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1. Which one of the following is not a usability measure that can be used to produce a practical evaluation of a system? a. Rate of human errors b. Speed of task completion c. System messages d. Subjective satisfaction 2. Interface researchers apply the scientific method (...

1. Which one of the following is not a usability measure that can be used to produce a practical evaluation of a system? a. Rate of human errors b. Speed of task completion c. System messages d. Subjective satisfaction 2. Interface researchers apply the scientific method (controlled experimentation) to validate their designs. Which one of the following is not a step in the scientific method? a. Application of non-statistical tests b. Writing a lucid statement of a testable hypothesis c. Controlling for bias in subjects, procedures, and materials d. Measuring of specific dependent variables 3. Controlled experimentation has weaknesses. Which one of the following is not one of them? a. Laboratory conditions may distort the situation b. Extremely good or poor performance by individuals may be overlooked c. Controlled experiments do not control for bias d. Anecdotal evidence or individual insights may be given too little emphasis 4. Which of the following is not a special interface need of children? a. Their evolving dexterity means that mouse dragging, double-clicking, and small targets cannot always be used b. They have long attention spans c. Their emerging literacy means that written instructions and error messages may not be effective d. They have limited capacity to work with multiple concepts simultaneously 5. The special interface needs of older adults include all of the following except __________. a. Providing users with control over font sizes, display contrast, and audio levels b. Making sure all screens have low levels of contrast c. Designing interfaces with easier-to-use pointing devices d. Providing clearer navigation paths 6. The special interface needs of people with disabilities include all of the following except __________. a. Keyboard or mouse alternatives b. Text-to-speech conversion c. Limited functionality d. Screen magnification 7. Which of the following is not a way to alleviate the concerns of reluctant users? a. Reduce the size of screens and fonts b. Simplify the interface. c. Avoid using a deceptively anthropomorphic style d. Don’t require users to remember a complex sequence of actions. 8. The principle of creating designs that work well across different display sizes and platforms is called _______. a. Design Plasticity b. Design Modality c. Heuristic Design d. Compatible Design 9. Lengthy training periods are most acceptable for _____. a. Home and entertainment applications b. Exploratory, creative, and collaborative interfaces c. Sociotechnical systems d. Life-critical systems 10. Which of the following is a challenge of accommodating diverse hardware and software? a. Producing satisfying and effective Internet interaction on high-speed and slower connections. b. Making text input comprehensible c. Creating complex sequences of interaction d. Ensuring software only works on the latest hardware platforms 11. User-interface design concerns for internationalization include the following except a. Characters, numerals, special characters, and diacritical marks b. Sensing versus intuition c. Left-to-right versus right-to-left versus vertical input and reading d. Date and time formats 12. Which group of users often has a great capacity to enjoy repetition? a. Older users b. Users with disabilities c. Power users d. Children 13. Which of the following statements is true? a. Designs that accommodate the needs of children, older adults, and users with disabilities can improve the quality for all users. b. Thorough user and task analyses are too expensive to be considered in real- world design situations. c. Success in product development cannot be measured in terms of hard evidence that universal usability is being attained. d. Users should accept responsibility when they get a message like SYNTAX ERROR. 14. Basic data about human dimensions comes from research in _________. a. Human intelligence b. Personality differences c. Anthropometry d. Anthropomorphism 15. Ease of learning, low error rates, and subjective satisfaction are paramount considerations for home and entertainment applications because _______. a. Use is discretionary and competition is fierce. b. Development is costly for these applications c. Users are under stress d. Users have concerns about misuse of private information. 16. Which of the following is an appropriate guideline for consistency ("Principle of least astonishment")? a. Colors should vary between screens of similar function b. Icons should be consistent between screens c. Terminology should vary between screens to prevent user boredom d. Users must adapt to inconsistent interface behavior 17. Which of the following is not true about modality? a. Modes should be used whenever possible to simplify user choices b. In a preemptive mode, other software functions are inaccessible c. Use modes cautiously d. When modes are used, designers should make user actions easily reversible 18. How well users maintain their knowledge is called ________. a. Time to learn b. Usability motivation c. Speed of Performance d. Retention over time 19. Which of the items below is an example of cognitive directness? a. Use 'real-world' metaphors whenever possible b. Minimize mental transformations of information c. Use meaningful icons/letters d. All of the above 20. Successful designs for novice and first-time users of socio-technical systems emphasize _____. a. Ease of learning and providing feedback that builds trust b. Rapid performance of complex procedures c. Use of visualization tools to spot unusual patterns d. Avoiding operator fatigue, stress, and burnout 21. When multiple user classes must be accommodated in one system, the basic strategy is to ____. a. Permit a multi-layer (sometimes called level-structured or spiral) approach to learning. b. Provide text alternatives for non-text content. c. Present data only if they assist the operator. d. Provide an open system that mimics the real world. 22. Which of the following is not one of the eight golden rules of interface design? a. Strive for consistency b. Cater to universal usability c. Consider the cost d. Offer informative feedback 23. One way to encourage user exploration of an interface’s features is to _____. a. Standardize screens b. Permit easy reversal of actions c. Use anthropomorphic design d. Blame users when they cause error messages 24. Short-term memory load can be reduced for users by ____. a. Making sure users understand the nature of their errors. b. Reducing the time required for each step. c. Giving them sufficient information about current status and activities. d. Avoiding interfaces in which users must remember information from one screen and then use that information on another screen. 