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理学硕士考试____理学硕士论文代写

 
 
 
Wednesday 11th May 2011 10:00 – 12:30
 
 
AMCM0016 Interactive Systems Design            Duration: 2 hours 30 minutes
 
 
 
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Answer ALL FOUR Questions
 
 
 
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WORK WHICH IS NOT TO BE ASSESSED.
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EXAM PAPERS CANNOT BE REMOVED FROM THE EXAM ROOM
 
Examiners: Paul Curzon and Matthew Purver
 
 
 
 
© Queen Mary, University of London, 2011
 
问题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#分页标题#e#
根据弗尼斯等可用性顾问的作用和一个问题在选择方法的一个主要部分是通信。解释为什么会这样,以及它是如何影响可用性评估方法的选择,讨论如何这涉及到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.
                                                                                              
 
 
问题2
Question 2
描述诺曼(1986年)的七阶段模型的互动循环,解释的鸿沟的概念执行和评估。
 
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)                                                                                   
 
问题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.
                                                                                               
问题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.
                                                                                                   
 
 
 
                                             
 
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