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CPSC 344 Midterm

The document contains a sample midterm exam with multiple choice questions testing knowledge of human-computer interaction concepts. It also includes examples of applying design principles like affordances, feedback, and mapping to analyze hypothetical interface designs. The midterm examines topics such as human error, mental models, task analysis, and evaluation methods. It tests understanding of both structural and functional mental models and how they differ.

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Krytical
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0% found this document useful (0 votes)
617 views

CPSC 344 Midterm

The document contains a sample midterm exam with multiple choice questions testing knowledge of human-computer interaction concepts. It also includes examples of applying design principles like affordances, feedback, and mapping to analyze hypothetical interface designs. The midterm examines topics such as human error, mental models, task analysis, and evaluation methods. It tests understanding of both structural and functional mental models and how they differ.

Uploaded by

Krytical
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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344 Midterm

2008
1.
a. HCI human error as a myth because people never make mistakes
False
- People always make mistakes, which is why human error is something designers and
developers try to fix. It is not a myth.
b. Mental visual image we hold of a scene is constructed gradually, with attention
determining what goes into the image.
True
- Our focus is always moving so to take in everything we have to keep constructing and
adding details into the image.
c. Secretary who processes all the expense reports filed by faculty and students in a
department is an object of the task of expense report processing in that department.
True
- The secretary is a task object because the tasks relies on the secretary
d. Gulfs of execution and evaluation (Norman) are part of a model that is useful for
understanding expert, rather than novice, interface use
False
- Gulfs of execution and evaluation can be used to break down goals and see exactly
what the user is thinking when attempting to achieve the goal. It does not need to be
expert level.
e. Designers use evaluation tools aimed at understanding a users mental model of an
interaction, so we can then modify the users mental model when we see it is incorrect.
False
- The users mental model can only be influenced by designers and only the user has
control over the mental model.
f. One way a designer can build the affordances of an interaction is by using constraints
True
- This is true because affordances is how much a user can afford to make mistakes so
putting a constraint on the interaction can show this.
2.
a. NOTES:
8 Design Factors
Affordance: Perceived and actual fundamental properties of the object that determine
how it could possibly be used.
Mapping: Relation between control and its control action.
Feedback: Reaction of a product / performance of a task.
Visibility: Keeping users informed about what is going on.
Conceptual Models: Model made of concepts to help people get an understanding of
what is happening.
Findability: How easy it is to find the control to do the desired action.
Transfer Effects: Transfer learning / expectations of similar objects to current objects

Positive Transfer: Previous learning applies to new situation


Negative transfer: previous learning conflicts with new situation
Cultural Associations: People of different culture will associate with similar/different
meanings (example: red = stop / danger, green = go / safe).
Individual differences: How individuals responses are different for every person
Rule of thumb for individual differences: cater to 95% of the audience.
Affordance: The structure has handles and a platform. This could influence the child to
hold on to the handle and step on the platform. The structure has a long vertical pole
through it which could mean that the platform can move.
Feedback: If he climes onto it, it might move around. If he moves really fast on the
structure, it might be enjoyable (or not enjoyable) and allows him to learn how to play
with it.
Transfer: Since this is the first time he has seen this structure, there wont be any
transfer effect. There also isnt any other children to observe either to learn.
Individual Differences: The structure is around his height so if he was bigger or smaller
he might not be able to play on it.
3.
a. Structural vs Functional mental models
Structural: Defines facts the user has about how the system works. Can predict how it
works. Basically what the system is.
Functional: Procedural knowledge about how to use the system. Action based.
b. Structural good / bad:
Good:
Knowledge of how a system works can predict the effect of any actions the system can
do.
Bad:
Requires knowledge to use.
Functional good / bad
Good:
Constructed from existing knowledge
Bad:
Cant help when you dont know anything about the system
c. Examples of each:
Structural
Road Map
- Gives general information, doesnt tell you what you want
- Not customized to your particular use
More Structural