25. The need for experienced users to sense that they are in charge of the interface and that the interface responds to their actions is called _______. a. Internal Locus of control b. External Loss of control c. The Control Paradigm d. Interface Control Feedback 26. All of the following are good ways to design a system to prevent or respond to errors except _______. a. Gray out menu items that are not appropriate b. Do not allow alphabetic characters in numeric entry fields c. Erroneous actions should leave the system state unchanged, or the interface should give instructions about restoring the state. d. Make error messages threatening so that users won’t repeat the mistake 27. All of the following are examples of the golden rule of consistency except _________. a. Use identical terminology in prompts, menus, and help screens b. Use consistent color, layout, capitalization, and fonts throughout the design c. Organize sequences of action into groups with a beginning, middle, and end. d. Require consistent sequences of actions in similar situations. 28. Which of the following statements is not true about feedback? a. Feedback is usually distracting and annoying to users. b. For every user action, there should be system feedback. c. Harsh sounds are appropriate for rare emergency feedback. d. Informative feedback at the completion of a group of actions gives operators the satisfaction of accomplishment. 29. Allowing users to personalize the menu contents is a good strategy for _________. a. Facilitating data entry for complex tasks b. Accomodating the needs of multiple user classes c. Getting the users’ attention d. Preventing user errors 30. Which of the following statements is true about task analysis and interface design? a. Relative frequency is not important to design decisions b. Design experts do not need to observe or consult users to determine task frequency. c. Frequent tasks should be simple and quick to carry out, even at the expense of lengthening some infrequent tasks. d. Good design will include all possible actions in the hope that some users will find them helpful. 31. Which of the following is not true about command laguage? a. Appeals to novice users b. Supports user initiative c. Requires substatial training and memorization d. Allows convenient creation of user-defined macros 32. Which interation style visually presents task concepts? a. Natural language b. Command Language c. Direct Manipulation d. Form Fill-In 33. Which of the following is not true about menu selection? a. Shortens learning b. Encourages exploration c. Reduces keystrokes d. Provides a clear structure to decision making 34. Machines are generally better than humans at ______. a. Recalling quantities of detailed information accurately. b. Selecting alternatives if the original approach fails. c. Making subjective evaluations d. Sensing unusual and unexpected events 35. Which of the following is not true about redundant data entry? a. It is necessary to assure accuracy b. It is annoying to users to enter the same information in two locations. c. When the same information is required in two places, the system should copy the information for the user d. The double entry is perceived as a waste of effort and an opportunity for error 36. Which of the following is an example of how not to specify a requirement? a. “The user shall choose between regular, mid-grade, and premium gasoline within 10 seconds.” b. “The pump shall permit a user 10 seconds to choose a fuel grade.” c. “The ATM shall permit a user five seconds to select a withdrawal amount.” d. “The application will ask if a user needs password help after two incorrect entries.” 37. Fictitious characters that represent the different user types within a targeted demographic that might use a site or product are called _____________. a. Personalities b. Human models c. Personas d. Storyboards 38. The process of planning for, preparing, and then conducting field interviews to observe and understand the work tasks being performed is known as _______________. a. Environmental design b. Task modeling c. Models of development d. Contextual inquiry 39. Careful observation of users in their workplace is called ____________________. a. Ethnographic observation b. Work Modeling c. Paper prototyping d. Scenario development 40. Storyboarding is __________________. a. Sharing typical user experiences as a story. b. Using pictures and graphs to describe the initial user-interface concepts, business rules, and automation assumptions. c. Conveying the high-level goals of the new system d. Weighing individual rights versus societal benefits 41. The direct involvement of people in the collaborative design of the things and technologies they use is called ________________. a. Social impact statement b. Scenario development c. Participatory design d. Model consolidation 42. Describing situations that portray typical needs of potential users is called _____________. a. Scenario development b. Participatory design c. Social impact statement d. Model consolidation 43. Which of the following is not a benefit of creating a social impact statement? a. Preventing problems that could be expensive to repair. b. Improving privacy protection c. Minimizing legal challenges d. Streamlining the design process 44. The process of reviewing and “walking” the consolidated data and sharing the personas created is called ________. a. Visioning b. Storyboard c. Expert review d. Participatory design 45. One successful method for determining user-interface requirements is to use __________. a. Visioning b. Storyboards c. Ethnographic observation d. Social impact statements 46. Which of the following is not true about participatory design? a. More user involvement brings more accurate information about tasks b. Participatory design is inexpensive to carry out compared to other methods. c. Participatory design may generate antagonism from people who are not involved or whose suggestions are rejected. d. User involvement may lengthen the implementation period. 47. The “Four Es” of creating a guidelines document are __________. a. Ergonomics, Education, Execution, Evaluation b. Education, Enforcement, Exception, Enhancement c. Entertainment, Evaluation, Execution, Elaboration d. Evaluation, Exception, Enforcement, Ethnographic 48. Which of the following is not true about design? a. Design is a process; it is not a state and it cannot be adequately represented statically. b. The design process is strictly hierarchical; it must be accomplished from the bottom-up. c. The process is radically transformational; it involves the development of partial and interim solutions that may ultimately play no role in the final design. d. Design intrinsically involves the discovery of new goals. 49. Customers and users can be given a very realistic impression of what the final system will look like when designers use ____________. a. A printed version of the proposed displays b. User interface software tools such as Flash, Java, or Visual Studio c. Proper guidelines documents d. Personas 50. Legal issues regarding user interface design include _______. a. Effectiveness, Usability, Profitability, Sustainability b. Access, Piracy, Ergonomics, User rights c. Privacy, Safety/Reliability, Copyright, Freedom of Speech d. Ownership, File sharing, Libel, Security 51. Day in the life scenarios are helpful to _________. a. Characterize what happens when users perform typical tasks. b. Identify inconsistencies in the design. c. Prevent legal issues from occurring. d. Consider multiple audiences and goals. 