Human Computer Interaction Layer Design Exam Prep Chapter 10 - Systems Analysis with UML 6th Edition | Test Bank with Key by Dennis and Wixom by Dennis Wixom, Tegarden. DOCX document preview.
Chapter 10: Human-Computer Interaction Layer Design
Testbank
Multiple Choices
- The fundamental part of the user interface that permits the system to capture information is the _____ mechanism.
a. description
b. input
c. interface
d. navigation
e. output
- The fundamental part of the user interface that provides information from the system to the user is the _____ mechanism.
a. input
b. interface
c. layout
d. navigation
e. output
- Novice users prefer _____ while expert users prefer _____.
a. ease of use, ease of learning
b. ease of use, good layout
c. consistency, ease of learning
d. ease of learning, ease of use
e. ease of learning, consistency
- _____ assures the interface will act as the users expect, while _____ assures it will look pleasing.
a. Layout, aesthetics
b. Aesthetics, consistency
c. Consistency, aesthetics
d. Consistency, layout
e. Aesthetics, layout
- The user interface design principle that places an emphasis on the intuitive flow of the interface (i.e. left to right and top to bottom) to minimize the user’s movements is _____.
a. aesthetics
b. consistency
c. content awareness
d. layout
e. user experience
- The user interface design principle that places an emphasis on the user’s ability to always know where he/she is in the system and what information is being displayed is _____.
a. aesthetics
b. consistency
c. content awareness
d. layout
e. user experience
- Juan is designing a user interface for the data-entry clerks in the marketing department. In an interview with the department manager, Juan has learned that the department has frequent turnover and that there is very little money for training. What two interface design principles would you recommend Juan emphasize in his design?
a. aesthetics and consistency
b. aesthetics and layout
c. content awareness and aesthetics
d. content awareness and minimal user effort
e. user experience and consistency
- In user interface design, use scenarios will _____.
a. describe all possible paths through the system
b. describe the most frequent paths taken through the use cases
c. provide the designer with detailed descriptions of the interface design elements
d. repeat the content of the system's data models
e. repeat the content of the system's process models
- A(n) _____ shows how all the screens, forms and reports are related, and how the user moves from one to another.
a. data flow diagram
b. interface standard design
c. window navigation diagram
d. storyboard
e. use scenario
- The interface standard that specifies the pictures that will appear on command buttons as well as in reports and forms to highlight important information is(are) the _____.
a. interface metaphor
b. interface objects
c. interface actions
d. interface icons
e. interface templates
- Which of the following interface evaluation techniques involves a highly structured assessment of the users' interaction with the system?
a. heuristic evaluation
b. interactive evaluation
c. metaphor prototyping
d. usability testing
e. walk-through evaluation
- Which of the following ways of enabling users to communicate with the system is most commonly used?
a. Command languages
b. Direct manipulation
c. Menus
d. Natural languages
e. all of these are about the same
- Moving files by dragging and dropping is an example of _____ navigation controls.
a. command language
b. direct manipulation
c. menu
d. natural language
e. UNIX
- If real-time information is required by the information system, then the appropriate input processing mechanism is _____.
a. back room processing
b. batch processing
c. off-line processing
d. on-line processing
e. real-time processing
- Which of the following is the most important principle of input design?
a. capture input electronically as close to the source as possible
b. minimize keystrokes
c. never use on-line processing
d. use batch processing when appropriate
e. use on-line processing when appropriate
- Laura sorts the information on all of her reports into alphabetical order, which makes it very hard to notice the X, Y, or Z. By sorting the information in this way Laura has introduced _____ into the manager’s decision process.
a. bias
b. information availability
c. information overload
d. real-time reporting
e. report usage
- As an addition to a regular report, a(n) _____ report may help the user understand the change in comparison values over time or show proportions that are relative to the whole.
a. detailed
b. graph
c. media
d. summary
e. turnaround
- A(n) _____ check is a type of input validation that determines if several fields have been entered before the form can be processed.
