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Usability is broken down into _____ P20

4 goals
5 goals
*6 goals
7 goals

Effectiveness refers to _____ P21


*how good a product is at doing what it is supposed to do.
the way the product supports users in carrying out their tasks.
the extent to which the product provides the right kind of functionally so that users can do what they
need or want to do.
how easy a system is to learn to us

Efficiency refers to _____

P21

how good a product is at doing what it is supposed to do.


*the way the product supports users in carrying out their tasks.
protecting the user from dangerous conditions and undesirable situations.
the extent to which the product provides the right kind of functionally so that users can do what they
need or want to d

Safety refers to _____ P21


how good a product is at doing what it is supposed to do.
*protecting the user from dangerous conditions and undesirable situations
the extent to which the product provides the right kind of functionally so that users can do what they
need or want to do.
how easy a product is to remember how to use, once learne

Utility refers to _____

P22

how good a product is at doing what it is supposed to do.


the way the product supports users in carrying out their tasks.
*the extent to which the product provides the right kind of functionally so that users can do what they
need or want to do.
how easy a system is to learn to us

Learnability refers to _____ P22


the way the product supports users in carrying out their tasks.
the extent to which the product provides the right kind of functionally so that users can do what they
need or want to do.
*how easy a system is to learn to use.
how easy a product is to remember how to use, once learne
Memorability refers to _____ P23
how good a product is at doing what it is supposed to do.
the way the product supports users in carrying out their tasks.
how easy a system is to learn to use.
*how easy a product is to remember how to use, once learne
Is the product capable of allowing people to learn, carry out their work efficiently, access the
information they need, or buy the goods they want? . Which usability goal is this question for?

P21

*Effectiveness
Efficiency
Utility
Learnability
One users have learned how to use a product to carry out their tasks, can they sustain a high level of
productivity?. Which usability goal is this question for?
P21
Effectiveness
*Efficiency
Utility

Memorability
What is the range of errors that are possible using the product and what measures are there to
permit users to recovery easily from them?. Which usability goal is this question for? P21
Effectiveness
Efficiency
*Safety
Utility
Does the product provide an appropriate set of functions that will enable users to carry out all their
tasks in the way they want to do them?. Which usability goal is this question for?
P22
Efficiency
Safety
*Utility
Learnability
Is it possible for the user to work out how to use the product by exploring the interface and trying out
certain actions?. Which usability goal is this question for?
P23
Effectiveness
Utility
*Learnability
Memorability
What kinds of interface support have been provide to help users remember how to carry out tasks,
especially for products and operations they use infrequently?. Which usability goal is this question
for?
P23
Effectiveness
Utility
Learnability
*Memorability
Which goals are concerned with how users experience an interactive product from their perspective?
P26
Usability goals
*User experience goals

Q15: Which goals are concerned with assessing how useful or productive a system is from its own
perspective?
P26
*Usability goals
User experience goals
Q16: All usability and user experience goals will be relevant to the design and evaluation of an
interactive product being developed.
P27
True
*False
Q17: Which sentence is true about design principles? (Choose two)

P29

*They are intended to help designers explain and improve their design.
They are intended to specify how to design an actual interface.
They tell the designer how to design a particular icon or how to structure a web portal.
*They ensure that designers have provided certain features at an interfac
Q18: _____ is about sending back information about what action has been done and what has been
accomplished, allowing the person to continue with the activity.
P31
Visibility
*Feedback
Constraints
Consistency
Affordances
Q19: _____ determine ways of restricting the kinds of user interaction that can take place at a given
moment.
P31
Visibility
Feedback
*Constraints
Consistency
Affordances
Q20: _____ refers to designing interfaces to have similar operations and use similar elements for
achieving similar tasks.
P32
Visibility

Feedback
Constraints
*Consistency
Affordances
Q21: _____ refers to an attribute of an object that allows people to know how to use it.

P33

Visibility
Feedback
Constraints
Consistency
*Affordances
Q22: According to Norman, how many kind of affordance are there?

P33

1
*2
3
4

Q23: Introducing inconsistency can make it more difficult to learn an interface but in the long run can
make it easier to use.
P34
*True
False

Q24: How many basic activities does the process of interaction design involve?
3
*4
5
6

Q25: You can design a user experience.

P15

P17

True
*False

Q26: What is the process order of interaction design? 1.


Identifying needs and establishing
requirement for the user experience.
2.
Developing alternative designs that meet those
requirement.
3.
Building interactive versions of the designs so that they can be
communicated and assessed.
4. Evaluating what is being built throughout the process and
the user experience.
P17
*1-2-3-4
1-2-4-3
3-4-1-2
3-4-2-1

Q27: Interaction design is multidisciplinary, involving many inputs from wide-ranging disciplines and
fields.
P38
*True
False

Q28: Interaction design is concerned with designing interactive products to support the way people
communicate and interact in their everyday and working lives.
P38
*True
False

What is a conceptual model?

