on
mobile screens - even on ജനനീ ജന്മഭൂമിശ്ച
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Avoid fancy fonts totally
Screen resolution & aesthetics
No colour contrast.
Too many data fields Icon to depict ‘
undistinguishable. security’ has two
Use of same colour humans . Not
(orange) to for two representational &
different tasks. meaningful.
The system is not cluttered with excessive use of icons and buttons.
Tabs are used to separate different functionalities. A simple
rectangle composition arrangement is used to model information.
HCI-Designers besides
being Engineers are
Artists in the sense that
they have to become
sensitive to the visual
language and master
the use of visual
elements in accordance Too much of Rhythmic spacing.
Different shapes create
to Principles order. Not
interesting lay out.
Interesting
Assignment
From any computer or mobile screen pick one GUI which you do
not like & one more GUI which you like.
Lecture 4:
Prototyping
Objective
• In the previous lecture, we have learned about a
method (contextual inquiry) to gather
requirements for a design
– Task design
– Screen layout
– A cardboard mock-up
• Purpose
– Brainstorm competing designs
Once a stroller is
selected by the customer,
its tag is scanned with a
hand-held scanner. The
details of the stroller is
displayed on the
interface if the scanning
is successful. Also, the
option buttons become
active after a successful
scan.
Low Fidelity Prototypes:
Storyboarding
– More engaging for end users as the user can get better
feeling of the system
• First used to test a system by IBM called the listening typewriter (1984)
Wall
This is what the user sees: a
Hello world screen, a microphone and the
“computer” in front of a
opaque wall.
Computer
The Wizard of Oz Technique
This is what happens behind the wall. A typist (the wizard) listen to the
utterance of the user, types it, which is then displayed on the user’s screen.
The user thinks the computer is doing everything, since the existence of
the wizard is unknown to him.
Hello
world
Hello world
Computer
The Wizard of Oz Technique
• Touch Screen
• The touch screen concept was prophesized decades ago, however the
platform was acquired recently. Today there are many devices that use
touch screen. After vigilant selection of these devices, developers
customize their touch screen experiences.
• The cheapest and relatively easy way of manufacturing touch screens are
the ones using electrodes and a voltage association. Other than the
hardware differences, software alone can bring major differences from one
touch device to another, even when the same hardware is used.
• Along with the innovative designs and new hardware and software, touch
screens are likely to grow in a big way in the future. A further development
can be made by making a sync between the touch and other devices.
• In HCI, touch screen can be considered as a new interactive device.
• Gesture Recognition
• Gesture recognition is a subject in language technology that has the
objective of understanding human movement via mathematical
procedures. Hand gesture recognition is currently the field of focus. This
technology is future based.
• This new technology magnitudes an advanced association between human
and computer where no mechanical devices are used. This new interactive
device might terminate the old devices like keyboards and is also heavy on
new devices like touch screens.
• Speech Recognition
• The technology of transcribing spoken phrases into written text is Speech
Recognition. Such technologies can be used in advanced control of many
devices such as switching on and off the electrical appliances. Only certain
commands are required to be recognized for a complete transcription.
However, this cannot be beneficial for big vocabularies.
• This HCI device help the user in hands free movement and keep the
instruction based technology up to date with the users.
• Keyboard
• A keyboard can be considered as a primitive device known to all of us
today. Keyboard uses an organization of keys/buttons that serves as a
mechanical device for a computer. Each key in a keyboard
corresponds to a single written symbol or character.
• This is the most effective and ancient interactive device between man
and machine that has given ideas to develop many more interactive
devices as well as has made advancements in itself such as soft
screen keyboards for computers and mobile phones.
• Response Time
• Response time is the time taken by a device to respond to a request. The
request can be anything from a database query to loading a web page. The
response time is the sum of the service time and wait time. Transmission
time becomes a part of the response time when the response has to travel
over a network.
• In modern HCI devices, there are several applications installed and most of
them function simultaneously or as per the user’s usage. This makes a
busier response time. All of that increase in the response time is caused by
increase in the wait time. The wait time is due to the running of the
requests and the queue of requests following it.
• So, it is significant that the response time of a device is faster for which
advanced processors are used in modern devices.