a. check digit
b. completeness
c. consistency
d. format
e. range
- A(n) _____ check ensures that the numeric data entered is within the correct minimum or maximum values.
a. check digit
b. completeness
c. consistency
d. format
e. range
- A(n) _____ check ensures that combinations of data are valid, for example, does the zip code of an address correspond to the correct state name.
a. completeness
b. consistency
c. database
d. format
e. range
- The _____ design principle requires that a report not provide all the available information, only the information that is needed.
a. understand report usage
b. minimize bias
c. manage information load
d. real-time reporting
e. none of these
- Krug’s three design principles are also important to design the user interfaces of mobile computing systems, especially the first one: _______________.
a. give the mobile context
b. remove all “fluff” from the site
c. try to linearize the content of the application
d. using the unique features from the device
e. “Don’t make me think”!
- Steve Krug provides us with a set of guiding principles for web usability. Find one of the principles in the following list
a. The user should never have to think about how to navigate the user interface.
b. Using more clicking instead of typing.
c. Using more texts in the interface
d. Using more voice recognition feature as possible.
e. Be consistent to other similar applications
- One of the guidelines for designing user interfaces for social media website is to make sure you understand the difference between push and pull approaches. The push-based approach is __________.
a. you have to click buttons to get information
b. the server sends information to users periodically
c. the user has to come to the social media website to find information
d. the user setup an agent program to get information from the website
e. the server collects information for the user and store in the server and the user can access it at any time.
- A few rule you should follow to design multilingual user interfaces. Which one in the following list is NOT one of the rules?
a. Keep the writing short and simple.
b. Avoid humor, jargon, slang, clichés, puns, analogies, and metaphors.
c. Use good grammar.
d. Use large fonts.
True/False
- The user interface includes three parts; the input mechanism, the output mechanism, and the reporting mechanism.
- The use of screen and frame titles, well-defined areas on reports and forms, and good field labels apply to the interface design principle of content awareness.
- All forms and reports need a minimal amount of white space that is intentionally left blank.
- Novice and expert users are both usually most concerned with “ease of use” of a new system.
- Using the word “client” repeatedly, instead of interchanging it with the word “customer” is an example of the interface design principle for minimal user effort.
- Most user interface designers follow the minimal user effort principle by permitting users to go from the main menu of the system to the information or action need in no more than five mouse clicks or five keystrokes.
- The first step in the user interface design process is “interface design prototyping.”
- A use scenario is an outline of the steps that the users perform to accomplish some part of their work.
- An interface metaphor is a concept from the real world that is used as a model to help the user understand the system and enable the user to predict what features the interface might provide.
- The three fundamental parts of the system interface are the navigation mechanism, the input mechanism, and the output mechanism, all of which are closely intertwined.
- All parts of the interface, whether navigation, input, or output, should provide as much content awareness as possible, but it is particularly important for forms or reports that are used quickly or irregularly.
- Guidelines for aesthetics require that as much information as possible be squeezed onto a page or a screen with a minimum of white space; this will make the form or report pleasing to the eye and extremely functional.
- Interfaces should be designed primarily for the inexperienced users who are usually most concerned with ease of use; experienced users will be able to quickly pass over the simpler aspects of the new system.
- Probably the single most important factor in making a system simple to use is consistency because it enables users to predict what will happen; once they can interact with one part of the system, they will know how to interact with the rest.
- The final step in the user interface design process, interface evaluation, usually does not yield any improvements, because by that stage of the design process, all of the “bugs” will normally have been removed from the system.
- The interface standards, the basic design elements that are common across the individual screens, forms, and reports within the system, must be identical for different parts of the system, hence the name “standards.”
- Analysts must assume that users have read the manual, have attended the training classes, and have external help nearby.
- The grammar order of the navigation controls may be random (object-action or action-object) throughout an application.
- The advantage of direct manipulation is that it permits the user to enter extensive data by keystroke and allows the user to size objects within three keystrokes.
- A menu bar is often a second-level menu that pops up, floats over the screen, and disappears after one use.