52. The four pillars of design are: a. Identify Business Needs, Determine Costs, Expert Review, Evaluation b. User-interface Requirements, Guidelines Documents and Processes, User-Interface Software Tools, Expert reviews/Usability testing c. Return on Investment, Role Specialization, Legal Issues, Social Impact d. Project Schedule, Project Process, Planning for Migration, Evaluating Results 53. Heuristic Review is a type of expert review where ___________. a. The experts simulate users walking through the interface to carry out typical tasks. b. The experts critique an interface to determine conformance with a short list of design standards. c. The experts verify consistency across a family of interfaces, checking the terminology, fonts, color schemes, layout, input and output formats, etc. d. The experts conduct an inspection that focuses on how users think when interacting with an interface. 54. Guidelines Review is a type of expert evaluation where ____________. a. The experts simulate users walking through the interface to carry out typical tasks. b. The experts critique an interface to determine conformance with a short list of design standards. c. The interface is checked for conformance with the organizational or other guidelines document d. The experts conduct an inspection that focuses on how users think when interacting with an interface. 55. Metaphors of human thinking (MOT) is a type of expert review where _____________. a. The experts simulate users walking through the interface to carry out typical tasks. b. The experts critique an interface to determine conformance with a short list of design standards. c. The experts verify consistency across a family of interfaces, checking the terminology, fonts, color schemes, layout, input and output formats, etc. d. The experts conduct an inspection that focuses on how users think when interacting with an interface. 56. Cognitive walkthrough is a type of expert review where ___________. a. The experts simulate users walking through the interface to carry out typical tasks. b. The experts critique an interface to determine conformance with a short list of design standards. c. The experts verify consistency across a family of interfaces, checking the terminology, fonts, color schemes, layout, input and output formats, etc. d. The experts conduct an inspection that focuses on how users think when interacting with an interface. 57. Formal usability inspection is a type of expert review where ____________. a. The experts simulate users walking through the interface to carry out typical tasks. b. The experts verify consistency across a family of interfaces, checking the terminology, fonts, color schemes, layout, input and output formats, etc. c. The experts hold a courtroom-style meeting, with a moderator or judge, to present the interface and to discuss its merits and weaknesses. d. The experts conduct an inspection that focuses on how users think when interacting with an interface. 58. Which of the following is not a way to make usability recommendations useful? a. Communicate each recommendation clearly at the conceptual level. b. Ensure that the recommendation improves the overall usability of the application. c. Ignore business or technical constraints to focus solely on an ideal product. d. Show respect for the product team’s constraints. 59. Discount Usability Testing ____________. a. Is a quick approach to task analysis, prototype development, and testing with as few as three to six test participants. b. Is testing interfaces with highly diverse users, hardware, software platforms, and networks. c. Puts new interfaces to work in realistic environments or in a more naturalistic environment in the field for a fixed trial period. d. Is a type of testing in which the users try to find fatal flaws in the system or otherwise destroy it. 60. Competitive Usability Testing _______________. a. Compares proposed design concepts to each other to determine which is best. b. Compares a new interface to previous versions or to similar products from competitors. c. Puts new interfaces to work in realistic environments or in a more naturalistic environment in the field for a fixed trial period. d. Is a type of testing in which the users try to find fatal flaws in the system or otherwise destroy it. 61. Universal Usability Testing __________. a. Is a quick approach to task analysis, prototype development, and testing with as few as three to six test participants. b. Is testing interfaces with highly diverse users, hardware, software platforms, and networks. c. Puts new interfaces to work in realistic environments or in a more naturalistic environment in the field for a fixed trial period. d. Is a type of testing in which the users try to find fatal flaws in the system or otherwise destroy it. 62. Paper mockups and prototyping ________________. a. Put new interfaces to work in realistic environments or in a more naturalistic environment in the field for a fixed trial period. b. Are conducted only under strict lab conditions. c. Are conducted using paper mockups of screen displays to assess user reactions to wording, layout, and sequencing. d. Are expensive and slow compared to other types of testing. 63. Field tests and portable labs ______________. a. Provide a quick approach to task analysis, prototype development, and testing with as few as three to six test participants. b. Are used for testing interfaces with highly diverse users, hardware, software platforms, and networks. c. Puts new interfaces to work in realistic environments or in a more naturalistic environment in the field for a fixed trial period. d. Is a type of testing in which the users try to find fatal flaws in the system or otherwise destroy it. 64. Can-You-Break-This tests ____________. a. Provide a quick approach to task analysis, prototype development, and testing with as few as three to six test participants. b. Are used for testing interfaces with highly diverse users, hardware, software platforms, and networks. c. Put new interfaces to work in realistic environments or in a more naturalistic environment in the field for a fixed trial period. d. Are a type of testing in which the users try to find fatal flaws in the system or otherwise destroy it. 65. Studying a full set of printed screens laid out on the floor or pinned to walls is called getting _________. a. A bird’s eye view b. A cognitive view c. A heuristic overview d. A validation overview 66. Using automated design tools allows designers to get feedback about ___________. a. Users’ patterns of activity 67. A __________ scale requires survey participants to respond to statements with “Strongly agree, Agree, Neutral, Disagree, or Strongly disagree”. a. Shneiderman b. Satisfaction c. Likert d. Display 68. Survey planners need to do all of the following except __________. a. Pre-test or pilot surveys prior to actual use b. Conduct an acceptance test c. Control for bias by verifying that respondents represent the population in terms of age, gender, experience, etc. d. Develop methods of statistical analysis 69. One of the concerns of continuous user-performance data logging is __________. a. User privacy b. Data accuracy c. User bias d. Cost 70. Which of the following is not a consideration in selecting users for a controlled experimental study? a. Ensuring users are selected randomly b. Ensuring adequate sample size c. Ensuring that users reflect a representative sample of target users d. Using a convenience sample of friends and family 71. _______________ is something that happens as a result of the experiment and is usually measured, for example, time to complete the task or number of errors. a. A dependent variable b. An independent variable c. Between-subjects design d. Within-subjects design 72. The ___________ evaluation identifies problems that guide redesign and are given while designs are changing substantially. a. Summative b. Discount usability c. Formative d. Competitive usability 73. Which of the following is not a characteristic of direct manipulation interfaces? a. Visibility of the objects and actions of interest. b. Menu selection and form fill-in. c. Rapid, reversible, incremental actions. d. Replacement of typed commands by a pointing action on the object of interest. 