HCI final quiz
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Questions and Answers

What is the primary focus of activity-centered design (ACD)?

  • Improving technical feasibility
  • Understanding user goals
  • Enhancing economic viability
  • Understanding tasks users engage in (correct)

Digital products that lack appropriate design often require users to think like computers.

True (A)

What consequence might result from creating products that do not consider user desires and motivations?

Poor product behavior

The model of how the software actually works is called the ______ model.

<p>implementation</p> Signup and view all the answers

Match the following terms with their definitions:

<p>Mental model = User's perception of tasks and how software helps Represented model = How designers depict the application to the user Activity-centered design = Focus on understanding user activities Desirability = Transforming understanding of users into products</p> Signup and view all the answers

Which of the following is not a reason why digital products fail?

<p>Effective design process (B)</p> Signup and view all the answers

Conflicts of interest in development teams can improve the quality of user experience design.

<p>False (B)</p> Signup and view all the answers

What is the main risk of designing based solely on activities or tasks?

<p>Trapping the design in an outmoded technology model</p> Signup and view all the answers

What are the three types of user goals identified in the design process?

<p>Experience goals, End goals, Life goals (A)</p> Signup and view all the answers

Meeting technical goals always aligns with user goals.

<p>False (B)</p> Signup and view all the answers

What is the primary persona in user interface design?

<p>The main target of interface design.</p> Signup and view all the answers

The three types of goals include experience goals, end goals, and ________ goals.

<p>life</p> Signup and view all the answers

Match the following persona types with their descriptions:

<p>Primary = Main target of interface design Secondary = Mostly satisfied with primary persona's interface Supplemental = Needs represented by a combination of primary and secondary personas Customer = Addresses needs of customers, not end users</p> Signup and view all the answers

Which step involves identifying behavioral variables?

<p>Step 2 (C)</p> Signup and view all the answers

A persona should vary from all others in at least one significant behavior.

<p>True (A)</p> Signup and view all the answers

What is the purpose of synthesizing characteristics and design goals from observed behavior?

<p>To inform the design process.</p> Signup and view all the answers

Which of the following is NOT an advantage of creating prototypes?

<p>Prototypes are inexpensive to build (D)</p> Signup and view all the answers

Heuristic evaluations can replace user research.

<p>False (B)</p> Signup and view all the answers

What is the first step in preparing for a heuristic evaluation?

<p>Get a group of 3-5 people</p> Signup and view all the answers

Good design is not only innovative but also __________.

<p>useful</p> Signup and view all the answers

Match each principle of good design with its description:

<p>Good design is aesthetic = Design should be pleasing to the eye. Good design is environmentally-friendly = Design minimizes negative environmental impact. Good design is honest = Design should not mislead users. Good design is thorough down to the last detail = Design accounts for every aspect and detail.</p> Signup and view all the answers

What method is used to identify design problems in a user interface?

<p>Heuristic evaluation (C)</p> Signup and view all the answers

Prototypes include all features of the final product.

<p>True (A)</p> Signup and view all the answers

Name one disadvantage of prototypes.

<p>Time demanding or costly to build</p> Signup and view all the answers

What is essential for users who perform actions by mistake?

<p>A clearly marked 'emergency exit' (A)</p> Signup and view all the answers

Users should be able to recognize different meanings for the same word in a user interface.

<p>False (B)</p> Signup and view all the answers

What should good designs focus on regarding error prevention?

<p>Eliminating error-prone conditions or providing confirmation options.</p> Signup and view all the answers

In order to minimize the user's memory load, interfaces should allow _____ rather than recall.

<p>recognition</p> Signup and view all the answers

Match the design principles with their descriptions:

<p>User control and freedom = Allows users to leave unwanted actions easily Consistency and standards = Ensures similar words, actions, or situations mean the same Aesthetic and minimalist design = Reduces irrelevant information on interfaces Help users recover from errors = Provides clear error messages with solutions</p> Signup and view all the answers

Which principle emphasizes making elements and options visible to reduce memory load?

<p>Recognition rather than recall (B)</p> Signup and view all the answers

Minimizing the amount of information in an interface can improve visibility.

