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