74. Augmented reality is _______________. a. The same thing as virtual reality b. A type of dashboard displaying a large volume of information at one time. c. An innovation in which users see the real world with an overlay of additional information. d. The use of haptic interaction skills to manipulate objects and convert the physical form to a digital form. 75. Drawbacks of direct manipulation include all of the following except _____________. a. Designs may consume valuable screen space. b. Users must learn the meanings of visual representations. c. Visual representation may be misleading d. The gulf of execution is increased 76. Remote environments are complicated by ______________. a. The gulf of execution, the gulf of evaluation, and time delays. b. Time delays, incomplete feedback, and unanticipated interferences. c. Supervisory control, lack of multiple coordinated views, and time delays d. Lack of precision, supervisory control, time delays, and gulf of execution. 77. All of the following are good guidelines for use of icons except _________________. a. Represent the object or action in a familiar and recognizable manner. b. Carefully consider three-dimensional icons; they are eye-catching but also can be distracting. c. Limit the number of different icons. d. Make the icon blend in with its background. 78. Successful virtual environments will depend on smooth integration of what technologies? a. Visual display b. Head-position and hand position sensing c. Force feedback and haptics d. All of the above 79. The advantages of WYSIWYG word processors include all of the following except __________. a. Users see a partial page of text. b. The document is seen as it will appear when printed. c. Cursor action is visible and cursor motion is natural. d. Immediate display of the results of an action 80. Relative flow dragging allows a user to _____________. a. Move through a video by dragging an object of interest along its visual trajectory. b. See a large volume of information at one time and to directly manipulate it c. Be in an immersive environment that blocks out the world. d. Avoid complex commands that the might be needed only during a once-a-year emergency. 81. A successful direct-manipulation interface must present _____________. a. A complex series of user choices. b. An appropriate representation or model of reality. c. The option for users to enter a long string of commands. d. Mixed metaphors so that users don’t become bored. 82. Which of the following is not a beneficial attribute of well-designed systems that use direct manipulation? a. Novices can learn basic functionality quickly b. Experts can work rapidly to carry out a wide range of tasks c. Knowledgeable intermittent users can retain operational concepts. d. User actions are permanent and cannot easily be undone 83. ____________ is the name for the condition that exists when a remotely controlled device transmits its current position, but does it so slowly that it does not indicate its exact current position. a. Incomplete feedback b. Transmission delay c. Insufficient feedback d. Feedback delay 84. One solution to the problems of the architecture of remote environments is ____________. a. Discourage the use of remote environments for critical tasks. b. Make explicit the network delays and breakdowns as part of the system. c. Add animation that allows users to see what happens if they move their input device. d. Better user training 85. For virtual environments to be successful, displays must _______________. a. Approach real time in presenting images to the users. b. Use low resolution when objects are not moving c. Be head-mounted d. Be boom-mounted 86. Allowing surgeons to look at a patient while they see an overlay of an x-ray is an example of _____. a. Virtual reality b. Visual Display c. Augmented Reality d. Force Feedback 87. Users have a strong sense of causality when _____________. a. Interface objects and actions are complex. b. Users can select actions rapidly by pointing or gesturing. c. Display feedback is delayed. d. Inputs produce random results 88. Which is not a good rule for organizing menu contents into meaningful groups and sequences? a. Create groups of logically similar items. b. Form groups that cover all possibilities. c. Make sure that some items overlap. d. Use familiar terminology, but ensure that items are distinct from one another. 89. Menus with simple yes/no, true/false, or male/female choices are called __________. a. Binary b. Tertiary c. Secondary d. Simple 90. Expert or frequent users who need quick ways to perform simple tasks benefit from all of the following except ______________. a. Keyboard shortcuts b. The ability to “mouse ahead” c. Tear-off menus. d. Random presentation sequence. 91. When considering the depth/Breadth tradeoff in menus, studies show that __________________. a. Breadth should be preferred over depth. b. Depth should be preferred over breadth. c. User experience level is the key factor. d. Designers should give users a choice. 92. Which of the following will help alleviate user disorientation when navigating through a menu structure? a. Using familiar and consistent terminology b. Creating menu shortcuts c. Using graphics, fonts, typefaces, or highlighting to indicate menu position d. Designing menus to have many deep levels 93. Which of the following is a good idea when designing menus for a small screen device like a phone? a. Simplify. Focus on important functions, relegate others to other platforms b. Present as many functions as possible c. Always sequence menu items in alphabetical order d. Don’t worry about learnability. 94. The type of menu that displays all of the menu items on the screen at once but shows only items near the cursor at full size is called a ___________ menu. a. Fisheye b. Spatial c. Combo d. Two-dimentional 95. An alphaslider allows users to __________________. a. View menu items in context. b. Select one item from a large number of categorical items. c. Customize menu views and operations d. Reduce the number of required cursor movements 96. Which of the following is not a guideline for good form fill-in design? a. Group and sequene of fields logically b. Make sure that required fields are clearly marked c. Allow users to enter any value in a field d. Give immediate feedback about errors 97. Which of the following is an example of a custom direct-manipulation graphical widget? a. A drop down menu displaying a series of choices b. A group of radio buttons allowing users to vote for a candidate c. A series of check boxes allowing users to select information to return in a search d. A clickable seating map where users select airplane seats 98. Dialog boxes should ____________. a. Be as large as possible to make sure users notice them. b. Be small as is reasonable to minimize the overlap and visual disruption. c. Be difficult to make disappear. d. Blend into the background 99. Ribbons are ____________________. a. An attempt to replace menus and toolbars with one-inch tabs grouping commands by task. b. A type of menu that displays all of the menu items on the screen at once but shows only items near the cursor at full size. c. A type of menu that displays the first portion of the menu and an additional menu item, typically an arrow that leads to the next set of items in the menu sequence d. Decorative elements of a menu 100. Scrolling menus are _______________. a. An attempt to replace menus and toolbars with one-inch tabs grouping commands by task. b. A type of menu that displays all of the menu items on the screen at once but shows only items near the cursor at full size. c. A type of menu that displays the first portion of the menu and an additional menu item, typically an arrow that leads to the next set of items in the menu sequence. d. Another name for adaptive menus. 