<p>True (A)</p> Signup and view all the answers

What is the best practice regarding documentation in user interfaces?

<p>The system should work without documentation, but it may be necessary sometimes.</p> Signup and view all the answers

Which principle states that things that are close together appear to be more related?

<p>Proximity principle (D)</p> Signup and view all the answers

The closure principle describes our tendency to perceive a series of visual elements as separate entities rather than as a whole.

<p>False (B)</p> Signup and view all the answers

Name one reason why understanding cognition is important when interacting with technology.

<p>It helps identify user limitations.</p> Signup and view all the answers

The principle of __________ states that visual elements moving in the same direction are perceived as grouped.

<p>common fate</p> Signup and view all the answers

Match the following cognitive elements with their definitions:

<p>Attention = Focusing on a specific aspect Memory = Retention and recall of information Learning = Acquiring knowledge through experience Perception = Interpreting sensory information</p> Signup and view all the answers

Which cognitive process involves recognizing patterns and simplifying complex images?

<p>Perception (D)</p> Signup and view all the answers

Organized information can help users focus their attention on specific details.

<p>True (A)</p> Signup and view all the answers

___ is an essential cognitive action that allows users to solve problems, plan, and make decisions.

<p>Attention</p> Signup and view all the answers

What distinguishes intentional learning from incidental learning?

<p>Intentional learning is structured and goal-directed. (D)</p> Signup and view all the answers

Sensory memory has a long duration and stores detailed information.

<p>False (B)</p> Signup and view all the answers

Define incidental learning.

<p>Incidental learning occurs without deliberate effort and can happen spontaneously.</p> Signup and view all the answers

Long-term memory requires ________, repetition, or rehearsal to retain information.

<p>deliberation</p> Signup and view all the answers

Match the following types of memory with their characteristics:

<p>Sensory Memory = Acts as a buffer Short-term Memory = Limited capacity and immediate awareness Long-term Memory = Stores information for an extended duration Incidental Learning = Acquires skills without intentional effort</p> Signup and view all the answers

Which of the following best describes human-robot interaction (HRI)?

<p>The study of how robots interact socially with humans. (A)</p> Signup and view all the answers

Embodied AI suggests that intelligent behavior is solely a result of cognitive processes.

<p>False (B)</p> Signup and view all the answers

What issue might arise from collaborative work in creating robots among designers, engineers, and scientists?

<p>Differences in knowledge representation can lead to misunderstandings.</p> Signup and view all the answers

Flashcards

HCI Design

The intentional creation of meaningful order in products, considering user desires, business needs, and technical constraints to ensure usefulness, usability, desirability, and feasibility.

Poor Product Design Consequences

Digital products that fail to consider the user often produce rude experiences; force users to think like computers; use sloppy methods; and require excessive effort for users.

Digital Product Failure Reasons

Misprioritization of user needs, lack of user understanding, and conflicts of interests when development and design teams are combined, all contribute to unsuccessful digital products due to a lack of solid design processes.

Desirability in HCI

A focus on user needs and desires to develop solutions that truly meet users' professional, personal and emotional goals. Focus on needs, not just a task.

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User Goals vs. Tasks

User goals are the desired end conditions, while tasks are the intermediate steps. Companies often overemphasise tasks and ignore goals.

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Activity-Centered Design (ACD)

A design approach that focuses on understanding user activities and tasks. ACD can be limited if it's not aligned with user goals.

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Mental Model

How users perceive how a product works to achieve their goals.

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Represented Model

How designers choose to convey the functionality of a product to users.

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User Experience Goals

The goals a user has when interacting with a product or service, including visceral (feelings), behavioral (actions), and reflective (identity) aspects.

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Persona Types

Categorizing users based on their behaviors and needs to inform design. Includes Primary, Secondary, Supplemental, and Customer personas.

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Primary Persona

The main target user for interface design; their needs and goals should be fully satisfied without hindering others.

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Behavioral Variables

Observed aspects of user behavior that are used to create user personas.

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Reflective Design

Design that considers how a product or service fits into the user's broader life and values.

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Persona Creation Steps

The process of defining user personas, involving grouping, identifying behaviors, mapping to variables, and synthesizing characteristics.

