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100

What is a problem space ?

•The problem space is the set of all possible states or situations that a problem can have.

•It includes all possible inputs and outputs for the problem, and the relationships between them.

100

mention 1 reason why its important to understand users

Improved User Experience

Better Problem Solving

Increased Innovation

Improved Marketing

Better Decision Making

100

Mention 1 dimension humans differ

motor abilities

strength

disabilities

100

Name 1 design implications for problem-solving

•Provide information and help pages that are easy to access for people who want to understand more about how to carry out an activity more effectively (for example, web searching).


100

What is requirement

•A requirement is a statement about an intended product that specifies what it should do or how to do it.

•For requirements to be effectively implemented and measured, they must be specific, unambiguous and clear.

100

what is a prototype

•A prototype is an early sample, model, or release of a product built to test a concept or process.

100

Why is it important to evaluate

•Evaluation is needed to check that users can use the product and like it.

100

Name a framework used to guide observation?

The Goetz and LeCompte (1984) framework

The Robinson (1993) framework

100

what are the components of a use case diagram

•Use cases. Usually drawn with ovals, use cases represent different use scenarios that actors might have with the system (log in, make a purchase, view items, etc.)

•System boundaries. Boundaries are outlined by the box that groups various use cases in a system.

•Actors. These are the figures that depict external users (people or systems) that interact with the system.

•Associations. Associations are drawn with lines showing different types of relationships between actors and use cases.

200

Why is defining the problem space important?

•Defining the problem space is important for understanding the scope and constraints of a problem.

•It provides a framework for breaking down the problem into its components and for understanding the potential solutions.

200

Define experiential cognition

•Experiential cognition is a state of mind where people perceive, act, and react to events around them intuitively and effortlessly.

It requires reaching a certain level of expertise and engagement

200

Mention 2 advantages of involving users?

•Expectation management

• Realistic expectations

• No surprises, no disappointments

• Timely training

• Communication, but no hype

•Ownership

• Make the users active stakeholders

• More likely to forgive or accept problems

• Can make a big difference to acceptance and success of product

200

Ergonomic abilities relate to?

user's physical abilities

200
What is a technical requirement

•These are the technical constraints that a system must meet, such as compatibility with existing hardware and software, performance and reliability, and security.

200

Mention 1 benefit of using low level prototypes

simple, cheap, and quick to produce.


200

mention 1 technique used for evaluation

•observing users,

•asking users’ their opinions,

•asking experts’ their opinions,

•testing users’ performance

•modeling users’ task performance

200

What task description technique is narrative, informal, not generalisable, natural

•Scenarios

200

Explain Ubiquitous computing(Pervasive Computing)

Ubiquitous computing is the method of enhancing computer use by making many computers available throughout the physical environment, but making them effectively invisible to the user

300

Explain what conceptualizing interaction is

•Conceptualizing interaction in the context of interaction design involves understanding how the design of a product or system can influence the way people interact with it.

•The goal is to create a seamless and satisfying experience that meets the needs of the users and enhances their interactions with the product or system.

300

Mention 2 cognitive aspects

•Attention

•Memory

•Learning

•Reading, speaking, and listening

•Problem-solving, planning, reasoning, and decision-making

300

which life cycle model is associated with risk analysis

Spiral model

300

What is a cognitive walk through?

•This method is a user-centered evaluation technique that evaluates a system's usability by analyzing the cognitive processes involved in completing a task.

•The technique simulates the thought processes of a user and identifies potential obstacles and points of confusion.

300

Give an example of a non functional requirement

•Scalability

•Usability

•Interoperability

•Performance

300

Give 2 examples of a low fidelity prototype

•sketches of screens, 

task sequences

•‘Post-it’ notes

•Storyboards

‘Wizard-of-Oz’

300

Which evaluation paradigm (technique) is done in natural settings

Field studies

300

•Space. What is the physical space like?

•Actors. Who is involved?

•Activities. What are they doing?

These questions are related to what observation framework?

The Robinson (1993) framework

300

Explain the difference between incidental learning and intentional learning

•Incidental learning occurs without any intention to learn.

•Intentional learning is goal-directed with the goal of being able to remember it.

400

Explain the difference between an interaction mode vs an interaction style

•Interaction mode: what the user is doing when interacting with a system, e.g. instructing, talking, browsing or other

•Interaction style: the kind of interface used to support the mode, e.g. speech, menu-based, gesture

400

What is a mental model?

•A mental model is based on belief, not facts: that is, it's a model of what users know (or think they know) about a system.

•Individual users each have their own mental model.

•A mental model is internal to each user's brain, and different users might construct different mental models of the same user interface.

