Human Factors & Design Principles Quiz

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Questions and Answers

Which of these design principles is NOT explicitly mentioned in the provided content?

  • Task orientation
  • Accessibility (correct)
  • Control
  • User language

According to the content, a user should always have to adapt to the system to ensure its efficiency.

False (B)

What is the primary goal of achieving 'task orientation' in a system design?

To ensure the system is optimally adapted to user tasks and contexts, minimizing the need for the user to adapt to the system.

The principle of 'renewal and error tolerance' ensures that a user can ______ changes they have made.

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

Match the design principle to its related example:

<p>User language = Using clear and concise labels for buttons Task orientation = Prioritizing the most frequently used features in the interface Control = Enabling undo functionality for user actions Renewal and error tolerance = Preventing the user from deleting critical data without confirmation</p> Signup and view all the answers

The lecture "Human Factors & Design Principles" is held on ______ from 8:30 to 10:00 / 10:30.

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

The lecture "Human Factors & Design Principles" is only available for the 066, 514 Masterstudium.

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

What is the total number of ECTS credits for the "Human Factors & Design Principles" lecture?

<p>2</p> Signup and view all the answers

Where can students find the lecture slides?

<p>All of the above (D)</p> Signup and view all the answers

Match the following elements to their respective categories:

<p>Design principles = HCI related models Expected Value Theory = HCI related models Renewal and error tolerance = Design principles GOMS Model = HCI related models Visibility = Design principles</p> Signup and view all the answers

What are the two main areas of focus covered in the "Human Factors & Design Principles" lecture?

<p>Design principles and HCI-related models</p> Signup and view all the answers

The lecture materials are available in ______ and ______.

<p>MS Teams and Blackboard / eLearning</p> Signup and view all the answers

The "Human Factors & Design Principles" course is only available for students in a Joint Master´s Degree Programme in Human-Computer Interaction.

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

According to the Multiple Resource Theory, which of the following factors contribute to the potential for interference between tasks?

<p>All of the above (E)</p> Signup and view all the answers

Lane-keeping and distance-keeping in driving are considered to be tasks that do not interfere with conversation.

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

What are the two primary factors that the Multiple Resource Theory suggests can lead to interference between tasks?

<p>The Multiple Resource Theory suggests that two primary factors can lead to interference between tasks: the type of information used and the type of response required.</p> Signup and view all the answers

The Multiple Resource Theory is a model that explores how cognitive resources are allocated and can potentially ______ between multiple tasks.

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

Match the following driving tasks with their corresponding sensory modalities and information types:

<p>Lane-keeping = Visual, Spatial Distance-keeping = Visual, Spatial Conversation = Auditory, Verbal Navi-use = Auditory, Spatial Overtaking = Visual, Spatial</p> Signup and view all the answers

Which of the following are examples of positively applied affordances?

<p>Using colors according to semantic values (A), Including 3D effects in design (C)</p> Signup and view all the answers

The use of metaphors from daily life in design can improve affordance.

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

What is the main goal of constraints in design?

<p>To reduce the number of possible actions and guide the user towards the intended interaction.</p> Signup and view all the answers

The ______ constraint refers to limitations based on physical properties of an object.

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

Match the type of constraint with its description:

<p>Physical = Limitations based on the physical properties of the object Semantic = Limitations based on user understanding and knowledge Cultural = Limitations based on social norms and expectations Logical = Limitations based on the logical relationship between elements</p> Signup and view all the answers

Which of the following examples best illustrates a semantic constraint?

<p>A driver instinctively looks ahead while driving (D)</p> Signup and view all the answers

Constraints are always restrictive and limit user freedom.

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

What is the specific email address provided in the content?

<p><a href="mailto:[email protected]">[email protected]</a></p> Signup and view all the answers

What is the phenomenon that demonstrates the tendency for individuals to continue investing resources into a venture even after it becomes apparent that it is likely to fail, based on the sunk cost already incurred?

<p>Sunk Cost Fallacy (A)</p> Signup and view all the answers

The Framing Effect suggests people are more likely to choose a treatment if it is presented in terms of survival rate rather than mortality rate.

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

Cognitive ______ are rules of thumb used for quick decision making.

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

What are the two cognitive systems described in "Thinking Fast and Slow" that influence decision making?

<p>System 1 (intuitive) and System 2 (analytical)</p> Signup and view all the answers

In Multi-attribute Utility Theory, what does the symbol 'U(v)' represent?

<p>The overall utility of an option (A)</p> Signup and view all the answers

Match the following decision-making situations with their corresponding cognitive system as described in "Thinking Fast and Slow":

<p>Familiar Situation = System 1 (Intuitive) Abstract Problems = System 2 (Analytical) Ill-defined Goals = System 1 (Intuitive) Few Relationships in Cues = System 1 (Intuitive) Requirement to Justify Decision = System 2 (Analytical) Need to Conserve Cognitive Effort = System 1 (Intuitive) Integrated Views of Stakeholders = System 2 (Analytical) Large Number of Cues = System 2 (Analytical)</p> Signup and view all the answers

Multi-attribute Utility Theory is a Descriptive Approach to decision-making.

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

What is the key element addressed by Expected Value Theory?

<p>Outcome uncertainty</p> Signup and view all the answers

Which of the following is NOT a characteristic of decision-making situations that tend to favor intuitive processing?

<p>Abstract Problems (C)</p> Signup and view all the answers

Cognitive heuristics can always guarantee the optimal solution.