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Experience Goals

Goals related to the emotions and sensations evoked by a product; a focus on visceral design.

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End Goals

Goals related to the actions a user wants to perform with a product; a focus on behavioural design.

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Prototype

A working model of a product, including most or all of the final design's content and interactivity.

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Heuristic Evaluation

A method to find usability problems in a design by judging it against design guidelines (heuristics, used by evaluators).

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Heuristic

A guideline or principle for easy-to-use design.

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Usability Testing

Testing of a prototype by users to get feedback on how well a product works.

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Prototype Feedback

Information gathered from usability tests that helps improve a product's usability and design

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Heuristic Evaluation Advantages

Identifies major interface problems quickly and efficiently. Useful in stretching UX budgets. Improves UX instinct.

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Heuristic Evaluation Preparation

Assembling a team of evaluators, practicing evaluation methods, setting evaluation scope, and establishing ways to document observations.

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Prototype Advantages

Provides meaningful feedback, allows for testing UI elements (like animations and button interactions), and creates strong evidence for stakeholders.

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Emergency Exit

A clear way for users to leave an unwanted action without a lengthy process.

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User Control

Users should understand and be in control of their actions and tasks.

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Consistency

Users shouldn't be confused by different words, situations, or actions having the same meaning.

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Error Prevention

Designing systems to minimize errors by eliminating error-prone conditions or checking inputs before actions occur.

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Recognition over Recall

Designs should make elements, actions, and options visible to reduce user memory load.

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Flexibility

Systems should provide ways to speed up interactions for expert users, while remaining usable for beginners.

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Minimalist Design

Interfaces should avoid irrelevant or rarely needed information, focusing on essential elements.

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Error Recovery

Error messages should be clear, concise, and helpful to users by explaining the problem and suggesting solutions.

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Sensory Memory

The shortest-lived memory system, acting like a buffer that stores sensory information for a brief period.

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Short-Term Memory

A limited capacity memory system that holds information you are immediately aware of.

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Long-Term Memory

The memory system that stores information for a long time, potentially a lifetime, requiring deliberate effort and repetition for encoding.

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Incidental Learning

Learning that happens without deliberate effort or a specific goal in mind, often spontaneously.

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Intentional Learning

Learning that happens with deliberate effort, often structured and goal-oriented.

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Classical AI

A type of artificial intelligence that views intelligence as primarily computational processes.

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Embodied AI

Artificial intelligence that emphasizes the role of physical embodiment and interaction with the environment.

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Human-Robot Interaction (HRI)

A growing field that studies the interaction between humans and robots, exploring aspects like trust, relationships, and societal impacts.

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Cognitive Processes

Mental actions involved in acquiring knowledge and understanding through thought, experience, and senses.

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Figure-Ground Principle

Perceiving objects as either being in the foreground or background.

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Proximity Principle

Elements close together appear more related than those spaced far apart.

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Continuity Principle

We group elements that seem to follow a continuous path in a specific direction.

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Common Fate Principle

Tendency to perceive elements moving in the same direction as grouped.

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Closure Principle

We tend to look for a single, recognizable pattern in complex arrangements.

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Perception Principles

Laws describing how humans group similar elements, recognize patterns, and simplify complex images.

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Monkey Business Illusion

Example of how attention is limited. We might miss something obvious if focused on something else.

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Study Notes

Introduction to Human-Computer Interaction (HCI)

  • HCI is the conscious and intuitive effort to impose meaningful order on products.
  • Understanding users' motivations, desires, and contexts is crucial.
  • Effective design considers business, technical, and domain opportunities, constraints, and consequences.
  • Poor design results in products that are rude, require users to think like computers, have sloppy habits, and require excessive human effort.

Why Digital Products Fail

  • Misplaced priorities by product/development teams
  • Insufficient understanding of baseline user needs.
  • Conflicts of interest in development teams.
  • Lack of design processes to gather, analyze, and use user knowledge.

Goal-Directed Design

  • Companies often focus on user tasks but not their goals.
  • Goals represent end conditions; activities/tasks are intermediate steps.
  • Activity-centered design (ACD) focuses solely on activities, potentially ignoring user goals.
  • A good design integrates an activity-centric and goal-directed approach.