Module 3:
Model-based Design
Lecture 1:
Introduction
Objective
• In the previous module (module II), we have
learned about the process involved in interactive
system design
– Highly iterative
Objective
• The iterative life cycle is time consuming and
also requires money (for coding and testing)
Lecture 2:
Keystroke Level Model - I
Objective
– Mental operator
Lecture 3:
Keystroke Level Model - II
Objective
Description Operator
Move hand to mouse H
Point mouse to the location of the erroneous character P
Place cursor at the pointed location with mouse click BB
Building KLM for the Task
Description Operator
Return to keyboard H
Press the “Del” key K
Building KLM for the Task
Description Operator
Press the correct K
character key
Building KLM for the Task
Eg:: OMO
M Placement Heuristics
Lecture 4:
(CMN)GOMS
Objective
Lecture 5:
Individual Models of Human Factors - I
Objective
20 mm
Current
hand
position 10 mm
ID - Example
Here D = 20 mm, W = 10 mm
Thus, ID = log2(20/10+1)
= log2(2+1)
= log23 = 1.57 bits
Throughput
The 6 tasks
Throughput = 2.57 bits/s
with varying
difficulty
levels
Throughput – Design Implication
Lecture 6:
Individual Models of Human Factors - II
Objective
TP = ID/MT
Unit of ID is bits, unit of MT is sec
Thus, unit of TP is bits/sec
Objective
• In the example,
– The “light on” is the stimulus
– We are interested to know the operator’s
“reaction time” in the presence of the stimulus
– The operator has to decide among the 10 buttons
(these buttons represent the set of choices)
• The Hick-Hyman law can be used to predict
the reaction times in such situations
The Law
• Therefore,T=KH
T= k p logi 2 (1/ pi)
i1
Lecture 2:
Introduction to Empirical Research - II
Objective
– User studies
Themes of Empirical Research
• Terms to know
– Participant
– Dependent variable
– Control variable
Terminology
• Terms to know
– Random variable
– Confounding variable
P1 A B C D
P2 B D A C
P3 D C B A
P4 C A D B
Expressing Experiment Design
Introduction to course I ) What are t he p oi nts t hat need to b e kept I n mi nd w hil e d esi gning an appl i catio n? 1 point
2) P i c k u p t he co mp o n ent s o f t h e H CI a p p ro a ch t o d es i g n? 1 paint
IRB documents
T as ks
U nd ers t and i ng us e r need s U s abilit y
H um a ns
D es i g n and P ro to t ypi ng T echnol og y
Vi s ual D es i g n
1 largraffird
P ro t e ct D e mo s
DOWNLOAD VIDEOS W I
I H M E M OC I C I U M M = 1 1
F M B W I E R E I N E I
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(i)
(i) is a bad design whereas (II) is a good desig n because el is aethi cally unappealing.
(9 and I l i ) b o t h are g o o d d es i g ns b ecaus e o f ° WE EP Y ke yb o ard t heme w hi ch i s eas y t o us e.
i s g o o d d es i g n b ecaus e t he b ut t o ns are co nca ve s hap ed t hat p re vent er ro rs , and l o ng - p al m res t s up p o rt w ri s t s .
(i) i s go od desi g n b ecaus e t he b ut to ns at eli er and thin.
No , t h e a ns w e r i s i n co r r ec t
Sco re: 0
Accepted Answers:
0/ is good design because the buttons are concave shaped that prevent errors. and long-palm rest support
wrists.
4) Whi c h o f t h e fo l l o w i ng i s no t t h e g o al o f a g o o d d e s i g n? 1 point
L.rnablity
Memo rabilit y
S a f e t y U t i l i t y None
of the above
5) O b s e r v e t h e i m ag e b el o w an d s el e ct t he b es t co r re s p o nd i ng o p t i o n : 1 point
Accepted Answers:
This is bad design because the design car lead to injuries.
6 ) ` G o o d D e s i g n i s m o r e t h a n l u s t us e r i nt e r f a c e . 1 point
True
Fals e
Ma y b e
ZI% t he
. e o answer is incorrect.
A cc e p t e d A ns w e rs :
True
The UI desig n does n't matter as long as the prod uct is great
8 ) I d ent i fy t he 'i nt eract i o n" co mp o nent o ut o f t he H CI co mp o nent s (i . e. humans . co mp ut e r. a nd i nt era ct i o n) i n t he fo l l o w i ng s cenari o : 1 point
" A d o cto r perfo rms an ult ras o und o n the ult ras ound machi ne usi ng t he hand held d evi ce."
