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100

_______________ is the design of interactive products and services in which a designer’s focus goes beyond the item in development to include the way users will interact with it.

Interaction Design (ID) is the design of interactive products and services in which a designer’s focus goes beyond the item in development to include the way users will interact with it.

100

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

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

100

A ________ _______ is based on belief, not facts,  it's based on what users know (or think they know) about a system

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

100

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

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

100

Explain the usability principle of memorability

Once users have learned the system, they should be able to remember how to use it later on.


100

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

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

100

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

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

100

To __________ is to determine what something is worth to somebody.

To evaluate is to determine what something is worth to somebody.

100

What is the goal of field study methods

To observe users and collect information about their tasks and the context in which they are done.

100

______________ is an iterative design process in which designers focus on the users and their needs in each phase of the design process.

User-centered design (UCD) is an iterative design process in which designers focus on the users and their needs in each phase of the design process.

200

Explain the difference between slips and mistakes

Slips are unconscious errors caused by inattention.

Mistakes are conscious errors based on a mismatch between the user’s mental model and the design.

200

What is a conceptual model

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

200

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.

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

Explain the usability principle of Flexibility and adaptability

Flexibility and adaptability: The system should be flexible and adaptable, allowing users to tailor the interface to their specific needs and preferences

200

Explain the difference between functional and non 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 define the system’s quality characteristics.

200

______________ prototypes can be developed by modifying and integrating existing components both hardware and software which are widely available through various developer kits and open source software

High-fidelity prototypes can be developed by modifying and integrating existing components both hardware and software which are widely available through various developer kits and open source software

200

Any kind of evaluation is guided explicitly or implicitly by a set of beliefs, which are often under-pined by theory. These beliefs and the methods associated with them are known as ?

an evaluation paradigm

200

Define what a contextual inquire is

Contextual inquiry involves conducting in-depth
interviews with users in their natural environment or
workspace.

200

Mention any 2 principles in the UCD process


User Involvement: Actively involve users in the design process.

Consistency: Maintain consistent design elements and interactions.

Feedback: Provide clear feedback to users about their actions.

Flexibility: Accommodate a variety of user needs and preferences.

Usability: Prioritize ease of use and user satisfaction.

Accessibility: Ensure the design is accessible to people with
disabilities.

Iteration: Continuously improve the design based on user feedback.

300

Which Nielsen heuristic do the following usability recommendations belong too?

1) Tell users what went wrong in language they will understand

2) Provide users with clear and easily accessible help and when necessary

3) Allow for customization, so users can make selections about how they want the product to work.

1) Help users recognize, diagnose, and recover from errors

2) Help and documentation

3) Flexibility and efficiency of use

300

Name the 3 things that make up a conceptual model

Tasks – your conceptual model should take into account the task models that you build.

Objects – what are the physical objects that a user relates to?

Terminology Definitions – standard terminology across the product will make it easier for you to help your user understand what an action is all about.

300

Give an example of annotation and cognitive tracing

Annotation - crossing off, ticking, underlining

Cognitive tracing - playing scrabble, playing cards

300

Mention the 3 types of stake holders

primary: frequent hands-on

secondary: occasional or via someone else

tertiary: affected by its introduction, or will influence its purchase

300

Explain any 3 methods of usability assessment

User testing: This involves recruiting a representative sample of users to complete tasks using the system and providing feedback on their experiences.

Heuristics evaluation: This involves evaluating a system against established usability heuristics, or guidelines, to identify potential usability issues.

Cognitive walkthrough: This method involves simulating the thought processes of a user and evaluating the system from the user's perspective to identify potential obstacles and points of confusion.

Surveys and questionnaires: This involves asking users to provide feedback on their experiences using the system, either through online surveys or through in-person interviews.

Expert review: This involves having experienced HCI professionals evaluate the system and provide feedback on its usability.

Eye tracking: This involves using eye-tracking technology to record and analyze where users are looking while they use the system. This can provide valuable insights into how users perceive and interact with the system.

300

Task descriptions can be done using 3 tools. Name them

•Scenarios

•Use cases

•Essential use cases

300

Mention 3 drawbacks of high fidelity prototypes

Users think they have a full system and form biases

Require more resources to create

Not as flexible as low fidelity prototypes


300

The DECIDE framework is used when conducting ?

Pilot studies

300

Field Study Method techniques are divided into three categories. Name them?


Observation only

Interacting with the user

Method supplements

300

Mention the 3 principles of the UCD process

1.Early focus on users and tasks

2.Empirical Measurement and testing of product usage

3.Iterative Design

400

what are the 4 core characteristics of interaction design

•Identify needs and establish requirements

•Develop alternative designs

•Build interactive prototypes that can be communicated and assessed

•Evaluate what is being built throughout the process

400

Explain the 4 conceptual model's 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

400

Explain the difference between fast think and slow thinking

Fast thinking is Instinctive, reflexive, and effortless, and it has no sense of voluntary control.