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

Expected Value Theory applies to any decision that involves a ______ type decision.

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

Match the following terms with their corresponding definitions in the context of Multi-attribute Utility Theory:

<p>a(i) = The utility (importance) of the ith attribute u(i) = The magnitude of the option on the ith attribute n = The number of attributes U(v) = Overall utility of an option</p> Signup and view all the answers

What is the potential consequence of using cognitive heuristics?

<p>Biases or misperceptions</p> Signup and view all the answers

In the car example, what is the overall utility of Model 3?

<p>140 (C)</p> Signup and view all the answers

Which model has the highest overall utility in the car example?

<p>Model 3</p> Signup and view all the answers

Expected Value Theory is primarily concerned with the expected value of an outcome, regardless of its probability.

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

Flashcards

Task Orientation

Designing systems to fit user tasks and contexts.

User Control

Ensuring users feel in charge of the system.

Error Minimization

Reducing potential user errors in interactions.

Undo Functionality

Allowing users to revert changes made in the system.

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Design Rationality

Prioritizing user tasks to guide system design.

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Clear Designations

Specific labels for functions that enhance usability.

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User Preferences

Understanding individual user needs for better design.

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Error Tolerance

Designing systems that recover gracefully from errors.

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Renewal and error tolerance

A design principle allowing users to recover from errors and facilitate learning.

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Ergonomics specialization areas

Three main fields of ergonomics: physical, cognitive, and organizational.

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Expected value theory

A decision-making framework that weighs potential benefits against probabilities.

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Design for learning

Creating adaptable learning environments suited for specific age or skill levels.

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Open-ended exam format

An assessment method requiring brief, precise responses without external resources.

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HCI related models

Frameworks guiding the understanding of human-computer interaction dynamics.

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ECTS in education

European Credit Transfer and Accumulation System, standardizing academic credits across programs.

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Lecture schedule

The organized timetable that outlines when classes and sessions take place.

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Multi-Tasking

Performing multiple tasks simultaneously, such as driving and conversing.

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Competition for Resources

The conflict between different tasks for limited cognitive resources.

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Multiple Resource Theory

A framework that explains how different types of information are processed using various resources.

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Perception Stage

The initial phase where information is categorized as visual or auditory and spatial or verbal.

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Interference in Tasks

When simultaneous tasks hinder overall performance, like driving and talking.

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Affordance

Design elements that suggest possible actions to users.

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Positively Applied Affordances

Design elements that enhance usability through visual cues.

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Types of Constraints

Restrictions imposed by design that limit user actions.

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Physical Constraints

Limitations based on the physical characteristics of objects.

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Semantic Constraints

Limitations based on the meaning of the actions.

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Cultural Constraints

Limitations based on societal norms and knowledge.

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Logical Constraints

Limitations that are based on logical relationships.

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Reduce Alternatives

Designing to provide users with a single clear action.

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Multi-Attribute Utility Theory

A decision-making framework that evaluates options based on various attributes and their importance.

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U(v)

Overall utility of an option calculated by summing the utilities of its attributes.

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Attributes (criteria)

Characteristics or features used to evaluate different options in a decision-making process.

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Utility (importance)

The value assigned to an attribute based on its significance in the decision-making process.

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Outcome uncertainty

The unpredictability of the results associated with choosing an option.

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Gamble type decision

A choice where potential results come with associated probabilities, resembling uncertainty in gambling.

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Overall utility calculation

The process of determining the total utility (U) of an option by considering its attributes and their importance.

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Mortality Rate vs Survival Rate

Describes how the framing of statistics affects decision-making.

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Sunk Cost Bias

The tendency to continue investing in a losing situation due to prior costs.

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Intuitive Decision Making

Fast, instinctual decision-making often based on familiarity.

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Analytical Decision Making

Slow, deliberate decision-making that requires justification and logic.

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Heuristics

Simple rules or mental shortcuts used to make decisions quickly.

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Cognitive Biases

Systematic errors in thinking that can affect decision-making.

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Decision-Making Factors

Various features that influence whether a decision is intuitive or analytical.

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Human Factors in Design

The study of how humans interact with systems and products.

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Study Notes

Exam Information

  • The exam will cover the slides presented.
  • Questions will be open-ended, mostly.
  • Students should not write down everything they know.
  • The shorter the answer, the better, as long as it is correct.
  • The points at the end of a question provide a hint on the expected answer length.
  • No use of slides, books, smartphones, tablets, or open-book format.
  • The exam duration is 90 minutes, but may be extended to a maximum of 120 minutes.

Examples

  • Renewal and error tolerance: Explain the design principle and provide an example. (4 points)
  • Ergonomics specializations: List the three areas of ergonomics specialization in HF. (3 points)
  • Expected value theory: Explain the concept of expected value theory in the context of decision making. (4 points)
  • App design: Design a new app for 6-year-old children to learn programming, outlining the learning approach and implementation. (6 points)

Organizational Issues

  • Lecture (VO): Monday 8:30 AM - 10:30 AM (starting time slightly varies).
  • Room: SR 1 (CPM Building)
  • Course: Master's program in Human-Computer Interaction (UG2002) and Master's program in Computer Science (UG2002)
  • ECTS Credits: 2 ECTS (=50 working hours)
  • Lecture hours: 21 hours
  • Literature preparation: 29 hours)
  • Learning materials: MS Teams and Blackboard/e-learning
  • Exam: at the end of the semester

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