A d o cto r
p erfo r ms an ul t ras o und
t he ul t ras o und machi n e
t he hand hel d d e vi ce
P s yc ho l o g y
Literature
D esig n
Co mp ut e r Sci e nc e
1 0 ) O b s e r v e t h e We b s i t e d es i g n b el o w an d s el e ct t h e b e s t co r r es p o nd i ng o p t i o n : 1 point
1 1 ) Wh at i s t h e p ri n ci p al i nt er a ct i o n mo d e f o r a Mi cr o s o ft K i n e ct ? 1 point
Haptic Interface
Mo us e P o i nt e r
I c o n s t h at c a n h a v e s p e c i fi c m e a n i n g s
Co mmon sho rt cuts , li ke CTR LyZ fo r undo.
So und s t hat co nve y me ani ng s .
A lo ng co mmand l ine to achi eve a functi on
Accepted Answers:
/A long command line to achieve a (unction
1 3 ) O b s e r v e t h e i m ag e b el o w an d s el e ct t he b es t co r re s p o nd i ng o p t i o n : 1 point
T hi s I s goo d d esig n b ecaus e it eas y to s ee w here t o hol d t he s cis so rs fro m and not g rab t he bl ad e
T hi s is bad d esig n b ecaus e t he handl e i s t oo bi g
T hi s is goo d d es ig n b ecaus e t he co lo ur s cheme i s soo thing
T hi s is bad d esig n b ecaus e 9 is eas y t o mi st ake the b lad e fo r the handl e and injure our hand
Take-out Menu A
p a p e r d i a r y Mo b il e
T echno l o g y A
t ouchs creen
1 5 ) Whi c h I s mo r e i mp o rt a nt w hi l e d es i g ni n g a p r o d um ? 1 point
User Experience
User Int erface
Both al and b )
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Course outline
Assignment 2
How to access the portal
T h e d u e d a t a f or s u bmi t ti n g t hi s a ssi g nm e nt h as p as se d .
Welcome to HCI class
As p er o u r r ec or ds yo u h a v e n ot s u bmi tt e d t hi s assi g nm e nt .
Due on 2019-09-11, 23:59 1ST.
Contextual Inquiry and
1) What is the use of a healing brush in p hotoshop?
Aff i nity Di agrams
to paint the area to bring back previous darkness
Door handle. Elevators,
Contextual Inquiry, Affinity to fade the colors of an area centered on the cursor
Diagrams to sample part of the photograph and use it to paint over another part
Visual Desi gn 4) Whi ch of the following is a heuristic usability evaluation method? 1 point
With contextual inquiry, you l earn a few thi ngs about a thousand people
With contextual inquiry, you l earn a thousand things about a few people
Focus is on w hat peopl e say
6) Why do you thi nk Market Research i s important for your busi ness? 1 point
7) Contextual i nquiry is a qui ck form of which of the following techni ques? 1 point
Ps y ch ol o g y
E thnography
Fo c us G ro u p Di sc us si o ns
None of the above
Renders "obvious" thi ngs that the users usuall y don't mention
Easy to anal yze unstructured data
Both a and b
None of the above
9) If w e have to make an App for Mi crowave, w hat are the f eatures that you thi nk are not important? 1 point
12 00
oil
Empty
12) Whi ch of t he f ol l ow i ng i s not rel at ed to Con text ual Inq ui ry? 1 point
13) To reposi tion a l ayer i n the i mage. you w oul d cli ck the l ayer listi ng on the Layers panel , then drag the image wi th w hich too l? 1 point
14) Cl ocki ng a nd hol di ng th e mo use butto n or Ri ght - cl i cki ng o n a tool bar i co n do es w ha t? 1 point
I n c r e a s e s t h e s i z e o f t h a t t o o l L o c k s t h a t t o o l a s t h e d e f a u l t a c t i o n R e v e a l s h e l p t e x t f o r t h a t t o o l Shows additional tools rel ated to that tool
15) "Th e I T d ep artme nt of a comp an y i de nti f i es a hi g h resi g n ati on rat e of i ts hi g hl y ski l l ed empl oye es. T her e w as i nf or mati on a va i l abl e f rom exi t 1 point
i ntervi ews about thei r reasons for l eavi ng the company. This avail abl e i nf ormati on w as disorgani z ed and uncl ear". How can w e deal with thi s probl em?
c) Both a and b
d) T h e pr o bl e m i s n ot r el a te d t o d esi g ni n g s yst e ms.