101. Embedded links _____________. a. Permit items to be viewed in context. b. Are distracting to users. c. Waste screen space. d. Are useful for expert users. 102. Linear menu sequences ____________. a. Are not effective for novice users performing simple tasks. b. Guide the user by presenting one decision at a time. c. Require more display space than simultaneous menus. d. Give users a good overview of the choices. 103. The operation of computers by people using a familiar natural language to give instructions is called _________________. a. Plain Language Interaction b. Natural Language Syntax c. Natural Language Interaction d. Command Language 104. Command languages are distinguished from menu-selection systems in that _________. a. Users must recall notation and initiate actions. b. Users view or hear the limited set of menu items and respond. c. Command languages are better suited for novice users. d. Command-language systems offer the user detailed prompts 105. Which of the following is not a guideline for creating usable abbreviations for a command set? a. A simple primary rule should be used to generate abbreviations for most items; a simple secondary rule should be used for those items where there is a conflict. b. Abbreviations generated by the secondary rule should have a marker (for example, an asterisk) incorporated in them. c. The number of words abbreviated by the secondary rule should be kept to a minimum. d. Variable-length abbreviations are preferred over fixed-length ones. 106. Habitability of a user interface refers to _____________. a. Designs that relieve users from learning new syntactic rules. b. How easy it is for users to determine what objects and actions are appropriate. c. How quickly users become comfortable with an interface. d. Limiting the number of commands and ways of accomplishing a task. 107. Command languages can be attractive in the following situations except ____________. a. When infrequent use of a system is anticipated. b. When users are knowledgeable about the task and interface concepts. c. When screen space is at a premium. d. When response times and display rates are slow. 108. Natural-language support has shown more success in all the following areas except ___________. a. Text searching b. Dialogue-like interactions c. Text generation d. Instructional systems. 109. Natural-language interaction and English-language queries have been implemented, but their effectiveness and advantages are limited, mainly because of ________________. a. Habitability issues b. Lack of user knowledge c. The limits of artificial intelligence d. High cost of implementation 110. Which of the following is not an example of good command-language guidelines? a. Create an explicit model of objects and actions. b. Choose meaningful, specific, distinctive names. c. Provide a consistent structure (hierarchy, argument order, action-object). d. Provide multiple ways of accomplishing each task. 111. Which statement about unifying interface concepts or metaphors is true? a. They are only useful for novice users b. They aid learning, problem solving, and retention c. They are an ineffective gimmick d. They are only useful for power users 112. All of the following are negative effects of providing excessive numbers of objects and actions except: a. More objects and actions take more code to maintain. b. More help screens, error messages, and user documentation are required. c. Excess functionality slows users’ learning d. Users are frustrated, because desired functions may not be supported. 113. The basic goals of language design are: a. Precision, Compactness, Ease in writing and reading, Completeness, Speed in learning, Simplicity to reduce errors, Ease of retention over time b. Creativity, Complexity, Speed in Learning, Ease in reading and writing, Adaptability c. Standardization, Ease of retention over time, Quality, Plasticity, and Transparency d. Adaptability, Simplicity to reduce errors, Complexity, Ease of reading and writing 114. Which of the following is not a higher-level goal of language design? a. Close correspondence between reality and the notation b. Convenience in carrying out manipulations relevant to users’ tasks c. Compatibility with existing notations d. Relevance to users’ tasks 115. Constraints on a language include all of the following except ___________. a. The capacity for human beings to record the notation. b. Expressiveness to encourage creativity c. The match between the recording and the display media (for example, clay tablets, paper, printing presses). d. The convenience in speaking (vocalizing). 116. Which of the following is not true of command languages? a. They originated with operating-system commands b. They are distinguished by their immediacy and by their impact on devices or information. c. They do not allow for the creation of macros. d. Commands are brief and their existence is transitory 117. An application with textual databases is __________, in which a natural-language parser analyzes the stored text and creates a more structured format. a. Extraction b. Natural language question answering c. Habitability d. Text generation 118. All of the following are ways designers have tried to improve on keyboards except: a. Dvorak layout b. ABCDE style c. Non-Haptic style d. OrbiTouch keyless keyboard 119. A touchscreen is an example of a _____________ device. a. Direct Control b. User Control c. Indirect Control d. Non-Control 120. A speech generator is useful for users in all the following situations except when: a. They have a long list of data entry items b. Their visual channels are overloaded c. They must be free to move around d. When the environment is too brightly lit, too poorly lit 121. All of the following are strategies for creating an interface optimized for a small screen device input except ____________. a. Provide support for one-handed interaction. b. Place targets towards the center of the device. c. Take advantage of every pixel of screen space d. Include functionality for as many secondary tasks as possible. 