- A tool bar is a list of commands at the top of the screen that are always present on the interface and may drop down immediately below another menu and disappear after one use.
- The ideal computer system permits users to enter invalid data into the system. This data is later inexpensively identified and someone is notified to resolve the information problem.
- A drop-down box displays selected items in a one-line box that opens to reveal a list of choices. Common applications include a list of the 50 states and the selection of a printer from a list of 12 available.
- Analysts often set out to introduce bias into the design of a report by sorting the information alphabetically or chronologically.
- A significant drawback of a printed report is the inability of the information to be further manipulated (i.e., sorted).
- The goal of the navigation system is to make the system as simple as possible to use; a good navigation component is one the user never really notices because it functions the way the user expects.
- The goal of the input mechanism is to present information to users so they can accurately understand it with the least effort, usually by understanding how reports will be used and designing them to minimize information overload and bias.
- The goal of the output mechanism is to simply and easily capture accurate information for the system, typically by using on-line or batch processing, capturing data at the source, and minimizing keystrokes.
- In order for managers to receive all the information needed to support the task for which it was designed, the report should provide all the information available on the subject and allow the managers to select that which they wish to use.
- Input design means designing the screens used to enter the information, as well as any forms on which users write or type information (e.g., time cards, expense claims).
- Messages are the way in which the system responds to a user and informs him or her of the status of the interaction; they should be clear, concise, complete, grammatically correct, free of unfamiliar jargon, and avoid confusing negatives.
- With batch processing (sometimes called transaction processing), each input item is entered into the system individually, usually at the same time as the event or transaction prompting the input.
- Messages should require the user to acknowledge them, rather than being displayed for a few seconds and then disappearing, with the exception of delay in processing messages, which should disappear once the delay has passed.
- Research suggests that in an ideal world, any one menu should contain no more than eight items, and it should take no more than two mouse clicks or keystrokes from any menu to perform an action (three from the main menu starting a system).
- Use scenarios are developed and used during the evaluation of the interface as a check on what could go wrong.
- Ease of use and ease of learning are important interrelated aspects of the user experience design principle.
- Content awareness is the user interface design principle that recognizes that if the user is experienced and well aware of the content on the screens, then the design of the screen can be simplified to take advantage of that awareness.
- Content awareness is the user interface design principle that requires that the screen design make it clear to the user what content is being displayed.
- One of the rules for designing multilingual user interface is to use humor language in the interface.
- One of the rules for designing multilingual user interface is to keep the writing short and straightforward.
- Pull-based approach can be used together with push-based approach for designing social media websites.
- You should only consider whether customers could find materials in your social media website but not search engines.
- One of the principles for common sense based user interface design is “Don’t make me think!”
- One of the challenges of designing user interface for mobile computing applications is that the device may be used everywhere.
- When designing user interface for mobile computing applications, you should not reuse patterns that have been used for mobile devices.
- Game players normally are motivated by cash reward, so they play game again and again.
- People play games again and again because playing games is fun.
- Gamification deals with applying gaming mechanics to non-gaming situations.
- Gamification deals with applying gaming mechanics to gaming business..
Short Answer
- What are the six User Interface Design Principles? Identify each principle and provide a description for each.
- Quarters, Inc. is a company that sells maps of the U.S.A. that have pre-fitted holes corresponding to the recently release quarters with state emblems on the back. The maps are display cases and collectors guides for families or individuals participating in the program. Six months ago the marketing manager requested a new system that would allow retailers of the maps to order them in packs of fifty over the Internet. Three retailers are local and have volunteered to participate in a half-day evaluation of the new system. The new web-based system is almost complete. As the IS testing manager you have been assigned the task of testing the new system. Describe the four methods for interface evaluation and make a recommendation on the appropriate method or methods that would best fit the system described.
Formal usability testing is commonly done with commercial software products and products developed by large organizations that will be widely used throughout the organization. A scientific process is performed that may include lab equipment, video cameras, and special software that records every keystroke and mouse operation.