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Assignment 3
The d ue dat e f or submi tti ng thi s assi gnm ent h as pass ed. Due on 2019-09-18, 23:59 1ST.
How to a ccess t he portal As p er o u r r ec or ds yo u h a v e n ot s u bmi tt e d t hi s assi g nm e nt
1) Choose the option(s) that participants need to gi ve access w hile testi ng the app In real -time in 100kbaCk.10? 1 point
Wel co m e to HC I cl as s
E nabl e Camera
E nabl e Mic
Contextual Inquiry and
E nabl e Screen
Af f i ni ty Di a gr ams
Enable contacts
I R S d oc u me n ts
No, the answer is incorrect.
Score: 0
Tutorial on Promo
2) If you need to perf orm an Interacti ve Task Anal ysis of your app and you need to use l ookback.l e f or user testi ng, you wil l use: 1 point
Tutorial on Lookback
Lice Moderated Testing
Week 3 Feedback
U nmoderat ed S el f -Testi ng
Outs : Assi gnment 3 In-Person Testing
Um Moderated Testing
U sa bl e s ec u ri t y
Unmoderated Testing
U sabl e Securi ty and Visual
In-Person Testing
D esi g n
None of the above
Vi su al D esi g n
No, the answer is incorrect.
Score: 0
Pro j e ct D em os Accepted Answers:
Unmoderated Testing
DOWN LOA D V IDEOS
4) L o o k b a c k . l o c a n b e u s e d ?po int
To perform user research in reel-time
Invi te coll aborators and parti ci pants
Both a anti
W i l l t h e s t u d y l e a d t o a f e a si b l e r e s ul t W h a t
kind of d at a is b eing coll ect ed Are the
researchers qualified to conduct the study
6) Whi ch of the f oll owi ng cri teri a does IRB use duri ng the review of research? 1 point
Co ns e nt F ar e
Roth a & b
Neither a nor b
Ac c ep t e d A nsw ers:
9 Which of the following is/are an important part of the IRS proposal? 1 point
IRS proposal
IRB appli cati on
Pre and Post experimental questions
None of the above
11) Why are post -e xperi me nt qu esti ons i mportant i n a stu dy? 1 point
They help ascertain if the subject has done the study for the money
They hel p decide if your parti cipant is feasible for the study
They help to evaluate the difficulty level of the task performed
12) Whi ch of the f oll owi ng buttons can be f ound i n the Materi al Design Li brary of proto.i o: 1 point
Acti on Button
Rai sed Button
Round Button
Icon Button
13) To ad d r esourc es l i ke i mag es to prol ei o proj ect, i t m ust b e dra gg ed an d dro ppe d i nto th e window 1 point
Project Asset
Layers
Images
Inspector
Smart Dustbi n
Web Desktop
All of the above
15) Whi ch of t he f ol l ow i ng tool s/ servi ces are comp ati bl e w i th protei o? 1 point
P ho tos h op
Dropbox
Illustrator
All of the above
Dropbox
f.E0:74Aq
ii ).t-
reviewerAemptei
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Welcome
access
to
the portal
NCI class
Assignment 4 Due on 2019-09-25, 23:59 1ST.
T h e d u e d at e fo r s ub mi t t i ng t hi s as s i g n m e nt ha s p a s s ed .
Contextual Inquiry and As p er our reco rds yo u have not s ub mitt ed this as sig nment. 1 point
Affinity Diagrams
I) While d esigning a prod uct. things an HCI expert should keep i n mind are:
• H o w und ers t and us er You should not think of yourself as a typical user
N Both b and c
o
, answer is incorrect.
a
t o
s? Surveys. Accep t ed Ans w ers :
Questionnaire Both b and c
Task Analysis 2) What are Inc things an HCI expert needs to be careful about? 'paint
Week a Feedback Human Users hijacking the discussion during the interview
Computer Interactions A deliberate attempt of a user to provide incorrect information donne a survey
Quiz Assignment a Users hijacking a discussion during an FGD
Usable security
3) What i s t rue ab o ut FGD (Fo cus G ro up D i s cus s i o n)? 1 point
Usable Security and Visual
its a good way to gather people from similar backgrounds for discussion
Design
its a good way to gather people of different experiences to discuss a topic of interest
The group of discussion is guided by a moderator
Visual Design
AI of the above rcithe
Project Demos the
answer is incorrect.