Compass
- Gives general information
- Doe not tell you what you want (unless you know which direction you want to go to)
Functional
Google Directions
- Gives information based on what you want
- Need more info when there is detours or something happens
More Functional
Assembly Instructions
- Tells you step by step how to build something
- Only good for that type of structure, wont help you if you want to build something
else
4.
a. Subjective Evaluation Metric: Likert scale (Rate 1 5)
Why its subjective: Its based off your own opinion. Cant be observed objectively.
Why its valuable: When you want to find someones opinion to something this would
be very useful.
b. Quantitative evaluation: Number / amount measurement. Example would be number of
errors made
Why its quantitative: Its a number you can count / observe and compare easily.
Valuable: When you want to compare data from various situations.
c. Cognitive walkthrough:
Consists of: Description / prototype of interface, task examples and actions to complete
them, users to perform tasks using interface and questions at each step
Goals: Understand how users learn to accomplish tasks with the interface and see any
problems that may appear.
When is it most useful: Early design since you can see problems early on and adjust to it
5.
a. Stakeholders:
1. Grad students
- In charge of designing the interface and running the experiment
2. Participants
- To run experiments you need participants who will do the task and give feedback so
you can design the interface
3. Researcher
- Employer. Also gives you the scope of the project and what is required.
4. Staff
- Needed to manage the experiment rooms and the equipment needed to conduct it.
6.
a. It is better to not be too specific when designing an interface because you might be
missing a lot of general information. You should use a variety of approaches from
different perspectives. Each evaluation method has different STRENGTHS AND

WEAKNESSES.
NOTE: This is triangulation. Definition: Using different techniques to measure behavior
while attempting to measure the same phenomenon.
b. Activity I
Goal: Understand why the students are not signing up with current recruiting system
Type of Activity: Web survey
Makeup: Psychology students
Contact: Using email
Questions: Reasons why they are not signing up.
Any difficulties signing up.
Would using cell phones to recruit you (participants) help.
Do you know about the study.
Potential Problems: The survey is self-reported which means it is just opinionated. Some
might have not even tried to sign up via old method yet so they wont help much. Some
might prefer the current system over the cell phone system.
Activity II
Goal: Understand if students would prefer a cell phone system
Type of Activity: Web survey
Makeup: Psychology Students
Contact: Using email to send the web survey
Make sure we are using mobile friendly web survey this time so they can do the survey
on phones. We will also be able to measure the turn up rate vs the previous web survey
to see if people actually use the phone more.
Questions: Would you sign up for studies using a cell phone
Do you prefer using a cell phone to sign up for the study
What makes it different using a cell phone to sign up vs current recruiting system
Is it better to send available experiment opportunities and have you check through the
list on the phone vs putting posters up around campus
Potential Problems: Again the survey is self reported so there will be a bias /
opinionated response. Same problems as the previous one.

2007
1.
a. Mapping models are most appropriate type of mental model to aim for in interface
design
False
Some instances of mapping models are not useful in interface design which means you
would have to aim for another model.
b. Designing GUI, purpose of a low-fidelity paper prototype is to capture and assess the
interfaces appearance
False
Paper prototype generally does not capture the interfaces appearance. It is only there
to show the ideas of the system. It only shows the rough appearance of the interface.
c. Seven is a reasonable number of items to expect interface users to hold in short term
memory because the average number of chunks people can hold in short-term memory
is 7.
False
You should not expect the user to remember anything about the interface because the
user will always forget and make mistakes. The design should help the user so they only
need to remember as few things as possible to use the interface.
d. Ethics protocol submitted to the Behavioral Research Ethics Board at UBC allows 344
students to use people they know personally as subjects.
True
The ethics protocol requires students to use acquaintances. Though while the students
can use people they know personally as subjects, the people need to approve of it
before hand.
e. Warning message showing when CAPS LOCK appears to be unintentionally active is
example of visible constraint
False
The warning is feedback. Constraint is preventing someone from doing something; in
this case, visible constraint wont have any meaning for the password except maybe
preventing a user from typing in capital letters.
f. Contextual inquiry is generally better choice over plain ethnography when gathering
information for UI design because contextual inquiry is structured specifically with the
needs of UI design in mind.
2.
a. Large, glass fronted case with multiple trays of snack items. Each item has label beneath
it that lists the letter and number combination (example B7). User inserts payment
and then type the letter and number combination into the keypad divided into a set of
10 letter keys and 10 number keys
Design Concept Violated: Mapping
Reason: You might get confused about whether the number combination matches with
the top or bottom snack. The user also has to refer back to the label when typing into
the keypad because it is hard to remember the label and the product.