P51

*A high-level description of how a system is organized and operates


A description of the user interface
A framework of general concepts and their interrelations
A working strategy

In a nutshell, what do a conceptual model provide?

P51

A working strategy
A frame work of general concepts and their interrelations
None of above
*All of above
What components that a conceptual model should comprise? (choose 3)

P52

*The major metaphors and analogies


*The concepts and the relationships between concepts
*The mappings
The description of user interface
What the major metaphors and analogies in conceptual model are used for?

P51

*The major metaphors and analogies that are used to convey to the user how to understand what a
product is for and how to use it for an activity
The major metaphors and analogies that help users to expose to through the product, including the
task-domain objects they create and manipulate, their attributes, and the operations that can be
performed on them
The major metaphors and analogies show to users whether one object contains another, the relative
importance of actions to others, and whether an object is part of another

Which statement is not a one of benefits of conceptualizing a design in general terms early on in the
design process encourages design teams:
P53
To orient themselves towards asking specific kinds of questions about how the conceptual model will
be understood by the targeted user
*To become narrowly focused early on
To establish a set of common terms they all understand and agree upon
To reducing the chance of misunderstandings and confusion arising later on

Which statements are the problems with interface metaphors? (choose 3)


*Break conventional and cultural rules
*Conflict with design principles
*Forces users to only understand the system in terms of metaphors

P61,62

Cannot constrain designers in the way they conceptualize a problem space

What is benefit of metaphor?


Makes learning system easier.
Help user understand the underlying conceptual model.
Can be innovative and enable the realm of computers and their application to be made more
accessible to a greater diversity of user.
*All of abov

What is not in interaction types?


Exploring
Conversing
Instructing
*Discovering

Which statement is incorrect about interaction types?


Virtual object can be manipulated by moving, selecting, opening and closing them.
Exploring involves users moving through virtual or physical environment.
*Instructing is a bad repetitive kinds of action performed on multiple object.
Differs from instructing in that it more like two-way communication, with the system acting like a
partner rather than a machine that obeys order

Which statement is correct about conceptual model?


A conceptual model is a low-level description of how a system is organized and operators.
Designers dont need to first think about how system will appear to users.
*Conceptual provides a working strategy and a framework of general concepts and their interrelations

Which statement is incorrect about conversing?

Differs from instructing in that it more like two-way communication, with the system acting like a
partner rather than a machine that obeys orders
Ranges from simple voice recognition menu driven systems to more complex natural language
dialogues
*A model is a simplification of some aspect of humancomputer interaction intended to make it easier
for designers to predict and evaluate alternative designs
Like having a conversation with another human

Why are Direct Manipulation (DM) interfaces so enjoyable (Choose 3)?


*Novices can learn the basic functionality quickly
*Experienced users can work extremely rapidly to carry out a wide range of tasks, even defining new
functions
*Users can immediately see if their actions are furthering their goals and if not do something else
What users can do with it and the concepts they need to understand how to interact with it

What is true about manipulating


Issuing commands using keyboard and function keys and selecting options via menus
Interacting with the system as if having a conversation
*Interacting with objects in a virtual or physical space by manipulating them
Moving through a virtual environment or a physical space

What are not the core principles of direct manipulation?


Continuous representation of objects and actions of interest
Physical actions and button pressing instead of issuing commands with complex syntax
Rapid reversible actions with immediate feedback on object of interest
*Involves users moving through virtual or physical environments

Q15: How many types of interaction designer can have with a product/system?
3

P64

*4
5
6

Q16: Which statement is true about mode Exploring of interaction?

P75

*Exploring of interaction involves users moving through virtual or physical environments


Exploring of interaction involves manipulating objects and capitalizes on users knowledge of how
they do so in the physical world
Exploring of interaction is based on the idea of a person having a conversation with a system, where
the system acts as a dialog partner
Exploring of interaction describes how users carry out their tasks by telling the system what to do

Q17: The main benefit of instructing of interaction types is to support quick and efficient interaction.
*True
False

Q18: Interaction types provide the way of thinking about how best to support the activities users will
be doing when using a product or service
*True
False

Q19: Conversional model doesnt allow users, especially novices and technophobes, to interact with
the system in a way that is familiar
True
*False

Q20: Interaction types (e.g., conversing, instructing) provide a way of thinking about how best to
support the activities users will be doing when using a product or service
*True
False

Q21: Theories, models, and frameworks provide another way of framing and informing design and
research
*True
False

Q22: A model is a simplification of some aspect of humancomputer interaction intended to make it


easier for designers to predict and evaluate alternative designs
*True
False

Q23: A framework is not a set of interrelated concepts


True
*False

Which statement is INCORRECT about qualitative and quantitative?