DO WNLO AD VID EO S
Accepted Answers:
All of the above
Telephone
Web
Hybrid
All of the above
No, the is incorrect.
s 4 c , , e
Accepted Answers: All
of the above
6) Whi ch o f t he fo llowi ng s urvey techni ques has t he low est res po ns e rat e 1 point
Email
Telephone
Personal
Web
N o ,
theansw er is inco rrect.
Accepted Answers:
Email
Accepted Answers:
It need not be always to the point oath the topic.
ts,Jnoðeoanswer is incorrect.
Accepted Answers:
None
1 2 ) Whi ch o f t he fo llowi ng t echni q ues can b e us ed t o underst and t he need s o' a user? 1 point
Focus Group Discussions
Interviews
TV advertisements
1 3 ) Wit h res pect to p utt ing q ues tio ns . a meani ng ful o rd er and fo rmat s hould have 1 point
Difficult Opening questions
Questions that now in some kind o' psychological order
Questions on one subject kept together
rs■lcoi,treneoanswer. is incorrect.
Accepted Answers:
OuestIons that now in some kind of psychological order
Questions on one subject kept together
1 4 ) Which of the following can help you und erst and t he mistakes that you've made in questionnaire desig n as w ell the mistakes use rs are making in 1 point
warding respons es to the questions?
1 5 ) Choose the option with the most optimal order Fo cus Gro up Di s cus sio ns
I nt ervi ew s Surveys Surveys Fo cus Gro up Di s cus sio ns Interviews Surveys ->
Interviews -> Focus Group Discussions I nterviews -> Focus Group Discussions
Survey No. the is incorrect
Accepted Answers:
Internees -› Focus Group rkscussIons -5 Survey t po int
1 6 ) Which of the following factors does not govern the choice of the survey mode?
Accepted Answers: 1 p oi nt
Quality of the experts that will evaluate the survey
1 poi nt
Ilo.t c eanswer is incorrect. s c o r e : Ac cep t ed A ns w ers :
It, similar to boons. evaluation
1 8 ) What is/are the goal/s of Task Analysis? To determine the tasks that the actual
users of the product are most likely to perform
To determine how often are the tasks performed
To identify the tasks that the developers of the product designed into the
product
To identify the time constraints on the tasks 1 point
No. the answer is incorrect.
Score/0
A cc e nt . A ns w e rs :
To determine the tasks that the actual users of the product are most likely to perform
To determine now often are Me tasks performed
To iciently the time constraints on Me tasks
2 0 ) Wit h res pect to t he St anfo rd P ris on Exp eri ment . one p rob lem w as? 1 point
Participants' privacy Violation
Severe repercussions on the participants (Ethical issues)
Not given enough time for the task to Participants
Participants found the task very simple
N o .
the Is incorrect.
s
Accepted Answers:
Severe repercussions on the participants (Ethical issues)
3,-yo-A reviewe, 4@iipteliitmacin s.•
I NPTE L n Human Computer I nteractions Announcements About the Course Ask a Question Progress Mentor
IR B d o c um e nt s Prototyping
Building the Application
Understanding user needs
Testing
Design and Prototyping
No, the answer is incorrect.
Score: 0
Accepted Answers:
• Prototyping Low fidelity and Prototyping
High fidelity
User-Centered Design 2) What is not True about the Prototyping phase? 0 points
Lab Session: Task Analysis It consists of a number of inexpensive scaled-down versions of the product.
Additional learning matenal A prototype may be tested within as well as outside the design team.
Quiz Assignment 5 By the end of this phase. the design team will have a clear idea of how the real users will behave
All of the above
High-fidelity prototyping
Low-resolution prototyping
Low-fidelity prototyping
No, the answer is incorrect.
Score: 0
Accepted Answers:
Low-fidelity prototyping
"High-fidelity prototypes resemble and perform as alike as possible to the a ctual product that will ship."
True
False
10) T
he following describes the Iterative Design process: 1 point
Design-Code-Launch
Design-Prototype-Launch
Design-Prototype-Evaluate
Design-Evaluate-Code
No, the answer is incorrect.
