IT6200 Introduction to Human Computer
There are three broad categories of user. This
category of users know well how to perform the tasks they need to perform
frequently. |
occasional
users |
________________ among users and computers happens
at the user interface which includes both software and hardware. |
Interaction |
A ____ software system is one that supports
the effective and efficient completino of tasks in a given work context. |
usable |
When humans communicate with _____________, they
bring to the encounter a lifetime of |
computer |
Developers must attempt to ______________________
in order to produce computer systems with good usability. |
achieve efficient,
effective and safe interaction
|
HCI is about understanding and creating software
and other technology that people will want to use, will be able to use, and
will find effective when used. |
True |
HCI encompasses three major parts within the
framework, ____________, _______________ and _________________. |
human, computer,
interaction
|
The bottom-line benefits of usability to development
organizations include: |
|
profits due to more competitive products/services |
greater |
overall development and maintenance costs |
decreased |
customer support costs |
decreased |
follow-on business due to satisfied customers |
more |
Human-Computer Interaction (HCI) is a
multidisciplinary area of study focused on computer technology design and, in
particular, the interaction between ______________________ |
human and computer
|
The benefits of more usable software system to
business users include: |
increased productivity decreased user errors decreased user training
time and cost |
It's about sending back details about what action
was taken and what was done, enabling the individual to continue the
operation. |
Feedback |
Which of the following is a concept indicating
that we understand human attention? |
Avoid cluttering the
interface with more information than is needed at the present moment for the
user |
Which of the following is the principles of HCI? |
Tasks |
HCI is about understanding and developing software
and other technology that will allow people to use, be able to use, and be
successful when used. |
True |
It is a term which supports the objects in an easy
way to use. |
Usable |
Which one could NOT be found in a good HCI? |
A long command line to
achieve a function |
Several systems and technologies were developed to
support telepresence and co-presence |
True |
Individual differences (need for structure vs.
flexibility) and work situations (overloaded vs. bored) would mean that a one-size-fits-all
solution is neither feasible nor prudent as we strive for optimum workplace
environment and human efficiency. |
True |
A ____ software system is one that supports the
effective and efficient completino of tasks in a given work context. |
usable |
Speech-recognition systems allow users to
communicate using spoken commands |
True |
Keeping abreast of what others do and letting
others know what you do are irrelevant aspects of collaborative work and
socialization |
False |
Social processes such as turn-taking, conventions
etc. help us to work together and organize our activities |
True |
Perception allows us to focus on information that
is relevant to what we are doing and it involves an audio and/or visual
senses. |
False |
HCI encompasses three major parts within the
framework, ____________, _______________ and _________________. |
human, computer,
interaction |
A software engineer trained in the development of
user interfaces would have gained experience, learned about approaches and
techniques and gained an understanding of its weaknesses |
True |
HCI is about understanding and creating software
and other technology that people will want to use, will be able to use, and
will find effective when used. |
True |
there are three broad categories of user. This
category of users know well how to perform the tasks they need to perform
frequently |
occasional users |
What is the fundamental insight that underlies the
evaluation process of "cognitive walk through? |
The idea that users
earn by exploring an interface |
Visibility is what operations and manipulation can
be performed on a given entity |
False |
Human-Computer Interaction (HCI) is a
multidisciplinary area of study focused on computer technology design and, in
particular, the interaction between ______________________. |
human and computer |
What are the elements of the Gulf of Execution? |
Forming thoughts,