P356

Quantitative data is data that is in the form of numbers, or that can easily be translated into numbers
J.
Quantitative analysis uses numerical methods to ascertain the magnitude, amount, or size of
something
*Qualitative data is data that is easy to measure, count, or express in numerical terms in a sensible
fashion (difficult to measure).
Qualitative analysis focuses on the nature of something and can be represented by themes, patterns,
and stories

Which step is not one of first steps in analyzing data?


Interviews
*J.

Gathering

Questionnaires
Observation

P357-358

Which tool is not one of tools to support data analysis?

P387

N6
J.

SPSS

*Data Recovery
Observer Video-Pro

Which is not one of main options in presenting the findings of data analysis? (p.405-406)
Using rigorous notations
Using stories
*J.

Using activity theory

Summarizing the findings

What is one of the tasks which quantitative data analysis for interaction design usually involves?
(p.409)
Calculating percentages
J.

Calculating averages

*All of others
None of others

Which is one kind of average in data analysis? (p.409)


Mean
J.

Mode

Median
*All of others

Which is not one of theories that qualitative data analysis may be framed by? (p.409-Summary)
*Scientific theory
J.

Grounded theory

Activity theory
Distributed cognition

Which is one of the things that graphical representations of quantitative data help in identifying?
(p.409-Summary)
Patterns
J.

Outliers

Overall view of the data


*All of others

Q9:The first step in qualitative analysis is to gain an overall impression of the data and to start looking
for patterns (p.373).
*True
J.

False

Performing an activity theory (AT) analysis enables researchers and designers easy to identify the
tensions in a workplace leading to specific needs for new technological tools. (p.404)
True
*False

Which is not one of main steps in simple qualitative analysis? (p.373 8.4)
Identifying recurring patterns or themes
J.

Categorizing data

Looking for critical incidents


*Analyzing materials

According to Strauss and Corbin (1998), which are three aspects of coding in grounded theory?
(p.389-Grounded theory)
Open coding, Close coding, Axial coding

*J.

Open coding, Axial coding, Selective coding

Axial coding, Close coding, Selective Coding


Open coding, Close coding, Selective Coding

Which is the right sort of levels from bottom to top in the original activity theory model? (p.400-Figure
8.18)
Activity, Action, Operation
J.

Action, Operation, Activity

*Operation, Action, Activity


Action, Activity, Operation

A grounded theory approach to analysis emphasizes the important role of empirical data in the
derivation of theory
(p.393)
*True
False

Q15: According to Strauss and Corbin (1998), how many aspects of coding in grounded theory?
(p.389-Grounded theory)
1
2
*3
J.

Q16: Which is one of the things that graphical representations of quantitative data help in identifying?
(p.409-Summary)
Patterns
Outliers
Overall view of the data
*J.

All of others

Q17: What is step of first steps in analyzing data? (p.357-358)


Interviews
Questionnaires
Observation
*J.

All of others

Q18: Which statement is true about the qualitative? (p.356).


*Qualitative data is data that is difficult to measure, count, or express in numerical terms in a sensible
fashion
Qualitative data is data that is in the form of numbers, or that can easily be translated into numbers .
J.
Qualitative analysis uses numerical methods to ascertain the magnitude, amount, or size of
something

Q19: Which statement in interaction design is carried out for one of two purpose: to derive
requirements for an interaction product, or to evaluate an interactive product under development?
(p.405 - Presenting the findings)
broadly speaking
data gathering
J.

analysis

*All of others

Q20: A number of rigorous notations have been developed to analyze, capture, and present
information for interaction design(p.405 )
*True
False

They are fundamental activities that are recognized in all design EXCEPT: (P.416)
*Preparing the requirements
Understanding the requirements

Producing a design that satisfies the requirements


Evaluating the design

Which is NOT true about Expectation management? (P.419)


Realistic expectations
*Make the users active stakeholders
No surprises, no disappointments
Communication, but no hype

Which reasons for user involvement are important if the product is to be usable and used? (Choose
2) (P.418)
Expectation ownership
*Ownership
Management
*Expectation management

Which kind of user involvement has constant input but lose touch with the rest of user group? (P.419)
*Full - time
Part-time
Long term
Short term

Which kind of user involvement has patchy input and very stressful? (P.419)
*Full - time
Part-time
Long term
Short term

Which kind of user involvement is inconsistency across project life? (P.420)


Full - time
Part-time
Long term
*Short term

Which kind of user involvement is consistent, but loose touch with the rest of user group? (P.420)
Full - time
Part-time
*Long term
Short term

Choose 3 principles that user-centered approach is based on. (P.425)


*Empirical measurement
Empirical design
*Early focus on users and task
*Iterative design

Which basic activity in Interaction Design is fundamental to a user centered approach? (P.425)
*Identifying needs and establishing requirements
Developing alternative designs
Building interactive versions of the designs
Evaluating designs A

Which basic activity in Interaction Design can be broken up into 2 sub-activities: Conceptual design
and Physical design? (P.429)
J.