b. Same vending machine in A except the items are unlabelled and the glass doubles as a
touch screen where you insert the payment and press the glass over the item you want.
Design concept violated: Affordance
Reason: There is no indication you press on the glass to choose the item. This can cause
confusion on how to buy the item.
c. Large opaque case, payment slot is on the right and features buttons each one flanked
with an image of the item. User enters payment and then presses the button next to the
image of the item they want. If the item is sold out, machine returns payment and
shows message that the item is sold out.
Design concept violated: Visibility
Reason: The machine only tells you that the item you want is sold out when it returns
your payment. It doesnt tell you it is sold out when you want it to.
d. Same as c except there is also a sold out light next to each button. The light lights up
when the item is sold out. If they press the item that is sold out, the machine waits until
the user presses something not sold out.
Design concept violated: Feedback
Reason: The machine doesnt do anything when you push an item that is sold out. This
can lead to confusion as the user might have accidentally pushed a sold out item
thinking it wasnt sold out and receive no feedback.
3.
a. Heuristic Evaluation
Definition: Usability inspection method that helps to identify usability problems in the
user interface design.
Consists of:
- Usability experts
- Prototype
Goals: Find problems, stuff that violates the heuristics and maybe design problems.
Limitations: Requires a prototype to get feedback and to see the problems
When: Use after initial design work.
b. 3 important characteristics of task examples
1. Should show user what they want to do not how they do it
- Task examples should be about what they want to do and not about the interface (this
is the how part)
2. Should cover a range of tasks (common, uncommon, rare)
- Should have a variety of cases because not everyone will do common tasks, some will
require something different. Shows what to support in the interface.
3. Show complete task
- You want to clearly show how the user interacts with the interface. Shows the goal of
the user.
4.
a. Did well:
- Constructed prototypes to test out which one was good
- Tested the prototypes

Did not do well:


- Did not test it on more people. Just because it works for him does not mean it will
work for others.
- Did not gather information about what recording formats are preferred. He may be
missing some better recording formats but fails to notice it.
b. Goal 1: To see if there is a benefit of having this device to record thoughts
Makeup: Cyclists, influential users
Contact: Email
What/How to ask: To see if there is a benefit for this device we have to see if people will
actually click and use it. Firstly, since the company is well-established in the national
bicycling magazine we can contact many of the bike tours / biking event organizers and
let them try out the device. We will provide enough devices for the participants of the
tours/events which will give everyone an opportunity to use it. The device is a prototype
and will only record the times they want to remember an idea. With this, we can see if
people will want use it. Once they have finished the tour / event and the devices are
returned and the numbers will be examined we will compensate the bikers with money.
Goal 2: To see if people besides bikers are willing to use the device, broader market
Makeup: Hikers, runners, gym members
Contact: Email
What/How to ask: Besides bikers, joggers or hikers may also have ideas they would want
to record. Because the device is simple enough to clip onto the bike, it should be useful
to allow it to be carried by the person. The company can contact the marathon, or any
other running event, organizers and provide the runners with the clickers. Same for
hikers, the biking company can contact hiking groups and provide clickers for them.
Some people who do not bike or run / hike can also try this. The biking company can
also contact gyms and provide them with clickers. The gym can then supply the
members a clicker and let them do the same. As with the last goal, the participants can
click in if they have an idea they would like to remember. We can see if people want to
use it when they are on foot or at the gym.
5. Stakeholders
1. Bike Club
- The people who ride bikes as a hobby and in groups. This helps advertise the product and
allows the company to receive feedback.
2. Influential people
- Owners of stores / clubs are the main marketing team so they should use it.
3. CEO
- The CEO has come up with the idea so it is useful to include him to the stakeholder list
6.
a. External OR face validity
Violated:
- External: it is poorly related to real potential users. Musing is not the primary action
commuters do.
Respected:

- External / face: Ambient noise is played while the biker rides the frame which
represents the realistic background noise a recorder may pick up
b. Construct Validity
7.
a. What the user sees of an interface:
- System Image
b. Numeric ratings of agreement / disagreement:
- Likert scale
c. A way to turn unprocessed qualitative data into coherent arguments
- Affinity diagram
d. A poor model of how human vision works
- Camera
e. An overall metaphor for what makes understanding an interface challenging for users
- Normans Gulfs
f. A discount usability method
- Cognitive Walkthrough
g. One way of comparing qualitative and quantitative methods
- Exploratory vs confirmatory research