defining appropriate behavior, choosing suitable interface mechanism |
________________ among users and computers happens
at the user interface which includes both software and hardware |
Interaction |
Humans have a restricted capacity for processing
information. |
True |
Developers must attempt to ______________________
in order to produce computer systems with good usability. |
achieve efficient,
effective and safe interaction |
one of HCI's goals is to create specific
capabilities and constraints for the software and/or hardware and platform
chosen for the product |
True |
Human and computer interaction focuses on
human-machine interface _____________ |
Design |
Sense Cam is a wearable tool that takes
photographs intermittently when worn without any user interference |
False |
These are the windows of information that pop up
to warn about a significant incident or request information. |
dialogue boxes |
It is the method of choosing items to concentrate
on from the set of possibilities available for a search at a point in time |
Attention |
It is a confirmation box, in which individual and
isolated regions can be selected to activate an action inside a display |
button |
These are the reports that contain information
about the incident, the objective data analysis, and the conclusions. |
accident reports |
Those are the small pictures or photographs
depicted as device objects. |
icons |
What is behavioral design? |
Is about use and
equates with the traditional values of usability |
These are set of options that appear on screen. |
menus |
This is the interaction of the physical
characteristics. |
ergonomics |
It has a way to express instructions directly to
the computer using accessible keys, characters or a combination. |
Command Line Interface |
The prototyping phase follows after which of the
following steps? |
Understanding users
needs |
This is the nature of the interaction between the
user / device. |
interaction styles |
This is what you want to achieve in interaction. |
goal |
It's a separate intervention intended to change
the structure but you can't predict how things will work out exactly |
intervention design |
These are the systems where augmented reality,
window system, and 3D workspaces are used |
Three dimensional
interfaces |
What is emotional interaction? |
It's about how we feel
and respond when we communicate with technologies |
n order to define its aims and purposes, it is the
method of researching a practice or enterprise and creating structures and processes |
system analysis |
It is the design of the interaction between users
and products. |
design interactions |
These are the screen areas which function as if
they were separate, such as text or graphics. |
windows |
Which of the following is design's golden rule? |
understand your
materials |
Which of the following is NOT an Ergonomic
example? |
spiritual beliefs |
You want to test the intuitiveness of the
functionality of the application. For this task, you will use: |
Low fidelity prototypes |
What are expressive interfaces? |
Provide reassuring
feedback that can be both informative and fun, but also intrusive and
annoying |
Fidelity can be considered as the |
level of detail and the
functionality that the prototype has. |
What is physiological reactions? |
Skin conductance,
heart activity, breathing, pupil dilation |
Which one of these would NOT be found in a good
HCI? |
A long command line to
achieve a function |
The prototyping phase follows after which of the
following steps? |
Understanding users
needs |
What is Anthromorphism? |
attributing human-like
qualities to inanimate objects |
What is reflective design? |
Taking into account
the meaning and personal value of a product in a particular culture |
Basic activities in Interactive design EXCEPT |
Testing the prototype |
What is facial coding? |
Measures the emotions
of users by analyzing photos recorded via the camera when interacting with
the device |
What is persuasive technologies? |
Interactive computer
systems are designed to alter perceptions and behaviors of individuals |
Emotional technology aims to |
Predict user's
feelings and behavioral aspects |
For user testing on your low fidelity prototypes,
you will: |
Give a brief overview
of your ideas and then let them explore/figure out your design |
A search engine depends on _______to find information
on the web. |
computers |
What is virtual agents? |
welcoming persona, has
a personality and makes the user feel involved with them |
What is deceptive technology? |
phishing and trust.