Score: 0
Accepted Answers:
Design-Prototype-Evaluate
11) W
hich of the following should not be a pan of your low -fidelity process? 1 point
A black and white layout
Creating a colorful logo for your app
Paper cutouts
Deciding on a colour scheme
No, the answer is incorrect.
Score: 0
Accepted Answers:
Creating a colorful logo for your app
Deciding on a colour scheme
12) You
want to test the intuitiveness of the functionality of the application. For this task, you will use: 1 point
L ow f id elit y pro toty pe s H ig h fi de lit y proto ty pe s Wa ter f all pr otot yp es All of the above
13) You
want to test whether the colour scheme of the application is appropriate. For this task, you will use: 1 point
L ow f id elit y pro toty pe s H ig h fi de lit y proto ty pe s Wa ter f all pr otot yp es Any of the above
14) W
hich of the following are downsides of high fidelity prototyping? 1 point
Users give a lot of feedback about functionality of the application
Users focus too much on minute details like logo
Building high fidelity prototypes is time-consuming
Users don't like high fidelity prototypes
No. the answer is incorrect.
Score: 0
Accepted Answers:
Users focus too much on minute details like logo
Building high fidelity prototypes is time-consuming
15) W
hich of the following is/are a step in the waterfall strategy? 1 point
Requirements specification
Prototyping
Integration and Testing
Coding
No, the answer is incorrect.
Score: 0
Accepted Answers:
Requirements specification
Integration and Testing
Coding
Lsyralanil ( ; )
2 . 0 0 f l r h
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H o w t o ac c e s s t h e po r t a l
Assignment 6
T h e d u e d a t e f o r s u b m i t t i ng t h i s a s s ig n m e n t h a s p a s s e d.
Due on 2019-10-09, 23:59 1ST.
Welcome to NCI class A s p e r o ur r e co r d s yo u h a v e n o t su f f i e n t a r t t h i s
assignment
and
Design and Prototyping Which of the pews mentioned above are true:
li and Iv
Design Patterns and material 1 and ill
D e sig n
it and II
D e s i g n P al t e r . I. II and ei
Titre
Visual Design
31 M i. sh ad e se ri es i s u su all y u se d o r Tool ba r s accor ding to th e M a te na l Des ig n S t yl e G uid eli ne s 1 point
Protect Demo s
3 6 0 a 4 0 0 s 5 6 0 s 70 05
D OWN LO AD V ID EOS
No. insIncorrect.
Accept. Answers:
5 .
Which of the following statements about Material Dee.: are false'. /poet
.A6F, CH A
rot .1oi totrohuoanswer is
incorrect.
Accepted Answers: td
.tor
CHA
.fr, .tot
Ch e c k- O ut t i me
R evi ew s
Feel
Feb 200
R ead 9 1 1 1 1 0 re view s
Vi ew Gui d e b o o k 01 o
28140 p e r nig h t
Ise.. no
Check availabilhy
troanswer is incorrect.
Accepted Answers:
Review, Community
What is tne name of the class used in Ina eackerel to set the tent are a nurnAreve /paint
T ype rac e
F on tC la s s
Font
F on tF ac e
accepted Answers:
TYPeFace
Layout
AS is
R.
Values
t s r = v o a n s w e r i s in co r r e c t .
A c c e p t. A n sw e r s :
Values
9) w hat i s t h e n a m e o f t h e fo ld e r . e r e yo u . o ul d s a v e y o u r f o n t al e : 'POW
Res
Values
A s sa s t s
Layout
No, the answer is incorrect.
Score: 0
A c c e p t. A n sw e r s :
Assests
CroSS-selling
'unnel
S e e- br an din g
Obvious links
Score: 0
Accepted Answers:
Sole-branding
12) Consider the following statement about the app interlace 1 point
t s = h e o d n e w e r i s i nc o r r ec t
Accepted Answers:
/rue
'CIFIUX COM
131 Cod ng the final h no t ... SW f or d igi tal 000 .in g • 1 ',Wet
True
he
Accepted Answers:
!roe
19) Which design pansm does the followno screen signify? / point
Sire branding
Obvious Lin.
L oc a tion gr. dcr um los
C ro ss - se llin g
I home Isall
,,WW13.1,Werod
05555
SW,
forums
v v
. . . .
Obvious Links
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Course outline
Assignment 7
The due date for submitting this assignment has passed. Due on 2019-10-16, 23:59 1ST.
