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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