Cs408 umair sid .. mid terms.. solved

. ______is a Usability Goal and refers to how easy a system is to remember howSto use, once learned.

?Learnablity

?Memorabilty

?Utility

Question No. 2 Marks : 2

______is the process of selecting things to concentrate on, at a point in time, from therange of possibilities available.

?Reasoning

?Decision Making

?Attention

Question No. 3 Marks : 5

A mouse button invites pushing by the way it is physically constrained in its plastic shell, is anexample of ______Design Principle.

?Visibility.

?Affordance

?Mapping

Question No. 4 Marks : 2

______refers to the relationship between controls and their effects in the world

?Visibility

?Affordance

?Mapping

Question No. 5 Marks : 15

Describe Design principle of Visibility and Affordance with one Example for each and explaintheir implications for interface design.

Design Principles (Norman)

We have studied all of these principles in greater detail earlier, these are:

• Visibility

• Affordance

• Constraints

• Mapping

• Consistency

• Feedback

Nielsen's design principles:

Visibility of system status

Always keep users informed about what is going on, through appropriate feedback within

reasonable time. For example, if a system operation will take some time, give an

indication of how long and how much is complete.

Question No. 6 Marks : 2

. ______plays a role to bridge up the gape between the interfaces of machinesand human understanding.

?Human computer Interaction

?Software Engineering

?Human Computer Interfaces

Question No. 7 Marks : 2

The goals of HCI are:

?Usability and User Experience

?Task and Goals

?Usability Experience and Goals

Question No. 8 Marks : 2

______is a very general goal of Usability and refers to how good a system at doing what

it is suppose to do.

?Effectiveness

?Efficiency

?Utility

Question No. 9 Marks : 2

. ______is what goes on in out heads when we carry out our everyday activities.

?Cognition

?Learnability

?Memeorability

Question No. 10 Marks : 2

______is the process by which we use the knowledge we have to draw conclusionsor infer something new about the domain of interest.

?Decision Making

?Reasoning

?Problem Solving

Question No. 11 Marks : 2

______research helps us understand the domain, context and constraints of a product

in different, more useful ways than ______research do.

?Qualitative, Quantitative

?Quantitative, Qualitative

?None of them

Question No. 12 Marks : 5

Define Human-Computer Interaction.

Definition of HCI

“Human-Computer Interaction is a discipline concerned with the design, evaluation and

implementation of interactive computing systems for human use and with the study of

major phenomena surrounding them”

-ACM/IEEE

Question No. 13 Marks : 20

What do you understand from Usability and User Experience Goals? Name any Five of each.Draw a conceptual diagram that illustrates the relationship between an interface, usability, userexperience and the interaction between humans and computers

usability and user experience

goals, is important. In particular, this enables designers to become aware of the

consequences of pursuing different combinations of them in relation to fulfilling different

users’ needs. Obviously, not all of the usability goals and user experience goals apply to

every interactive product being developed. Some combination will also be incompatible.

For example, it may not be possible or desirable to design a process control system that is

both safe and fun. [1]

What input and output devices would you use for the following systems? For each, compare and contrast alternatives, and if appropriate indicate why the conventional keyboard, mouse and CRT screen may be less suitable.

(a) Cellular phone.

(b) Flight information system.

Differentiate between the followings.

(a) Utility and learnability.

Utility

It refers to the extent to which the system provides the right kind of functionality so that

user can do what they need or want to do. An example of a system with high utility is an

accounting software package providing a powerful computational tool that accountants

can use to work out tax returns.

Learnability

It refers to how easy a system is to learn to use. It is well known that people do not like

spending a long time learning how to use a system. They want to get started straight away

and become competent at caring out tasks without to much effort. This is especially so far

interactive products intended for everyday use (for example interactive TV, email) and

those used only infrequently (for example, video conferencing) to certain extent,

(b) Haptics and visual learning.

Haptics vs visual learning

Haptics enables the learner to identify hardness, density, size, outline, shape, texture, oiliness, wetness, and dampness(involving both temperature and pressure sensations) (Druyan, 1997; Schiffman, 1976).

Visual: Visual perception is rapid and more holistic—allowing the learner to take in a great deal of information at one time.Alternatively, haptics involves sensory exploration over time and space

(c) Command line interface and WIMP interface.

Command line interface

Command line interface was the first interactive dialog style to be commonly used and, in

spite of the availability of menu-driven interface, it is still widely used. It provides a

means of expressing instructions to the computer directly, using some function keys,

single characters, abbreviations or whole-word commands.

Command line interface are powerful in that they offer direct access to system

functionality, and can be combined to apply a number of tools to the same data.

The WIMP Interfaces

Currently many common environments for interactive computing are examples of the

WIMP interface style, often simply called windowing systems. WIMP stands for

windows, icons, menus, and pointers, and is default interface style for the majority of

interactive computer systems in use today, especially in the PC and desktop workstation

arena.

Question No: 4 ( Marks: 2 ) - Please choose one

______refers to the way a system supports users in carrying out their tasks.

►Efficiency

►Effectiveness

►Utility

Question No: 5 ( Marks: 2 ) - Please choose one

______are GUIs that consists of electronic counterparts to physical objects in the real world to match the knowledge requirements of users.

►User Interaction Models

►Conceptual Models

►Interface Metaphors

Question No: 6 ( Marks: 2 ) - Please choose one

____ language tends to be grammatical while ______language is often ungrammatical.

►Written, spoken

►Spoken, written

►None of the given choices

Question No: 7 ( Marks: 2 ) - Please choose one

______aspect gives us hints and tips about using and creating user interface idioms.

►Strategic

►Tactical

►None of the given choices