Identifying needs and establishing requirements

*Developing alternative designs

Building interactive versions of the designs


Evaluating designs

Which basic activity in Interaction Design creates interactive versions of the design to be built?
(P.429)
Identifying needs and establishing requirements
Developing alternative designs
*Building interactive versions of the designs
Evaluating designs

Which basic activity in Interaction Design is the process of determining the usability and acceptability
of a product or a design? (P.429)
Identifying needs and establishing requirements
Developing alternative designs
Building interactive versions of the designs
*Evaluating designs

User is NOT a person (P.430)


Who interact directly with the product
*Who will be affected by the system
Who manage direct users
Who receive products from the system

Stakeholder is a person

(P.430)

Who test a system


J.

Who make the purchasing decision

*Who have a direct or indirect influence on the system requirements


Who receive products from the system

Q15: Users can tell you what they need to help them achieve their goals

(P.432)

True
*False

Q16: Choose the right answers (Choose 2)

(P.433, 434)

*Flair and creativity means research and synthesis.


Flair and creativity means look at similar products or look at very different products.
Seek inspiration means research and synthesis.
*Seek inspiration means look at similar products or look at very different product

Q17: Which is used to overcome potential client misunderstandings and to test the technical
feasibility of a suggested design and its production? (P.442)
*Prototyping
Product
Requirement specification
Design components

Q18: Involving users in the design process helps with expectation management and feelings of
ownership, but how and when to involve users is a matter of dispute. (P.465)
*True
False

Q19: Before you can begin to establish requirements, you must understand who the users are and
what their goals are in using the product. (P.465)
*True
False

Q20: Prototyping is a useful technique for facilitating user feedback on designs at all stages.
*True

(P.465)

False

Q21: What are lifecycle models in software engineering? (Choose 4) (P.449)


*Waterfall
*Spiral
*Rapid Applications Development(RAD)
*Agile development
Star lifecycle model

Q22: What is the waterfall lifecycle model of software development? (P.450)


*Requirement, Design, Code, Test, Maintenance
Design, Requirement, Code, Test, Maintenance
Code, Requirement, Design, Test, Maintenance
Design, Code, Requirement, Test, MaintenanceA

Q23: What is a basic RAD lifecycle model of software development?

(P.452)

*Project initiation, JAD workshops, Iterative design and build, Evaluate final system, Implementation
review.
JAD workshops, Project initiation, Iterative design and build, Evaluate final system, Implementation
review.
Iterative design and build, Project initiation, JAD workshops, Evaluate final system, Implementation
review.
Iterative design and build, Project initiation, JAD workshops, Implementation review, Evaluate final
syste

Q24: How many phases have a basis RAD lifecycle model? (P.452)
*5
6
7

Q25: What is RAD lifecycle model?

(P.451)

*Rapid Applications Development


Rapid Asian Development
Research Applications Development
Research Asian Development

Q26: What are lifecycle models in HCI? (Choose 3)

(P.458)

*The Star lifecycle


*The usability engineering lifecycle
*ISO 13407 Human-centered design process for interactive systems lifecycle
The waterfall

Q27: What is task of the usability engineering lifecycle? (P.460)


Requirement analysis
Design/Testing/Development
Installation
*All of the other

Q28: What are the activities of a simple interaction design?

(P.448)

Identify needs/establish requirements


(Re)Design
Build an interactive version
Evaluate
*All of the other

Q29: What are the principles of user-centered design (choose 3)? (P.465)

*Early focus on users and tasks


*Empirical measurement
*Iterative design
Interaction design

Q30: What is not the human-centered design activity?

(P.463)

To understand and specify the context of use


To specify the user and organizational requirements
To produce design solutions.
To evaluate designs against requirements
*None of the other

Q31: How many basic activities of interaction design? p428


*4
3
2
1

Q32: Identifying needs and establishing requirements for the user experience is one of the basic.
activities of interaction design? p428
*True
False

Q33: What is a user-centered approach? p425


Early focus on users and tasks.
Empirical measurement.
Iterative design
*All of others