C408 Human Computer Interaction
Mid Term Examination – Spring 2006
Question No. 1 Marks : 2
. ________________ is a Usability Goal and refers to how easy a system is to remember how to use, once learned.
Learnability
Memorabilty
Utility
Question No. 2 Marks : 2
_____________is the process of selecting things to concentrate on, at a point in time, from the range 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 an example 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. 6 Marks : 2
. _________________ plays a role to bridge up the gap between the interfaces of machines and 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 conclusions or 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.
Answer:
"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".
Human designed the interfaces we hate; human continue to use dysfunctional machines even as the awkward interfaces strain their eyes, ache their backs, and ruin their wrist tendons. HCI plays a role to bridge up the gap between the interfaces of machines and human understanding.
Question No. 13 Marks : 20
What do you understand from Usability and User Experience Goals? Name any Five of each.
Answer:
Usability
• Effectiveness
• Efficiency
• Safety
• Utility
• Learnability
• Memorability
User Experience Goals
• Satisfying
• Enjoyable
• Fun
• Entertaining
• Helpful
• Motivating
Describe Design principle of Visibility and Affordance with one Example for each and explain their implications for interface design.
Answer:
Visibility:
The more visible functions are, the more likely users will be able to know what to do next. In contrast, when functions are "out of sight," it makes them more difficult to find and knows how to use. Norman describes the controls of a car to emphasize this point. The controls for different operations are clearly visible (e.g., indicator, headlights, horn, hazard warning lights), indicating what can be done. The relationship between the way the controls have been positioned in the car and what they do makes it easy for the deriver to find the appropriate control for the task at hand. For example, one problem that I often encounter, in word processing software I often needed to set the properties of a word document. For this logically option of properties should be in the File menu, and I have often seen it there. But once, I opened the file menu I could not find it there, I was confused.
Affordance:
Affordance is a term used to refer to an attribute of an object that allows people to know to use it. For example, a mouse button invites pushing by the way it is physically constrained in its plastic shell. At a very simple level, to afford means "to give a clue." When the affordances of a physical object are perceptually obvious it is easy to know how to interact with it. For example, a door handle affords pulling, a cup handle affords grasping, and a mouse button affords pushing. Norman introduced this concept in the late 80s in his discussion of the design of everyday objects. Since then, it has been much popularized, being what can be done to them. For example, graphical elements like button, icon, links, and scroll bars are talked about with respect to how to make it appear obvious how they should be used: icons should be designed to afford clicking, scroll bars to afford moving up and down, buttons to afford pushing.
There are two kind of affordance:
• Perceived
• Real
My MGT 602 Paper today at 2 pm 26 November fall 2011
There are total 32 questions.
28 MCQs of 1 mark
2 short question of 3 marks
2 questions of 5 marks
70 % MCQs were from past papers.
Short questions were benefits of international partner and explain product development stage.
Long questions. 1 is explaining trade mark and its type.
2 were how you can start a new business in current market……..
Remember me in pray by
MIT VIRTUALIANS
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On Thu, Nov 24, 2011 at 8:01 AM, Shagufta Naz <mc100201545@vu.edu.pk> wrote:plz share the solved mid term papers for cs 408.....
On Wed, Nov 23, 2011 at 11:30 PM, mc090200438 Muhammad Aslam <mc090200438@vu.edu.pk> wrote:
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TIME IS RUNNING OUT. SOME EXPERT FRND SOLVE IT ON PRIORITY AND SEND BACK. Regards
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Malik M.Aslam Klaira)
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