Slow thinking, as the name suggests, takes more time and is considered to be more logical and demanding, and it requires greater concentration.

400

What are the 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

Mention any 4 usability measures to measure usability

Time on task

Task completion rate

Error rate

Efficiency

Satisfaction

Learnability

400

Name the 4 elements that make up a Use Case

•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.

400

Explain the 2 common types of compromise when prototyping

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

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

400

Mention the 4 evaluation paradigms

‘quick and dirty’

usability testing

field studies

predictive evaluation

400

Explain the difference between pure observation and deep hanging out

pure observation - Involves simply observing the user/site/task from a distance. Ideal when you are unable or don’t wish to interact with the user, you simply observe from a distance.

Deep Hanging out - A more structured form of pure observation. Involves significant amounts of observation along with involving yourself in the process

400

Mention the 4 general phases of the UCD process


Specify the context of use

Specify requirements

Create design solutions

Evaluate designs

500

Explain what affordance is and the 4 types of affordance.

Affordance refers to an attribute of an object that allows people to know how to use

Cognitive Affordance - Designing a feature that makes users aware about that feature.

Sensory Affordance - Designing a feature in such a way that it helps users sense it more conveniently.

Physical Affordance - Designing a feature that helps users to perform a physical action in the interface.

Functional Affordance - Designing a feature that assist users in accomplishing some task.

500

Explain each of the following interaction paradigms

Transparent computing

Augmented reality

Wearable computing

Ubiquitous computing

Transparent computing - a computing paradigm in which services are shared. Focuses on separating the storage and execution of applications and software.

Augmented reality - a set of technologies that superimposes digital data and images on the physical world.

Wearable computing - practice of inventing, designing, building, or using miniature body-borne computational and sensory devices.

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

500

1) Avoid cluttering the interface

2) Design icons and other graphical representations so that users can readily distinguish between them.

3) Design interfaces that promote recognition rather than recall

4) Design interfaces that encourage exploration.

5) Keep the length of speech-based menus and instructions to a minimum.


1) Design implications for attention

2) Design Implications for perception

3) Design Implications for memory

4) Design Implications for Learning

5) Design Implications for Reading, Speaking, and Listening


500

Name the lifecycle models that align with the statements below:-

1) Evaluation at the center of activities

2) A systematic and iterative process for designing and evaluating user interfaces

3) An iterative framework allowing ideas to be checked and evaluated, focuses on Risk analysis and Prototyping

1) Star model

2) Usability engineering lifecycle model

3) Spiral model

500

Name the 5 usability models and theories

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

Cognitive walkthrough

Heuristics evaluation

User testing

Nielsen's usability heuristics

500

Name and explain 5 any data gathering techniques

Indirect Observation: Interaction logging on an existing system may be used to provide some data about how a task is performed currently, but the information is too tightly coupled with details of the existing computer support to be particularly helpful if a completely new system is planned.

Group Interviews: Group interviews are similar to one-on-one interview, except there is more than one person being interviewed.

One-on-One Interviews: One-on-one interviews are the most common technique for gathering requirements, as well as one of the primary sources of requirements.

Focus Groups: Focus groups are ideal for establishing a consensus view and highlighting areas of conflict and disagreement during the requirements activity.

Questionnaire: Questionnaire might be used to get opinions and views about specific suggestions for the kind of help that would be most appreciated.

Direct Observation: Observation of participants in their natural setting is used to understand the nature of the tasks and the context in which they are performed.

Studying Documentation: Manuals and other documentation are a good source of data about the steps involved in an activity and any regulations governing a task.

Researching Similar Products: By observing and analyzing similar products, it is very easy to establish the requirements of your own product.

500

Name 5 low fidelity prototyping techniques


task sequences

Sketching

Using index cards

‘Post-it’ notes

Storyboards

‘Wizard-of-Oz’

500

Mention 5 techniques used for equation

observing users,

user studies

asking users’ their opinions,

asking experts’ their opinions,

testing users’ performance

modeling users’ task performance

500

Mention the missing the field study method techniques

Observation Only

_______________

Deep Hanging-Out

Interacting with the user

_______________________

_______________________

 Condensed ethnographic interview

 _____________________

Method supplements

________________________

Incident diaries

Observing while you are not present

Observation Only

•Pure Observation

•Deep Hanging-Out

Interacting with the user

•Contextual Inquiry

•Process analysis

•Condensed ethnographic interview

•Discount User Observation (DUO)

Method supplements

•Artifact walkthroughs

•Incident diaries

•Observing while you are not present

500

Mention the steps in the UCD process

1.Analysis

2.Design

3.Evaluation (iterate back to Design)

4.Implementation

5.Deployment

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