Saturday, 20 February 2021

Human Computer Interactions Quiz

Q1: ____________ is a term used to refer to an attribute of an object that allows people to know how to use it.

a. Constraint
b. Visibility
c. Control
d. Affordance

Solution: Affordance

Q2: Which of the following is true about Short-Term memory?
a. Short-term memory has an unlimited capacity.
b. Short-term memory has large but limited capacity.
c. Short-term memory has no capacity.
d. Short-term memory has a limited capacity.


Solution:
Short-term memory has a limited capacity

Q3: Menus

a. Offer access to all the system's functionality
b. Offer a choice of operations that can be performed at a given time
c. Are hard to learn how to use
d. Offer an easy way to learn an application

 Solution:  Offer a choice of operations that can be performed at a given time

Q4: The stages of the Norman model of interaction are

a. Establish goal, form intention, specify actions, execute actions, perceive system state, interpret state, evaluate state in terms of goals and intentions
b. Move towards goal, check, score goal, add one to total, repeat
c. Establish goal, perceive state, form intention, specify and execute action, interpret state
d. Think about what you want to do, do it, check you've done it

Solution: Establish goal, form intention, specify actions, execute actions, perceive system state, interpret state, evaluate state in terms of goals and intentions

Q5: To help users remember your design:
a. Provide them with easy to read manuals.
b. Provide them with handy shortcuts for important tasks.
c. None of the above.
d. Design for recognition.

Solution: Design for recognition.

Q6: Expert "slips" occur when

a. A person is skilled at a task and an element of the task changes
b. A person does not understand how the system works
c. A person misreads the display and issues the wrong command
d. A person is clumsy

Solution: A person is skilled at a task and an element of the task changes

Q7: Interaction design can only be carried out by people with expertise in Information Technology (IT). Only IT people can belong in a design team.
True
False

Solution: False

Q8: Cultural probes are small packs of items designed to provoke and record comments in various ways. which are given to people to take away and use it in their environment.

True
False

Solution:  True

Q9: Visible menus are preferable to typed in commands because it is easier to recall information than to recognize it

True
False

Solution: False

Q10: Icons are designed to represent objects and operations at the interface using symbols only.

True

False

Solution: False

Q11: Which of the following disciplines may contribute to the design process?

a. Ergonomics
b. Anthropology
c. Cognitive Science
d. All the above answers are correct

Solution: All the above answers are correct

Q12: The most common interface style nowadays is the

a. X system
b. WIMP System
c. Keyboard and mouse system
d. Command line system

Solution: WIMP System

Q13: The three types of human memory are sensory memory, short-term memory and working memory

True
False

Solution: False

Q14: Virtual reality refers to the experience of interacting with an artificial environment, which makes it feel virtually real.

True
False

Solution: True

Q15: Example of form fill interface is________.

a. Data entry form on some university web
b. All of the given answers
c. A dialog box
d. Pop up menu

Solution: Data entry form on some university web

Q16: Interaction design process includes four main phases plus an iteration loop. Which of the following is being executed
in the Analysis stage?

a. Task analysis
b. Help
c. Dialog notations
d. Interviews

Solution: Task analysis

Q17: Golden rule of design helps the designer to understand the computers and people. Which of the following may be used in understanding people?

a. Platforms
b. Computer capacities
c. Social aspects
d. Tools

Solution: Social aspects

Q18: System will fail if it is inappropriate to the user and do not fulfill the user needs.

True
False

Solution: True

Q19: Designers need to know many different things about users, technologies and interactions between them in order to create effective user experiences.

True
False

Solution: True

 Q20: Disadvantages of multidisciplinary teams are:
Select one:
a. Different perspectives and ways of seeing and talking about things.
b. Many ideas are generated.
c. None of the given answers.
d. Communication is not easy.

Solution: Communication is not easy.

 

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