Wednesday 11th May 2011 10:00 – 12:30
AMCM0016 Interactive Systems Design Duration: 2 hours 30 minutes
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Examiners: Paul Curzon and Matthew Purver
© Queen Mary, University of London, 2011
問題1
Question 1
a) Explain what is meant by a persona, a primary persona and a negative persona.
b) “The only way to ensure an interactive system is usable is to follow a scientific approach.” Discuss the
truth or otherwise of this statement and how it relates to Wixon’s arguments about RITE.
[8 marks]#p#分頁標題#e#
根據(jù)弗尼斯等可用性顧問的作用和一個問題在選擇方法的一個主要部分是通信。解釋為什么會這樣,以及它是如何影響可用性評估方法的選擇,討論如何這涉及到Wixon的RITE方法。
c) According to Furniss et al a major part of a usability consultant’s role and an issue in choosing methods is
communication. Explain why this is so and how it affects the choice of usability evaluation methods,
discussing how this relates to Wixon’s RITE method.
問題2
Question 2
描述諾曼(1986年)的七階段模型的互動循環(huán),解釋的鴻溝的概念執(zhí)行和評估。
a) Describe Norman (1986)'s seven-stage model of the interaction cycle, explaining the concept of the gulfs
of execution and evaluation.
b) Norman's design principles emphasise the importance of feedback and the use of natural mappings.
Giving concrete examples, explain with reference to your answer to part (a) how each of these can be
used to help bridge the gulfs of execution and evaluation.
c) Give an example of the use of metaphor in interface design, and explain how this can help provide a
natural mapping. Discuss some of the disadvantages of metaphor as a design paradigm.
d) Using Nielsen (1986)'s seven-layer virtual protocol model, discuss how the use of direct manipulation
interfaces can help provide both natural mappings and feedback.
AMCM0016 (2011)
問題3
Question 3
a) Explain what is meant by systematic human error, justifying why forgetting to take back a chip-and-pin
card at a supermarket till should be considered a systematic error.
b) “Cognitive Walkthrough is concerned with analyzing correct action sequences, so is not concerned with
user error”. Discuss the truth or otherwise of this statement both with respect to users making systematic
errors and recovering from them if made.
c) A nurse is interrupted by a colleague needing assistance in the middle of setting up a medical device to
deliver a drug to a patient. On returning to the task the nurse does not notice that the device has timed out
and so has reset the dose she had previously entered to an old value. This leads to the patient being given
an overdose. Discuss the extent to which the cause of this is attentional error and whether the solution is
for the nurse concerned to be retrained or whether there are other causes and so better solutions.
問題4
Question 4
a) Describe one possible method for low-fidelity prototyping and explain what part it can play in the design
process.
b) With reference to mobile application design, discuss the limitations of low-fidelity prototyping. Explain
what methods a designer might use to overcome these limitations.
c) Two aspects encouraged in the Macintosh Human Interface Design Principles are user control and
modelessness. Explain these terms, and explain the criticisms of them in Gentner & Nielsen's "Anti-Mac
Interface" paper.
d) Your coursework involved designing an application for a mobile device which displayed real-time
information. Discuss how these requirements affect the issues of (c) above, and critically assess your
team's design in this regard.