122. Advantages of devices using context-aware computing include all of the following except: a. Users get information at their point of need. b. Stores can greet customers with directions, coupons, and other useful items when they are nearby. c. User privacy is always protected. d. It can help users of tablet computers to connect to a printer located in the same room. 123. It has been demonstrated that more rapid data entry can be accomplished if several keys can be pressed simultaneously. This is called _________. a. Chording b. Haptic feedback c. Dual key pressing d. QWERTY keyboarding 124. Almost all keyboards use the ___________ layout. a. ABCDE b. QWERTY c. Inverted-T arrangement d. Virtual 125. Which of the following is not an example of an indirect control pointing device? a. Stylus b. Mouse c. Trackball d. Joystick 126. A __________ is a small isometric joystick embedded in keyboards between the letters G and H. a. Directional pad b. Trackpoint c. Mouse d. Trackball 127. Users with motor disabilities often prefer ______________ over mice. a. Touchpads and tablets b. Directional pads and trackpoints c. Joysticks and trackballs d. Touchpads and joysticks 128. Which of the following statements is not true about tactile graphics? a. They are produced by using thermal paper expansion machines b. They are placed on top of touchscreens. c. They are helpful for users with vision impairments d. They are an example of Fitt’s Law. 129. Tabletop pointing devices are a good choice when ____________. a. Users have fine-motor challenges. b. Collaboration between users is important. c. There are a small number of targets. d. Pixel-level pointing is required 130. Touchscreen and trackball devices are a good choice for ____________. a. Public access, shop floor, and laboratory applications. b. Drawing and handwriting. c. Games d. Situations when there are a small number of targets 131. The model of human movement predicting that the time required to rapidly move to a target area is a function of the distance to the target and the size of the target is called ___________. a. Fitt’s Law b. The Golden Law c. Shneiderman’s Law d. Norman’s Law 132. Devices that allow users to push a mouse or other device and to feel resistance have __________. a. Tangible user interfaces b. Haptic feedback c. Motion sensors d. Ubiquitous computing 133. Sensor that allow detect changes in the device’s orientation are called ____________. a. Tangible user interfaces b. Motion sensors c. Accelerometers d. Motion trackers 134. Which of the following does not improve recognition rates for discrete-word– recognition devices? a. Quiet environments b. Head-mounted microphones c. Careful choice of vocabularies d. The elimination of training 135. Which of the following is true about speaking commands? a. It assists in users’ planning and problem solving b. It is more demanding of working memory than is the hand/eye coordination needed for mouse pointing. c. Error rates are lower for voice users in tasks that required high short-term–memory load. d. Studies of users controlling cursor movement by voice confirm faster performance for cursor-movement tasks such as button clicking and web browsing. 136. ______________ systems enable users to dictate letters and compose reports verbally for automatic transcription. a. Continuous-speech–recognition b. Speech generation c. Discrete-word recognition d. Audiolization 137. Created abstract sounds whose meanings must be learned are called __________. a. Auditory icons b. Sound icons c. Earcons d. Sonification 138. Activities carried out by small teams of 2 to 20 people that emphasize work-related projects are called _____________. a. Collaborations b. Social media participation c. Competitive work d. Crossover 139. YouTube, Facebook, tagging, and rating are examples of ___________. a. Collaboration b. Social media participation c. Competitive work d. Crossover 140. Skype, Google Docs, email, and videoconferences are examples of _____________. a. Collaboration b. Social media participation c. Competitive work d. Crossover 141. Wikipedia, SecondLife, and LinkedIn are examples of _______________. a. Collaboration b. Social media participation c. Competitive work d. Crossover 142. Playful, process-oriented, and open-ended are characteristics of _____________. a. Collaboration b. Social media participation c. Competitive work d. Crossover 143. Collaborations between two or three people who need each other to complete a task are called ____________. a. Focused partnerships b. Meeting and decision support c. Teledemocracy d. Structured work processes 144. Telepresence enables remote participants to ____________. a. Browse and compare prices online, possibly followed by short-term collaborations. b. Conduct online town-hall meetings c. Have experiences that are almost as good as being physically co-present. d. Discuss, share information or support, socialize, or play games. 145. Collaborative web pages that are open for users to add or revise content are called ________. a. Blogs b. Digests c. Wikis d. ListServs 146. Twitter is an example of _____________. a. Microblogging b. Blogging c. A discussion group d. A Wiki 147. Laboratories without walls used by scientists who need to collaborate at a distance, discussing ideas, viewing objects, and sharing data and other resources are called ___________. a. User groups b. Collaboratories c. Distance labs d. Private Communities 148. Reflective discussion may best be supported by ____________. a. Listservs, a wiki, or e-mail b. Face-to-face meetings c. Video conferences d. Texting, IM, or chat 149. A webinar is a _____________. a. Way users can explore 3D worlds by teleporting their avatars. b. IM community containing fewer than 20 people c. Web Seminar d. Collaboratory 150. Generalized Reciprocity is _______________. a. When community members have a shared goal, identity, or common interest. b. Another new collaborative type of social media participation. c. When wikis are based on volunteer contributions. d. Helping others in the belief that someday someone will help you. 151. Which of the following is true about “Wikinomics”? a. The cost for contribution is low b. Editing a wiki is complicated c. Tasks are not easily broken down into manageable pieces. d. Wikis are based on recognized expert contributions 152. Electronic documents or diaries that are “owned” by their creators and usually allow readers to contribute comments are called ______________. a. Blogs b. Wikis c. User Groups d. Listservs 153. What three primary factors influence users’ expectations and attitudes regarding response time? a. Previous experiences, individual personality differences, and task differences b. Skill level, previous experience, and task differences c. Individual personality differences, skill level, and type of hardware d. Previous experience, user goals, and skill level 154. Which statement is not true about user response time? a. Users generally prefer shorter response times. b. Longer response times (> 15 seconds) are disruptive. c. Shorter response time leads to longer user think time. d. A faster pace may increase productivity, but it may also increase error rates. 155. Which statement is not true about short-term, long-term, and working memory? a. People have limited capacities for absorbing information. b. People store short “chunks” of information in short-term memory. c. People use short-term memory in conjunction with working memory for processing information and for problem solving. d. Long-term memory processes perceptual input, whereas working memory is used to generate and implement solutions. 156. Under what conditions might a slower response rate might be more desirable? a. A slower response rate is never more desirable. Users demand speed. b. When increasing user think time can lead to better processing of information and fewer errors. c. For software developers working on collaborative projects. d. When web display variables cannot be controlled. 