How to access the portal As per our records you have not submitted this assignment.
Welcome to HCI class 1) How are Usability and Security related with respect to an application? 1 point
Effective security comes at the expense of usability
Usability came at the expense of security
Contextual Inquiry and Both a and b
Affinity Diagrams None of the above
Design and Prototyping 2) Which of the following can be used to make secure systems more usable? 1 point
Making use of invisible security, i.e. make it "just work"
Making security more intuitive
Design Patterns and Material
Making security less relatable
Design
Both a and b
NI of the above
Usable security
• Usable security
No, the answer is incorrect.
Scam: 0
Accepted Answers:
Lab Session: Task Analysis - 2 Both a and b
Quiz Assignment 7
3) What does the following statement mean in the context of the lecture? f point
Usable Security and Visual
Design "Humans am the weakest link" Humans don't form strong social connections
Most security breaches are attributed to "human error"
Visual Design Humans are mentally weak while tackling problems
Humans are emotionally weak
Project Demos
No, the answer is incorrect.
Score: 0
D O WNL O AD V ID EO S
Accepted Answers:
Most security breaches am attributed to "human error'
5) The system 'Grey' discussed in the lectures was used for which of the following purposes? 1 point
Messaging someone remotely
Data collection
Granting access to doom remotely
Tracking someone remotely
No, the answer is incorrect.
Score: 0
Accepted Answers:
Granting access to doors remotely
6) The techniques that can be used to train users against phishing attacks are? 1 point
Learning science principles
Teachable moments
Fun activities
All of the above
No, the answer is incorrect.
Score: 0
Accepted Answers:
All of the above
8) "Duolingo is a very popular language-learning platform. It has an Owf as its mascot character which walks one through the lessons and uses a 1 point
friendly and interactive approach to learn a popular language."
Which of the following embedded training principles is used by Duolingo?
A c c e p t e d A n s w e r s : Story-
based agent principle
9) What are the patterns that can be observed in order to prevent phishing? 1 point
Emails containing poor grammar. punctuation or an illogical flow of content
Any messages asking to enter or verify personal details or bank/credit card information
Warming content full of warnings and potential consequences
All of the above
10) S
ome of the advantages of a high-fidelity prototype are: 1point
Interactive prototypes are made as close to the true graphical representation of the products as they can.
The availability of interactive prototypes can improve collaboration with developers.
Participants in usability testings may not feel comfortable mak ing critiques or pointing out flaws in the designs.
The high-fidelity prototypes are more expensive to make.
No, the answer is incorrect.
Score: 0
Accepted Answers:
Interactive prototypes are made as close to the true graphical representation of the products as they can.
The availability of interactive prototypes can improve collaboration with developers.
11) T
he questions we would ask in a task analysis on a high fidelit y prototype are? 1 point
Which functionality did the user find particularly difficult
What does the user think about the colour scheme of the application
Questions about the layout and design of certain Ul elements
Will the application be useful to the user in his day to day life
No, the answer is incorrect.
Score: 0
Accepted Answers:
What does the user think about the colour scheme of the application
Questions about the layout and design of certain UI elements
12) So
me of the tools for performing high-fidelity prototype are: 1 point
Proto.io
Vision
Pixate
Pizar
No, the answer is incorrect.
Score: 0
Accepted Answers:
Proto.io
Pixate
13) Yo
u would want to receive inputs regarding the intuitive nature of buttons and icons in your application in: 1 point
Task analysis on a Low-Fidelity prototype
Contextual Inquiry
User survey
14) C
onsider the following statement with respect to Prototypes 1 point
"It is much cheaper to change a product early in the development process than to make a change after you develop the site."
True
False
No, the answer is incorrect.
Score: 0
Accepted Answers:
True
15) T
he set of inferences received from performing task analysis on low -fidelity and high-fidelity prototypes were: 1 point
Almost the same
Qualitatively different
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Course outline
Assignment 8
How to access the portal No, the answer is incorrect.
Welcome to HCI class The due date for submitting this assig nment has pa ssed. Due on 2019-10-23, 23:59 1ST.
As per our records you have not submitted this assignment.
