Saturday, November 26, 2011

(Attock VU Group) solved paper of cs408

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

 
 
Question No. 5 Marks : 15
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

 



On Sat, Nov 26, 2011 at 4:57 PM, mc110202049 Irfan Mahmood <mc110202049@vu.edu.pk> wrote:

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

Irfankhan0044@gmail.com


- Show quoted text -
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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:

TIME IS RUNNING OUT. SOME EXPERT FRND SOLVE IT ON PRIORITY AND SEND BACK. Regards
--
([Image: 15fgg2c.gif]

Malik M.Aslam Klaira)

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