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spring 2004 midterm - 2: ellie
(a) What is the fundamental rule of user interface design?
- for full credit, you had to say something very close to
- varying ammounts of partial credit were given for
- mentioning something about how a programmer isn't neccessarily the same as a user (3.5)
- mentioning something about the user (3)
- KISS (1)
(b) Usability can be defined as a combination of 5 factors. Name 4 of them (or all 5 for one bonus point!)
- since there were 2 conflicting slides in the ui lecture, we accepted any 4 (or 5) of the following, one point each:
- Observability, Visibility
- Time to learn, ease of learning, intuitive
- Speed of Performance
- Rate of Errors by User
- Retention over Time
- Subjective Satisfaction
(c) We all know that different people have different preferences and different levels of expertise. Does this mean that a good user interface should have lots of different ways of doing each major task that it supports? Why or Why not?
- (2 points) answering no, a UI should not "have lots of different ways of doing each major task"
- each of the following answers to the "why not" were worth one additional point:
- too many things make it confusing/hard/complicated for the user (or something along these lines)
- limited flexibility, however, is good (ie. having 2, maybe 3 ways of doing somehting: menu + keyboard shortcut)
(d) The ultimate test of a user interface is how well it works when actually used by members of the target user population. What are two ways of evaluating an interface when you can't actually watch as it is used?
- some form of feedback: surveys, interviews, questionaires, etc.
- note that answers such as cognitive walkthrough, or heuristics were not accepted because they don't have anything to do with "[actual use] by members of the target user population."
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