Contextual Inquiry and
Affinity Diagrams 1 point
1) Given a scenario where you have a very small user base, which evaluation strategy would you select:
Between groups
IRS do cum e nts
Within groups. fixed order tasks
Understanding user needs Within groups, randomized tasks
Within groups, a combination of fixed and random tasks
Design and Prototyping
Score: 0
Design Patterns and Material
Accepted Answers:
Design Within groups, randomized tasks
Usable secunty
Usable Security and Visual 2) We want to compare two car-rental sites A and B by looking at how participants book cars on each site." A Between -group study would follow as: 1 point
Design Each participant could test a single car-rental site and book a car only on that site.
• Usable Secunty - 2 Each participant could test both car-rental sites and book a car on each.
Quiz Assignment 8 3) The Independent Variable is the one which is directly manipulated by the researcher 1 point
4) Select the Two statements about Control Group in user experiment. 1 point
In a single-blind study. the researcher will know whether a particular subject is in the control group, but the subject will not know.
In a single-blind study, the subject will know whether a particular subject is in the control group, but the researcher will not know.
Both a and b
None of the above
5) What was the idea behind changing the Phishguru cartoon character during the intervention iterations built for Phishguru? 1 point
The previous character was found to be stereotypical during user studies The users did not feel connected to the previous cha racter during the user study The
researchers conducting the study wanted the character to be gender neutral None of the above
6) Within-group designs require fewer panicipants and are cheaper to run. 1 point
True
False
No. the answer is incorrect.
Score: 0
Accepted Answers:
True
7) Which of the following inferences were received from the Phishguru lab studies? 1 point
Security notices are an equally good medium to educate users as embedded :raining
Embedded training was more effective at teaching users to make better decisions than those sent security notices
Phishguru was effective in teaching users, but they could not retain the knowledge for mare than 3 -4 days
Users trained with non-embedded did better than users trained with embedded training
No. the answer is incorrect.
Score: 0
Accepted Answers:
Embedded training was more effective at teaching users to make better decisions than those sent security
notices
Between-group design
Within-group design
False-positive error analysis
None of the Above
No. the answer is incorrect.
Score: 0
Accepted Answers:
Between-group design
False-positive error analysis
True
False
No. the answer is incorrect.
Score: 0
Accepted Answers:
False
10) "What you see first influences what you see next." 1 point
Which of the following phenomenon does the above statement correspond to?
11) Which of the following was inferred from the Phishguru user study? 1 point
Training the users had little effect on the users clicking phishing URLS in emails
Trained participants were less likely to fail for phishing URLS in emails
The participants trained with two training messages consistently performed better on ALL days than the ones trained with a si ngle training message
Trained participants remembered what they learnt 28 days back
12) What is the main purpose of Control Group in user experiment? 1 point
Establish a baseline
Evaluate the de fault behavior of people
Distract people
No. the answer is incorrect.
Score: 0
Accepted Answers:
Establish a baseline
Evaluate the default behavior of people
13) What signifies the effectiveness of training the user during the Phishguru experiment? 1 point
In the control group, the percentage of people who clicked on the phishing link in the email on Day 0 was much less than the people who clicked on the
phishing link towards the end of the study
In the trained group, the percentage of people who clicked on the phishing link in the email on Day 0 was much more than the people who clicked on the
phishing link towards the end of the study
In the control group, the percentage of people who clicked on the phishing link in the email on Day 0 was much more than the people who clicked on the
phishing link towards the end of the study
In the trained group, the percentage of people who clicked on the phishing link in the email on Day CI was much less than the people who clicked on the
phishing link towards the and of the study
Two-train participants are equally likely than one-train participants to click on a phishing URL on days 16 and 21
Two-train participants are less likely than one-train participants to click on a phishing URL on days 16 and 21
Both one-train and two train participants are less likely than the control group users to fall for a phishing URL
Training the users does not have a significant effect on users providing information after clicking on a phishing URL
No, the answer is incorrect.
Score: 0
Accepted Answers:
Two-train participants are less likely than one-train participants to click on a phishing URL on days 16 and
21
Both one-train and two-train participants are less likely than the control group users to fall for a phishing
URL
Phishguru training did not affect the way people clicked on legitimate URLS in the emails
Phishguru training did affected the way people clicked on legitimate URLS in the emails
The False positive rate of identifying legitimate URLS as phishing URLS actual ly increased as a result of a side-effect of the Phishguru training
The False positive rate of identifying legitimate URLS as phishing URLS wasn't affected