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COP4610Chapter11T/F
COP4610 Chapter 11 True or False
| Question | Answer |
|---|---|
| The user interface includes three parts; the input mechanism, the output mechanism, and the reporting mechanism. | False |
| 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. | True |
| All forms and reports need a minimal amount of white space that is intentionally left blank. | True |
| 4. Novice and expert users are both usually most concerned with “ease of use” of a new system. | False |
| 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. | False |
| 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. | False |
| The first step in the user interface design process is “interface design prototyping.” | True |
| A use scenario is an outline of the steps that the users perform to accomplish some part of their work. | True |
| 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. | True |
| 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. | True |
| 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. | True |
| 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. | False |
| 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. | False |
| 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. | True |
| 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. | False |
| 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.” | False |
| Interface evaluation should be performed while the system is being designed so that any major design problems can be identified and corrected before the time and cost of programming has been spent on a weak design. | True |
| A heuristic evaluation involves members of the project team individually working through the interface design prototype to examine each interface to see that it satisfies each design principle on a formal checklist. | True |
| The interface standard that describes the general appearance of all the screens in the information system and the paper-based forms and reports that are used/developed by the system is the interface templates. | True |
| Analysts must assume that users have read the manual, have attended the training classes, and have external help nearby. | False |
| The grammar order of the navigation controls may be random (object-action or action-object) throughout an application. | False |
| 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. | False |
| A menu bar is often a second-level menu that pops up, floats over the screen, and disappears after one use | False |
| 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. | False |
| 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. | False |
| 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. | True |
| Analysts often set out to introduce bias into the design of a report by sorting the information alphabetically or chronologically. | False |
| A significant drawback of a printed report is the inability of the information to be further manipulated (i.e., sorted). | True |
| 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. | True |
| 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. | False |
| 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. | False |
| 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. | False |
| 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). | True |
| 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. | True |
| 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. | False |
| 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 | True |
| 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). | True |
| Use scenarios are developed and used during the evaluation of the interface as a check on what could go wrong. | False |
| Ease of use and ease of learning are important interrelated aspects of the user experience design principle. | True |
| 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. | False |
| 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. | True |
| Of all the interface prototype designs, HTML prototypes are the most detailed. | False |