Human-Computer Interaction
CS 6751 Winter 1999
Midterm review
The midterm will be held during class time, Wednesday, February 3 in
Room 102 of the College of Computing.
General format
- true/false questions
- short answer, definitions etc.
- short essay questions
- 55 minutes, closed book, closed notes, open mind
Topics
In general, the exam will cover material in Norman's book, Chapters
1,3-7 in the textbook.
All material covered during lectures is likely exam material, including
discussions of supplemental material provided on the website.
For the curious ones, here is the
pre-course examination you took at the beginning of the course.
It's in Portable Document Format (PDF) which is readable by Acrobat
and other word processing programs as well as ghostscript.
Hopefully, you will be encouraged by what you now know!
Also, you might want to review the lecture from Wednesday 1st, when
we discussed issues with the exam.
Norman
- Affordances, visibility, mappings, feedback, constraints
- Myth of "human error"
- Knowledge in the world vs. knowledge in the head
-
- Mental (user) model, designer model, system image
-
- Why designers may fail in meeting user needs
-
- Designing for error
- Myth of "perfect system"
- Why do people make errors?
- Difference between slips and mistakes
- Types of slips
- How can we prevent errors
- Why are errors hard to detect? (cognitive hyteresis, levels)
- Types of forcing functions
- Typical computer responses to errors
Chapter 1 - The Human
We discussed how perceptual, cognitive and other characteristics of
users inform and constrain hci designs.
- How physiological knowledge translates into design advice
- Fitt's law
- Forms of human memory
- Other important user characteristics
Chapter 3 The Interaction
Our discussions of the Norman 7-stages framework and the DFAB
User/System model and the
4 translations (articulation,
performance, presentation and observation). Also
- Gulfs of evaluation and execution
- Uses of interaction models
-
Chapter 4 Paradigms and Principles of Usability
- History of interactive technology and respective paradigms.
- Principles of usability
- Know the difference between the following major categories.
- learnability
- flexibility
- robustness
as well as be able to define some of the principles included in each
category.
Chapter 5 Design Process
- The waterfall model, its individual parts, and its shortcomings
- Ways to incorporate HCI into the SE process
Chapter 6 User Models
- Social models, requirements gathering, stakeholders,
participatory design
- Cognitive models
- Difference between hierarchical, linguistic and cognitive
architectures.
- Uses of cognitve models
- Limitation of cognitive models
- Details of GOMS and KLM-GOMS
Chapter 7 Task Models
- Uses of task aanalysis
- Ways of gathering information
- HTA (Decomposition)
- types of plans, analyzing HTAs
- Knowledge-based
- cluster analysis, unique descriptions of objects or actions
- Entity-relationship
- object-action relationships, roles
Group projects
I expect that you are familiar with the structure of the group
projects and the rationale behind the various milestones throughout
this quarter.
Whew! That ought to be enough for you to chew on. Best of luck.
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