HCI201 - Combo

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37 What is NOT a data gathering method? a. Interviews b. Questionnaires c. Observation d. All of the others e. None of the others

E

8 Choose the 4 basic activities in the process of interaction design in the list below: 1. Building interactive versions of the design 2. Making a design plan 3. Identifying needs and establishing requirements 4. Evaluating what is being built 5. Developing designs that meet requirements 6. Creating report about what has been built a. 1, 2, 5, 6 b. 2, 3, 5, 6 c. 2, 3, 4, 5 d. 1, 2, 4, 6 e. 1, 3, 4, 5

E

29 According to Norman's theory of action, there are 7 stages of an activity. What is NOT one of them? a. Establish a goal b. Form an intention c. Evaluate the system state d. Execute an action e. Perceive the system state None of the others

F

Attention, perception and recognition are parts of? A. Design principles B. Cognition C. Process D. None of above

b

Brain-computer interfaces (BCI) provide a communication pathway between A. Two people B. A person's brain waves and an external device. such as a cursor on a screen C. None of the other D. Two devices

b

Dealing with constraints, such as gaining access to users or accommodating users' routines, is an important skill for designer to develop. A. True B. False

b

In which kind of data recording that more expensive, editing, mixing and analysis equipment needed. A. Audio plus camera B. None of the others C. Video D. Notes plus camera

b

What is the most popular expanding menu A. Flat menu B. Cascade menu C. Contextual menu D. None of the others

b

Which of the following is Usability testing A. Must be replicable B. Procedure planned C. Scientific reported to scientific community D. Results validated statistically

b

Which one of design principle refers to have the same interfaces to the all tasks? A. Constraints B. Consistency C. Feedback D. Affordance

b

... is performed in laboratory which is controlled by evaluator A. Field study B. Formative evaluation C. Controlled experiment D. Analytical evaluation

c

According to Strauss and Corbin (1998), how many aspects of "coding" in grounded theory? A. 1 B. 2 C. 3 D. 4

c

Example quantitative data of interviews is A. Age, job role, years of experience. Responses to closed questions. B. None of the others C. All of the others D. Demographics of participants. Time spent on a task. The number of people involved in an activity.

c

How many types of interaction designer can have with a product/system? A. 5 B. 3 C. 4 D. 6

c

VBIC stands for A. Vietnamese Business Information Center B. Virtual Business Internet Center C. Virtual Business Information Center D. Vietnamese Business Internet Center

c

What is the order of 4 key issues of data gathering? A. Goals, Triangulation, Participant relationship, Pilot B. Triangulation, Goals , Participant relationship, Pilot C. Goals, Participant relationship, Triangulation, Pilot D. Triangulation, Participant relationship, Pilot, Goals

c

Which can be thought as a "conversation with a purpose" A. Questionnaires B. Recording C. Interviews D. None of the others

c

Which is the second key issues of data gathering A. Setting goals B. Pilot studies C. The relationship with participants D. Triangulation

c

Which of the following advise us not to use irrelevant information A. Recognition rather than recall B. Error prevention C. Aesthetic and minimalist design D. Flexibility and efficiency of use

c

10 Products should be designed to provide adequate feedback to the users to ensure they know what to do next in their tasks. a. True b. False

A

16 "People will want to watch movies on their cell phones". This sentence is a/an ... a. Assumption b. Claim c. Requirement d. Goal

A

17 Conceptual model is an abstraction that outlines what people can do with a product and what concepts are needed to understand how to interact with it. a. True b. False

A

36 In describing a population, we conclude that the average person tall, thin, and middle-aged. What analysis we have used? a. Quantitative b. Qualitative c. None of the others d.

B

18 According to Johnson and Henderson, a conceptual model should comprise of 4 components, what are they? a. The major metaphors and analogies, the concepts, the relationships between concepts, the mappings b. The major metaphors and analogies, the concepts, the mapping between concepts, the relationship c. The concepts, the relationship between concepts, the interface, the user experience d. The concepts, the mapping between concepts, the interface, the user experience

A

23 What is the designer's model? a. The model the designer has of how the system should work b. The model the user wants the system to be c. The model the user understands how the system works d. The model the designer understands how the system works

A

25 Cognition is what goes on in our heads when we carry out our everyday activities. a. True b. False

A

33 Quantitative data is data that is in the form of numbers, or that can easily be translated into numbers a. True b. False

A

35 In describing a population, we conclude that the average person is 5 feet 11 inches tall, weighs 180 pounds, and is 45 years old. What analysis we have used? a. Quantitative b. Qualitative c. None of the others d.