Notes:
Design Concepts:
Mapping
Affordances
Visibility
Feedback
Transfer Effects
Individual Differences
Findability
Cultural Associations
Usability Considerations:
Safety
Utility
Learnability
Efficiency
Effectiveness
Memorability
User Experience:
Desirable
- Exciting
- Fun
- Rewarding
Undesirable
- Unpleasant
- Frustrating
Terms
Design Concept
- High level, most abstract
- Property of an interface or feature
Natural Mapping
- Natural arrangements for the relations between controls and their movements to the outcome
Contextual Inquiry
- Structured method for gathering and representing information from fieldwork.
Ethnography
- Detailed observation of people in naturally occurring settings
Task Example
1. Say what the user wants to do, DONT SAY HOW THEY DO IT

- No specific assumptions about the interface


2. Very specific
- Says exactly what the user wants
3. Describe complete job
- How the different steps will work together
4. Say who the users are
- Reflect interests of real users
5. Identify a broad coverage of users (example: typical user, occasional user, unusual user)
- You want to have a wide variety of users
6. Evaluated (very important)
- Get suggestions
Example (written by myself): At grocery store, buying food from a shopping list quickly
Jane is making a shopping list for her family of 4 and she would like to buy a list of ingredients for this
weeks meals (breakfast, lunch and dinner). No one in her family has any allergies but her children do
not like certain types of foods.
Bob, Janes husband, does not like to spend too much time in the store. He wants to navigate through
the store from the entrance to the exit where the cashiers are located because that is the quickest way.
Since Jane does not actually do the shopping, she does not remember exactly where the items are
located so she cannot organize the list for Bob.
Stakeholders
- Anyone who has some reason to care about the interface
Example: Boss, user, developer, manufacturer, advertiser.
Affinity Diagrams
- Tool for organizing and consolidating specific insights from collected data
Normans Gulfs
- Gap between user goals and the actions (Gulf of execution) and representations perceived and
interpreted by the user (gulf of evaluation)
Cognitive Walkthrough
- Usability evaluation method in which one or more evaluators work through a series of tasks. The focus
of the cognitive walkthrough is on understanding the systems learnability for new or infrequent users.
- Discount (quick and dirty) usability testing
- Focus on tasks, identify user goals, how they attempt them in the interface
Heuristic Evaluation
- Evaluators examine the interface and see if it complies with the usability principals
- Helps find problems a user will likely encounter
Myth of Human Error
- Most failures of human-machine systems are due to poor design
- Dont recognize peoples capabilities and fallibilities
Human Limitation

- Good design accounts for limitations


User Experience
- Principles for good design of usability and user experience
- Common failures often associated with their absence
Interfaces
- Principles can be used to analyze and critique interfaces
- Design better interfaces by applying them
Use principle appropriately
Functional Requirements
- What the interface must do
Non-functional Requirements
- Constraints that development must live in (delivery time, max cost)
Steps for Requirements
1. Identify the human activity
2. Identify all the users and other stakeholders
3. Set focus and levels of support
External Cognition
- Concerned with how representations and factors in environment help and hinder cognition
- Cognitive processes across external representations (books, maps, diagrams)
Distributed cognition
- Cognitive processes make use of other individuals, artifacts, internal / external representations
Benefits of External Representation
- Very helpful for remembering
- Computational offloading: using tools and devices to carry out computations (doing math on paper)
Modification
- Reflecting changes or intention by modifying external representations (checking, crossing things out,
circling something)
Cognitive tracing
- manipulating objects into new orders and structures (shuffling cards)
Mental Model vs Conceptual Model
- Mental Model:
- See the system through their own mental models
- Mental models support or impede users interactions
- Something the user has
- Conceptual models:

- What users will be able to do


- How users should feel when using product
- What concepts or knowledge users will need to interact
- How they will interact with it (high level)
Metaphors
- well known concepts you can rely on to help users understand and interact with the system
Relationships
- what actions or attributes are shared between objects
Interaction Types vs Interface Types
Interaction Type:
- The nature of the thing the user is doing with it
- User tells the system what to do
- Instructing, exploring, manipulating, conversing
Interface Type:
- What the thing being interacted is
- Example: Mobile, GUI, touch

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