Deceive people into parting with personal details |
All answers below is benefits of interface design
from design rationale, except |
not accurately or
completely capture the rationale |
Interaction design concerned with ___________ |
Machines with
interactive systems |
When is an interface annoying? |
Crashes, doesn't do
what user wants, expectations not met, vague error messages, appearance of
interface is gimmicky |
Paper and pen-based sketches used for prototyping
signify which of the following? |
Low-fidelity
prototyping |
Designer introduces an element of the Design &
Use scenarios in a cognitive walkthrough. |
True |
Walkthroughs are focused so they are suitable to
assess small parts of a product. |
True |
Fitts' Law can’t be used to predict professional,
error-free results with restricted key presses for clearly defined tasks |
False |
Error messages should be expressed in plain
language (no codes), the problem should be specified precisely and a solution
suggested constructively |
Help users recognize, diagnose, and recover
from errors |
While it's best if the program can be used without
documentation, support and documentation may need to be provided. |
Help and documentation |
The program will speak the language of the users,
with user-familiar expressions, phrases, and concepts rather than
system-oriented terminology. |
Match between system and the real world |
Expert is told of the assumptions regarding
consumer population, sense of usage, task specifics in heuristic evaluation. |
False |
Fitt’s law predicts that pointing to an object
using a tool is a function of the distance from the object and the size of
the object. |
True |
Minimize the memory load of the user, by having
visible objects, behaviors and choices. The user should not need to remember
data from one part of the dialog to another. Instructions for using the
program should be accessible or easily retrievable where appropriate |
Recognition rather than recall |
In the early 1990s Jacob Nielsen developed
heuristic evaluation. |
True |
The program will also keep users updated in a
reasonable time about what's happening through correct feedback. |
Visibility of system status |
Modelling includes the processing of user behavior
data on a website or product |
False |
Fitts' law is useful in evaluating structures for
which it is not possible to locate an item |
False |
Users often mistakenly choose system functions and
need a clearly marked "emergency exit" to leave the undesirable
state without having to go through an extended dialog. Support undo and redo. |
User control and freedom |
A careful design is even better than good error
messages which prevents a problem from occurring in the first place. Either
delete or test for error-prone conditions, and offer a validation choice to
users before committing to the operation. |
Error prevention |
Accelerators — unknown by the novice user — can
often speed up the professional user interaction so the device can work for
both new and seasoned users. Allow users to tailor frequent actions. |
Flexibility and efficiency of use |
Dialogs should not contain irrelevant or rarely
needed information. Each extra information unit in a dialog competes with the
related information units and diminishes their relative visibility. |
Aesthetics and minimalist design |
Users shouldn't be wondering whether specific
words, circumstances or acts mean the same thing. Employ conventions on
website. |
Consistency and standards |
Predictive models, offer a way to test goods or
prototypes without affecting the users directly. |
True |
You cannot use inspections to test specifications,
mockups, functional prototypes, or systems |
False |
Match the things to consider when interpreting
data from Column A to Column B |
|
Does the assessment process distort the results? |
Ecological validity |
How generalizable are outcomes? |
Scope |
Are there prejudices that distort outcomes? |
Biases |
Can the system measure what they are supposed to
calculate? |
Validity |
Does the process yield the same results on
different occasions? |
Reliability |
Participants will be told why they are doing the
test, what they will be asked to do and their rights. |
True |
Experiments test a hypothesis by changing some
variables while preserving constancy of others. |
True |
Some of the same methods of collecting data are
used in evaluation as to set criteria and define the needs of the users. |
True |
Controlled setting involving users, e.g. field
experiments and seeing how the product is used in the real world in wild
experiments. |
False |
Remote testing systems which are inexpensive are
more compact than usability laboratories. Many do have handheld eye-tracking
apps and other tools. |
True |
Usability testing is carried out in regulated labs
or temporary laboratories. |
True |
User-free settings are intended to predict,
analyze & model aspects of device analytics. |
True |
Usability testing and trials require the assessor
to have a high degree of control over what is being tested, while evaluators
usually exert little or no control on participants in field studies. |
True |
Usability research is based on indicators of
success, e.g. How long and how many errors are made while performing a series
of predefined tasks. Indirect observation (video and keystroke logging),
questionnaires regarding user satisfaction, and interviews are also
collected. |
True |
Evaluations may be carried out in controlled
settings such as labs, less controlled field settings, or where no users are
present. |
True |
Field studies are evaluation studies that are
carried out in natural settings to discover how people interact with
technology in the real world. |
True |
Natural setting involving people, e.g. usability
testing & laboratory and living lab tests. |
False |
To test dependent variable(s), the experimenter
checks independent variable(s). |
True |
Usually a high authority approves the design of
the informed consent form, the assessment procedure, data processing and data
storage methods |
True |
The application of technology in people's daily
lives can be measured in living laboratories. |
True |
Field studies involving the implementation in
natural settings of prototypes or innovations can also be referred to as 'in
the wild.' |
True |
Sometimes the results of a field study are
surprising, especially in wild studies that investigate how participants use
novel technology in their own homes, workplaces, or outside. |
True |
This is the method of choosing items to
concentrate on from the variety of possibilities available for a list at a
time. |
Attention |
The field of HCI __________ |
attempts to understand and shape the way how
people communicate with computers |
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