A

40 Storytelling is used extensively in interaction design both to communicate findings of investigate studies, and as the basis for further development such as product design or system enhancements. a. True b. False

A

9 What are goals that usability broken down into? a. Efficiency, Effectiveness, Safety, Utility, Learnability, Memorability b. Efficiency, Safety, Utility, Learnability, Controlability c. Effectiveness, Safety, Utility, Learnability, Controlability d. Efficiency, Effectiveness, Safety, Utility, Learnability, Changeability

A

What is the starting point of an HTA? A. User goal. B. System functionality. C. An available service D. User input

A

26 What are the design implications of "memory"? (Choose 2) a. Do not overload users' memories with complicated procedures for carrying out tasks b. Do not use more than 7 options on a menu, or more than 7 bullets in a list, etc. c. Use only one way of encoding digital information d. Design interfaces that promote recognition rather than recall e. Design interfaces that promote recall rather than recognition

A, D

13 One of the problems of applying more than one of the design principles in interaction design is that trade-on can arise between them. a. True b. False

B

22 Match the name with the description of interaction types: 1. Instructing 2. Conversing 3. Exploring A. User have dialog with a system B. How users carry out their tasks by telling the system what to do C. Users moving through virtual or physical environments a. 1 - A, 2 - B, 3 - C b. 1 - B, 2 - A, 3 - C c. 1 - C, 2 - A, 3 - B d. 1 - C, 2 - B, 3 - A e. 1 - B, 2 - C, 3 - A 1 - A, 2 - C, 3 - B

B

24 Decisions about conceptual design should be made after commencing any physical design, e.g. choosing menus, icons, and dialog boxes. a. True b. False

B

30 Computational offloading occurs when we use a tool or device in conjunction with an internal representation to help us carry out a computation. a. True b. False

B

34 Qualitative data is data that is easy to measure, count, or express in numerical terms in a sensible fashion a. True b. False

B

5 HCI has cast its net much wider, begin concerned with the theory, research, and practical of designing for all manner of products, whereas ID has traditionally had a narrower focus, begin "concern with the design, evaluation, and implementation of interactive computing systems for human use. a. True b. False

B

7 What is the concept that has become the central of interaction design? a. Interface b. User experience c. Functionality d. Design e. Product

B

32 What are the main benefits of conceptual frameworks and cognitive theories? (Choose 2) a. They can make the design easier to understand b. They can explain user interaction c. They can predict user performance d. They can provide different views about the system

B, C

14 Optimizing the interaction between users and interactive products require taking into account a number of interdependent factors, including ... (Choose 4) a. Materials b. Type of activity c. Cultural differences d. User groups e. Feedback f. Context of use

B, C, D, F

1 What is the central concern of interaction design? a. To manage the interaction between human and computer b. To manage the process of designing products c. To develop interactive products that are usable d. To develop beautiful products

C

11 What "Constraints" refer to? a. Designing interfaces to have similar operations and use similar elements for achieving similar tasks. b. An attribute of an object that allows people to know how to use it. c. Determining ways of restricting the kinds of user interaction that can take place at a given moment. d. None of the others

C

12 Fill in (a) in this sentence: "The more (a) the more likely users will be able to know what to do next." a. Consistency b. Feedback c. Visibility d. Affordance e. Constraints f. None of the others

C

21 What NOT are types of interaction? a. Instructing b. Discussing c. Conversing d. Manipulating e. Exploring

C

27 What is NOT a design implication of "learning"? a. Design interfaces that encourage exploration b. Design interface that constrain and guide users to select appropriate action when initially leaning c. Design interface that is have many new interesting items to learn d. Dynamically link concrete representations and abstract concepts to facilitate the learning of complex material

C

31 "Using pen and paper to solve a math problem" is an example of a. Annotating and cognitive tracing b. Externalizing to reduce memory load c. Computational offloading d. None of the others

C

28 What are NOT cognitive frameworks in interaction design? (Choose 2) a. Mental model b. Theory of action c. Image processing d. External cognition e. Distributed cognition Internal cognition