I would recommend heuristic evaluation and/or walk-through evaluation. All systems should be evaluated heuristically against a checklist prior to being evaluated by customers or users. In this specific example three local retailers have volunteered to test the system for half a day. To best use their volunteer time a walk-through evaluation suits well. The team would show the retailers the prototype and explain how the interface will be used. The retailer would identify improvements to each interface.
- Describe the typical layout areas for a standard screen, a Web screen, and a report screen.
- Describe the five steps of the user interface design process. Why is this process iterative?
- Analysts must assume that users have not read the manual, have not attended training, and do not have external help readily available. To confront these realities, navigation controls must be designed with three basic principles. Identify and define these three principles. Provide an example for each.
- Michelle and Tom have been assigned the task of creating the menu system for a new software package. They have been given the following information about the system and the prospective users of the system. There are to be only two types of menus used. The users of the new system are very familiar with Windows applications, but are considered “novices.” The primary menu items should be just one word that leads to other menus. The second-level can be multiple words that perform actions. Due to limited development time image maps and toolbars should be excluded from the selection process. What types of menus would you recommend Michelle and Tom? Define each and support yourAnswer.
- Why is it important to capture data at the source and how is this process best done?
- The Dean of Admissions at State University would like to have an online application process for all prospective students. The online application will have the following field: first, middle, and last name; street, city, state, and zip address; phone; date of birth; and social security number. What types of input validation would you perform on each field? Support your answer.
- Discuss three design principles that can improve the usability of menus.
- Distinguish between batch processing and on-line processing. What are the pros and cons of each input method? Under what circumstances is it best to use each?
- Discuss three ways a system designer can improve the usability of the system's reports?
- Discuss the problem of bias with regard to graphical outputs.
- With regards to social media, what is the difference between “push” and “pull” approaches to interacting with customers?
- What is occlusion? Why is it an issue when developing multi-dimensional information visualizations? What are augmented reality systems? What are Virtual reality systems?
- What are some of the multilingual issues that you may face when developing for a global audience?
- When developing a virtual reality system, what are some of the issues that need to be addresses?
- What is a cognitive map?
- What are the six suggestions to address the mobile computing challenges?
Second, if you are porting an application or web site to a mobile device, remove all “fluff” from the site. By that we mean, strip the site down to its bare essentials. If for some reason, the user needs access to the full site, be sure to provide a link to it in an obvious location. Alternatively, you could provide a complete mobile version of the application or web site to the user. Obviously, the design of the user interface will be different, but the functionality should be the same.
Third, whenever possible, take advantage of the unique capabilities built into these devices. Some of the devices will have GPS built-in. Depending on your application, knowing where the user is could change the results. In other cases, devices such as the iPad, have an accelerometer that allows the app to “know” the orientation of the device. Many of devices have speech recognition capabilities, cameras that can be used for scanning, touch screens that allow sophisticated gestures to be used, and haptic feedback, such as bumps and vibrations. All of these capabilities could prove useful in developing different mobile applications.
Fourth, when considering a phone, you tend to have a limited width from which to work. Consequently, you should try to linearize the content of the application (see Figure 10-25). By that we mean, take advantage of vertical scrolling and try to minimize, if not eliminate, horizontal scrolling. It is simply more natural for users to scroll up and down instead of left to right on these devices.
Fifth, optimize your mobile application for the user. This will include minimizing the number of times the device must interact with a server to download or upload information with a server. Not everyone will have access to 3G, alone true 4G, networks. In many cases, uploading and downloading is still very slow. Optimization also includes the user’s interaction with the device. Instead of using a lot of typing, scrolling, and taps on a touch screen, consider using the speech recognition capability. It’s a lot easier to speak slowly to a smartphone than it is to have to type a lot into a virtual or physical keyboard.
Finally, Tidwell provides a set of reusable patterns that have been customized for mobile devices. These include things such as a vertical stack, filmstrip, and bottom navigation to name a few.
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Systems Analysis with UML 6th Edition | Test Bank with Key by Dennis and Wixom
By Dennis Wixom, Tegarden