Implementation, Represented, and Mental Models

  • Implementation model: how the software actually works.
  • Mental model: user's perception of how the application works.
  • Represented model: how designers represent the application workings to the user.

Design Principle: User Interfaces & Mental Models

  • User interfaces should be based on user's mental models not implementation models.
  • Goal-directed interactions reflect user models, needing a translation from user research to detailed specifications.

Goal-Directed Design Research

  • Ethographic/qualitative methods to understand potential users and their usage.
  • Identify and categorize user behaviors through observations.

Goal-Directed Design Modeling

  • Synthesize behaviors and work flow patterns in domain and user models.
  • Create Requirements for the product based on the user/domain models.
  • Define design structure through framework definition.
  • Refine behaviors, form, and content to ensure a consistent and usable product..

User-Centered Design (UCD)

  • Focuses on the users' needs throughout the design process.
  • Stakeholders are individuals involved in the development/deployment.
  • Primary: direct users, Secondary: receive output/input,Tertiary= indirect involvement. Facilitating support, resources, etc.

Input-Output Mission

  • Humans interact with computers via sensory and motor systems (5 senses, hands, head, etc).
  • Computer systems perform sequences of arithmetic or logical operations automatically (CPU, RAM, etc).
  • Computer systems are typically understood as Hardware + Software + Peripherals.

Accessibility

  • A product's accessibility refers to how many people can use the technology.
  • Disabilities can be viewed as a result of poor interaction design; not the impairment itself.

Types of Impairment

  • Sensory, Physical, Cognitive, Permanent, and Temporary/Situational

User-Centred Design (UCD) and Need-finding

  • Design requires recognizing user needs.
  • Technology is less important than the user's needs (the design of ACD).
  • Test the design for success and failure.
  • Design with stakeholders to ensure user needs are met.
  • Focus on user experience (saftey, simplicty, affordibility, and meaningfulness).

Goal-Directed Design Principles

  • User experience focuses on problems, not the creator/designer.
  • Understanding users' problems and needs is a central part of the design process.
  • The design should be based on factual information/user needs.
  • Avoid guesswork, creative whims of the designer, or personal preferences.

Different Phases of Goal Directed Design

  • Research: Understand users, domain.
  • Modeling: Develop user, and domain models.
  • Requirements definition: Connection between users/models and design framework..
  • Framework definition: Product concept, behavior, design.
  • Refinement: Documentation of design (formal specifications or blueprints).

User Observations

  • Naturalistic: Observing user behavior in their natural environment.
  • Controlled: Observing user behavior in a controlled environment, for quantifiable data.

Design Alternatives (Ideation)

  • Requirements evolve during stakeholder interaction.
  • Design should facilitate everyday communication.
  • Personas, and scenarios are vital.
  • Include detailed descriptions of user behavior, activities, and environments.

Prototyping

  • Low-fidelity: Inexpensive, quick iterations/revisions.
  • High-fidelity: Realistic; resembles the final product.
  • Medium-fidelity: Balance between low & high fidelity prototypes.

Principles, Heuristics, and Feedback

  • Heuristic evaluation: Identify design problems using guidelines/heuristics.
  • Usability Testing: Evaluating through user interaction.
  • Formative or Summative testing.

Human-Robot Interaction (HRI)

  • HRI focuses on human-robot interaction/social interaction with robots.
  • Human-robot social interactions can involve spatial, non-verbal, and verbal interactions.

Cognitive Processes in HCI

  • Fast thinking: intuitive, effortless; Slow thinking: logical, demanding.
  • Attention: focusing on relevant information.
  • Perception: transforming environmental information into experience.
  • Memory: recalling and retaining information.

Intelligence in User Interfaces (IUIs)

  • Intelligence is challenging to define concretely.
  • IUIs adapt to user needs, anticipate needs, and learn user behavior.

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HCI Final Notes PDF

Description

Test your knowledge on activity-centered design (ACD) principles and how they influence user experience. This quiz covers topics such as user motivations, goal types, and best practices in digital product design. Challenge yourself to identify key concepts related to user interface design and its impact on product success.

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