C, F

15 Identifying usability and user experience goals is a pre-requisite to understand what? a. Product b. User c. Requirement d. Problem Space

D

19 What is the central component of a conceptual model? a. The concept b. The object model c. The interface model d. The interface metaphor

D

2 What is meant by "usable products"? a. Easy to learn b. Effective to use c. Providing an enjoyable user experience d. All of the others e. None of the others

D

20 What is NOT objection to the use of metaphors in interaction design? a. Breaks the rules b. Too constraining c. Conflict with design principles d. Too detail information e. Limits the designer's imagination in conjuring up new paradigms and models

D

3 Designing usable interactive products requires considering ... 1. Who is going to be using them 2. What they are going to be used 3. How they are going to be used 4. Where they are going to be used a. 1,2,3,4 b. 1,2,3 c. 1,2,4 d. 1,3,4 e. 2,3,4

D

38 Audio recordings, notes, and video recordings are raw data of ... a. Interviews b. Questionnaires c. Observation d. A and C e. A and B B and C

D

39 Match the name and definitions of coding categories according to Strauss and Corbin (1998): 1. Open coding 2. Axial coding 3. Selective coding A. This is the process of systematically fleshing out categories and relating them to their subcategories B. This is the process through which categories, their properties, and dimensions are discovered in the data. C. This is the process of refining and integrating categories to form a larger theoretical scheme. a. 1 - A, 2 - B, 3 - C b. 1 - A, 2 - C, 3 - B c. 1 - B, 2 - C, 3 - A d. 1 - B, 2 - A, 3 - C e. 1 - C, 2 - B, 3 - C 1 - C, 2 - C, 3 - B

D

4 "By interaction design, we mean designing (a) products to support the way people (b) in their everyday and working lives." Fill in the blank (a), (b) with: a. beautiful, use b. good, use c. brand new, communicate d. interactive, communicate

D

6 What are the benefits of bringing together people with different backgrounds and training in interaction design? a. Generate more ideas b. Develop new methods c. Increase cost d. A and B e. All of the other f. None of the other

D

"What kinds of interface support have been provide to help users remember how to carry out tasks. especially for products and operations they use infrequently?". Which usability goal is this question for? A. Memorability B. Learnability C. Utility D. Effectiveness

a

ACM stands for ? A. The Association for Computing Machinery B. The Association for Controlling Machinery C. The Association for Computing Model D. The Association for Computing Memory

a

Amusing to the designer but not the user is? A. Gimmicks B. Hostal C. Algorithm D. None of above

a

Anthropomorphism is the attribution of human qualities to objects? A. True B. False

a

Attention is process of...? A Selecting things to concentrate on B. Thinking C. Software process D. Conceptual design

a

Field study is one approach of ...? A. Evaluation B. Development

a

Functional requirements are used to describe what the product should do. A. True B. False

a

GOMS has also been developed to provide a quantitative model - the keystroke level model A. True B. False

a

How many steps of theory of action A. 7 B. 5 C. 6 D. 4

a

In ethical aspect of evaluation, the participants do not have the right to A. Use the result of the study B. Know what will happen to the findings C. Know the goals of the study D. Privacy of personal information

a

In order to make goals operational, we must clearly articulate the questions to be answered by the evaluation study A. False B. True

a

In usability testing, user satisfaction is evaluated using A. questionnaires interviews B. interviews C. questionnaires D. None of the others

a

Learnability refers to ... A. how easy a system is to learn to use B. how easy a product is to remember how to use, once learned. C. the extent to which the product provides the right kind of functionally so that users can do what they need or want to do. D. the way the product supports users in carrying out their tasks.

a

Nintendo's Pocket Pikachu is designed to motivate children to be more physically active on a regular basis? A. True B. False

a

The framework is simple but not effective A. No B. Yes

a

The techniques used may not be compatible with the goal of the study A. False B. True

a

They are fundamental activities that are recognized in all design EXCEPT: A. Preparing the requirements B. Understanding the requirements C. Producing a design that satisfies the requirements D. Evaluating the design

a

Wearable interface designed for more than one person to use? A. False B. True

a

What is PIM? A. Personal information management B. A kind of security password C. A guideline for software engineering D. None of above

a

What is a basic RAD lifecycle model of software development? A. Project initiation, JAD workshops, Iterative design and build. Evaluate final system. Implementation review. B. JAD workshops, Project initiation. Iterative design and build. Evaluate final system. Implementation review. C. Iterative design and build. Project initiation, JAD workshops, Evaluate final system. Implementation review. D. Iterative design and build. Project initiation, JAD workshops, Implementation review, Evaluate final system.