157. An example of response time choke is _____________. a. When network installers implement a response-time mechanism by which they could slow down the system when the load was light. b. When interface designers maximize the response time of a system that must adapt to different user requirements. c. When a home user with a dial-up modem gets frustrated with the slow response time d. Users assess their download and upload speeds with web tools. 158. Ways a designer can reduce user frustration include all of the following except: a. Increase server capacity, network speed, and network reliability. b. Improve user training, online help, and online tutorials. c. Redesign instructions and error messages. d. Design for expert users first, not for universal usability. 159. What is the effect of modest (small) variations in response time (plus or minus 50% of the mean)? a. They have just as big of a negative effect on performance as long delays. b. They appear to be tolerable and to have little effect on performance. c. Frustration emerges only if response is unusually short. d. Users do not respond at all to variations in response time. 160. Well-designed web sites often download __________. a. Slowly, to improve accuracy. b. Critical information first. c. Critical information last. d. Eliminate the use of graphics in order to speed information delivery. 161. For repetitive tasks, users prefer and will work more rapidly with __________. a. Variable response times b. Longer response times c. Shorter response times d. Linear productivity 162. For complex problems, users will ___________. a. Typically perform well even as response time grows, as they can use the delays to plan ahead. b. Be annoyed by delays of more than a few tenths of a second. c. Be deeply concerned with trust, credibility, and privacy. d. Pick up the pace of the interface and may fail to fully comprehend the presented material. 163. Automaticity is ______________. a. Conscious control of information processing. b. Automatic and involuntary information processing, occurring without conscious control. c. Computer automation of information processing. d. When a user performs a complex sequence of actions with a heavy cognitive load. 164. The three initial strategies that can reduce user frustration are _____________. a. Reduce long-term memory load, provide only very simple interfaces, and decrease automaticity. b. Reduce short-term and working memory load, provide information-abundant interfaces, and increase automaticity. c. Increase short-term and working memory load, provide information-abundant interfaces, and decrease automaticity. d. Increase response times for simple tasks, increase short-term memory load only, increase automaticity. 165. Error rates at shorter response times increase with ___________. a. Users’ frustration levels. b. The number of tasks to be accomplished. c. Users’ ability levels. d. The cognitive complexity of the tasks. 166. Which of the following is not true of users? a. Novices may exhibit better performance with somewhat slower response times. b. Novices prefer to work at speeds slower than those chosen by knowledgeable, frequent users. c. When there is little penalty for an error, users prefer to work more slowly. d. If users have experienced rapid performance previously, they will expect and demand it in future situations. 167. The size of a chunk of information a person can hold in short-term memory depends on _________. a. Their familiarity with the material (knowledge and experience). b. Their long-term memory c. Their natural cognitive abilities d. Their age and gender. 168. The disadvantages associated with anthropomorphic designs include all of the following except: a. They may be seen as deceptive, confusing, and misleading b. They may give users an erroneous model of how computers work and what the machines’ capacities are. c. Users often find them annoying. d. They cause users to make more frequent errors. 169. Guidelines for good use of color include all of the following except: a. Use color conservatively. b. Limit the number of colors c. Use black and white in graphic displays for greater information density. d. Consider the needs of color-deficient users. 170. Which of the following is not a pitfall of color use? a. Consistent color-coding may mislead users. b. Color pairings may cause problems. c. Color fidelity may degrade on other hardware. d. Printing or conversion to other media may be a problem. 171. Well-written error messages will do all of the following except: a. Indicate what the user needs to do. b. Use a positive tone. c. State the problem, cause, and solution d. Vary visual format and placement 172. Windows that appear change contents, and close as a direct result of user actions in the task domain are called _____________. a. Contextual windows b. Coordinated windows c. Direct action windows d. User controlled windows 173. The task concept that describes how information objects change based on user actions is called _______. a. Unsynchronized scrolling b. Browsing c. Coordination d. Collaboration 174. Synchronized scrolling is a type of coordination where __________. a. The scroll bar of one window is coupled to another scroll bar, and action on one scroll bar causes the other window’s contents to scroll in parallel. b. Coordinated windows can be used to support hierarchical browsing. c. Browser tabs allow you to view multiple web pages in the same browser without the need to open a new browser session. d. Scroll bars can automatically be turned on and off to conserve screen space. 175. Tabbed browsing is a type of coordination where _____________. a. Windows can automatically be resized and arranged so that they do not overlap each other b. Users can view multiple web pages in the same browser without the need to open a new browser session. c. The current state of the display with all the windows and their contents is automatically saved. d. Dependent windows are opened simultaneously in a nearby and convenient location. 176. Role centered design __________. a. Emphasizes the users’ tasks rather than the applications and documents. b. Emphasizes users’ applications and documents rather than their tasks. c. Will not substantially improve support for individuals in managing their multiple roles. d. Could reduce distraction while the user is working in a given role. 177. Requirements for a personal role manager include ____________. a. Support a unified framework for information organization according to users’ software. b. Support single window actions only for fast arrangement of information. c. Allow fast switching and resumption of roles. d. Focus users’ cognitive resources on interface-domain actions, not task-domain actions. 