400

Name the 4 basic activities of interaction design?

•There are four basic activities in Interaction Design:

1.Identifying needs and establishing requirements

2.Developing alternative designs

3.Building interactive versions of the designs

4.Evaluating designs

400

What does GOMS stand for?

GOMS (Goals, Operators, Methods, and Selection rules)

400

Explain the difference between a functional requirement and non functional requirement

•Functional requirements: Functional requirements specify the software functionality that the developers must build into the product to enable users to accomplish their tasks, thereby satisfying the business requirements.

•Non-Functional Requirements: Constraints or standards that the system must have or comply with.

•Non-functional requirements define the system’s quality characteristics.

400

With this technique, the user interacts with the software as though interacting with the product. What prototyping technique this?

‘Wizard-of-Oz’ prototyping

400

Fill in the blanks

___________ involves recording typical users’ performance on typical tasks in controlled settings

 Usability testing

400

State the 6 parts of the DECIDE framework

•  - Determine the overall goals
  - Explore the questions that satisfy the goals
  - Choose the paradigm and techniques
  - Identify the practical issues
  - Decide on the ethical issues
  - Evaluate ways to analyze & present data

400

fill in the blank

______________ is a research method used to understand the behavior and attitudes of people within their natural environments.

Ethnography

500

Define a conceptual model is?

•A conceptual model is the mental model that people carry of how something should be done.

500

Using a to-do list is an example of?

a) Externalizing to reduce memory load

b) Computational offloading

c) Annotation and cognitive tracing

Externalizing to reduce memory load

500

Which life cycle model is focused on evaluation

The Star lifecycle model

Usability engineering lifecycle model

500

What is GOMS?

•Its a model that provides a framework for analyzing and predicting the time it takes for users to perform tasks using a computer system.

•The model takes into account the user's goals, the operators required to achieve those goals, the methods for performing the operators, and the selection rules used to determine which method to use in a given situation.

500

mention 3 data gathering techniques

Interviews

Indirect Observation

One-on-One Interviews

Studying Documentation

Direct Observation

Researching Similar Products

Group Interviews

Questionnaires

Focus Groups

500

State a drawback of using high-fidelity prototypying

users may think they have a full system

Costly

take more time to make

may require coding

500

Explain how "quick and dirty" evaluation works

•A "quick and dirty" evaluation is a common practice in which designers informally get feedback from users or consultants to confirm that their ideas are in line with users' needs and are liked.

500

Explain the 4 conceptual models based on activity

•Giving instructions - issuing commands using keyboard and function keys and selecting options via menus

•Conversing - interacting with the system as if having a conversation

•Manipulating and navigating  - acting on objects and interacting with virtual objects

•Exploring and browsing - finding out and learning things

500

Explain how throw away prototyping works?

Throwaway prototyping means building initial ideas for different applications, interfaces, or functions, without necessarily having the intention of including them in the finished system. 

Rather, the idea is to gather feedback, prove concepts, or undertake other research tasks

600

Explain what cognitive friction is?

•Cognitive friction occurs when a user is confronted with an interface or affordance that appears to be intuitive but delivers unexpected results.

600

What is external cognition

•External cognition is the information processing that goes on between the internal cognition of the human mind and the perception and manipulation of its external representations (e.g. maps, notes, diagrams).

600

Mention 1 step carried out when conducting a contextual design

Contextual Inquiry

Work Modeling

Design Workshops

Scenario Development

Storyboarding

Prototype Development

Evaluation

600

Explain what heuristics evaluation is?

This method involves evaluating a system's usability by applying a set of well-established usability heuristics, or guidelines, to identify potential usability issues.

•The heuristics are based on expert knowledge and experience in the field of HCI.

600

Name 1 technique used for task description

•Scenarios

•Use cases

•Essential use cases

600

Explain the difference between a horizontal vs vertical prototyping

• ‘horizontal’: providing a wide range of functions but with little detail, 

‘vertical’: providing a lot of detail for only a few functions

600

Mention 1 other factor that needs to be considered apart from the evaluation paradigm or technique when it comes to how data is analyzed & presented depends

- Reliability: can the study be replicated?
- Validity: is it measuring what you thought?
- Biases: is the process creating biases?
- Scope: can the findings be generalized?
- Ecological validity: is the environment of the study

600

fill in the blank

______________ is a user-centered design method that focuses on understanding the context in which users will interact with a product.

Contextual Design

600

Explain how evolutionary prototyping works?

The idea behind this is that an initial prototype is presented to the user. They provide feedback and suggestions for improvements. 

These are actioned by the developer who then presents a more refined prototype. 

The user once more provides feedback.

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