a

What is usable? A. Easy to learn, effective to use, and providing an enjoyable user experience B. Nice and beautiful C. Good D. None of above

a

Which can be designed to be compact and variably positioned on a screen? A. Icon B. Win form C. Docking D. Menu

a

Which is NOT a kind of inspection technique? A. Predictive models B. Heuristic evaluation C. Walkthrough D. None of above

a

Which is effectiveness A. appropriate support? task coverage. information available B. how safe? C. performance measurements D. which functions are superfluous?

a

Which is the disadvantage of high-fidelity prototype? A. More expensive to develop B. Limited usefulness of usability testing C. Poor detailed specification to code to D. Limited error checking

a

Which is type of quantitative data analysis? A. Percentage and average B. Categorizing data C. Looking for critical incidents D. Identifying recurring patterns or themes

a

Yahoo Messenger chatting is an example of A. Synchronous communication B. Multi tasking communication. C. Asynchronous communication D. Multi-users communication

a

Which statement is INCORRECT about qualitative and quantitative? A. Quantitative data is data that is in the form of numbers, or that can easily be translated into numbers B. Quantitative analysis uses numerical methods to ascertain the magnitude, amount. or size of something C. Qualitative data is data that is easy to measure, count, or express in numerical terms in a sensible fashion (difficult to measure). D. Qualitative analysis focuses on the nature of something and can be represented by themes. patterns. and stories

c

Which statement is incorrect about interaction types? A. Exploring involves users moving through virtual or physical environment. B. Virtual object can be manipulated by moving, selecting, opening and closing them. C. Instructing is a bad repetitive kinds of action performed on multiple object. D. Differs from instructing in that it more like two-way communication, with the system acting like a partner rather than a machine that obeys orders.

c

Awareness not involved? A. Who is around B. What is happening C. Who is talking with whom D. All of above

d

Babble at IBM is developed by? A. Stefen Hawking B. Steven Gerrard C. Eistein D. David Smith

d

Choose the correct statement: A. Use cases describe human activities in a story. B. Scenarios explicitly describe the use of software or other technological support to achieve a task C. Use cases were developed to overcome the limitations of both scenarios and essential use cases. D. Essential use cases represent abstractions from scenarios and try to avoid the assumptions of an use case

d

Heuristics being developed for A. mobile devices B. wearables C. virtual worlds D. All of the others

d

High-fidelity prototype uses materials expected in ...? A. Technique for collecting user opinions B. Rapid applications development C. Personal information management D. Final product

d

In usability testing. field observations may be used to A. identify errors B. calculate performance times C. explain errors D. provide contextual understanding.

d

Most effective icons are similar ones A. A lithe different ones B. Same one C. Completely different ones D. Similar ones

d

What are the Early focus on users and tasks? A. Users' tasks and goals re the driving force behind the development B. Users' behavior and context of use are studied and the system is designed to support them C. Users' characteristics are captured and designed for. D. All of above

d

What are the benefits of bringing together people with different backgrounds and training in interaction design? A. Generate more ideas B. Develop new methods C. Increase cost D. A and B E. All of the other

d

What is a conceptual model? A. working strategy B. A framework of general concepts and their interrelations C. A description of the user interface D. A high-level description of how a system is organized and operates

d

Which basic activity in Interaction Design is the process of determining the usability and acceptability of a product or a design? A. Identifying needs and establishing requirements B. Developing alternative designs C. Building interactive versions of the designs D. Evaluating designs

d

Which is NOT coordinating mechanisms? A. Schedules ,rules and conventions B. Verbal and non-verbal communication C. Shared external representations. D. Overhearing and overseeing

d

Which is not Shneiderman's guidelines for error messages include? A. Avoid using terms like FATAL, INVALID, BAD B. Audio warnings C. Avoid UPPERCASE and long code numbers D. All of the others

d

What is NOT objection to the use of metaphors in interaction design? A. Breaks the rules B. Limits the designer's imagination in conjuring up new paradigms and models C. Conflict with design principles D. Too constraining E. Too detail information

e


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