178. The magnification from the overview to the detail view is called the ___________. a. Scale factor b. Map scale c. Detail scale d. Zoom factor 179. Web pages or applications that integrate complementary elements from two or more sources are called __________. a. Integrations b. Mash-ups c. Mosh-ups d. Open-source 180. Which of the following is not a top-ten mistake of web page presentation of information? a. Burying information too deep in a web site. b. Overloading pages with too much material. c. Providing awkward or confusing navigation. d. Putting information in expected places on the page. 181. Web usability for low-vision users can be improved by ___________. a. Giving users the ability to increase text size b. Keeping contrast low c. Not allowing the site to be viewed in reverse contrast d. Eliminating textual error messages 182. Within a sequence, users should be offered some sense of _____________. a. When exceptions will likely occur. b. System performance and its effect on task completion. c. How far they have come and how far they have to go to reach the end. d. When errors will be uncorrectable. Question 1: Multiple Choice Questions Circle the correct choice. There are a total of 20 MCQs. 20/2 =10 marks 1. The Four Pillars of Design are a. User Interface Requirements b. User interface software tools c. Experts review & usability testing d. All of the above 2. Teleoperation has two parents: a. Direct manipulation in a computer and process control b. 3D interface and process control c. Direct manipulation in a computer and 3D interface d. none of the above 3. Expert review methods includes a. Heuristic evaluation b. Cognitive walkthrough c. Consistency inspection d. All of the above 4. Which of the following is NOT true about menu selection? a. Encourages exploration b. Shortens learning c. Reduces keystrokes d. Provides a clear structure to decision making 5. How well users maintain their knowledge is called ________. a. Time to learn b. Usability motivation c. Speed of Performance d. Retention over time 6. Short-term memory load can be reduced for users by: a. Making sure users understand the nature of their errors. b. Reducing the time required for each step. c. Giving them sufficient information about current status and activities. d. Avoiding interfaces in which users must remember information from one screen and then use that information on another screen. 7. Which one of the following is NOT an advantage of WYSIWYG word processors: a. Display a full page of text b. Show cursor action c. Offer reversible actions d. Use high level flowchart 8. Which one of the following is NOT a goal of language design: a. Compactness b. Ease of retention over time c. The convenience in speaking d. Speed in learning 9. Which of the following statements is NOT true about feedback? a. Feedback is usually distracting and annoying to users. b. For every user action, there should be system feedback. c. Harsh sounds are appropriate for rare emergency feedback. d. Informative feedback at the completion of a group of actions gives operators the satisfaction of accomplishment 10. Participants for usability testing should be chosen a. Background in computing b. Experience with the task c. Ability with the natural language used in the interface d. All of the above 11. Lengthy training periods are most acceptable for _____. a. Home and entertainment applications b. Exploratory, creative, and collaborative interfaces c. Sociotechnical systems d. Life-critical systems 12. All of the following are good guidelines for use of icons except ______. a. Represent the object or action in a familiar and recognizable manner. b. Carefully consider three-dimensional icons; they are eye- catching but also can be distracting. c. Limit the number of different icons. d. Make the icon blend in with its background. 13. Augmented reality is _______________. a. The same thing as virtual reality b. A type of dashboard displaying a large volume of information at one time. c. An innovation in which users see the real world with an overlay of additional information. d. The use of haptic interaction skills to manipulate objects and convert the physical form to a digital form. 14. Participatory Design has the following sequence a. Design partner, Tester, User, Informant b. User, Tester, Informant, Design partner c. Tester, Design partner, User, Informant d. None of the above 15. which one of the following is NOT a guideline of using abbreviation: a. Truncation should be used b. Users should be familiar with the rules c. choose meaningful, distinctive, and specific names d. none of the above 16. Use of eye-tracking devices is a way to do a. Black box testing b. White box testing c. Usability Testing d. Story board 17. Extensive user involvement may a. be more costly b. lengthen the implementation period c. build antagonism with people not involved or whose suggestions rejected d. All of the above 18. Which one of the following is an example of virtual reality: a. flight simulator b. video games c. Microsoft Office d. X-ray eyeglasses 19. Identifying and observing the user community in action a. Theories & Models b. Algorithms & Prototypes c. Ethnographic Observation d. Controlled Experiments 20. Can-You-Break-This tests ____________. a. Provide a quick approach to task analysis, prototype development, and testing with as few as three to six test participants. b. Are used for testing interfaces with highly diverse users, hardware, software platforms, and networks. c. Put new interfaces to work in realistic environments or in a more naturalistic environment in the field for a fixed trial period. d. Are a type of testing in which the users try to find fatal flaws in the system or otherwise destroy it. Question 2: True/False Questions Write T for True and F for False against every question. 10/2 =5 marks 1. Successful design is usually the result of thorough task analysis and [ T ] careful specification of the user communities 2. Since design is inherently creative and unpredictable, there are no [ F ] methods available to guide a designer 3. In a think-aloud evaluation, HCI experts are asked to talk out loud [ T ] while evaluating the usability of an interface so that the experimenter can efficiently record their observations. 4. When using experts for an expert review, it is important that the expert [ F ] selected have little knowledge of the project and no meaningful relationship with the organization 5. One of the principles of direct manipulation is Physical actions or [ T ] presses of labeled buttons, instead of complex syntax 6. One of the basic goals of language design is Speed in learning [ T ] 7. Characteristics of a well-structured command language is choosing [ T ] meaningful, specific, distinctive names 8. Designing interfaces to help meet the needs of disabled users will [ F ] inevitably hurt normal user's productivity. 9. Successful spatial data-management system does not depend on [ F ] choosing appropriate icons 10. Flexibility to accommodate novice and expert users is not one of the [ F ] higher level goals of language design Short Essay Questions Elaborate in your own words and give appropriate explanation, model and example if necessary. 3+2+5=10 Marks Q3: A. Explain Six Potential Abbreviation Strategies. 1. Simple truncation: The first, second, third, etc. letters of each command 2. Vowel drop with simple truncation: Eliminate vowels and use some of what remains. 3. First and last letter: Since the first and last letters are highly visible, use them. 4. First letter of each word in a phrase: Use with a hierarchical design plan. 5. Standard abbreviations from other contexts: Use familiar abbreviations. 6. Phonics: Focus attention on the sound. B. What are the three principles of direct manipulation? Continuous representations of the objects and actions of interest with meaningful visual metaphors Physical actions or presses of labeled buttons, instead of complex syntax. Rapid, incremental, reversible actions whose effects on the objects of interest are visible immediately. Q4: Explain acceptance testing. Why acceptance testing plays an important role in successful project completion? Answer: Acceptance Test: For large implementation projects, the customer or manager usually sets objective and measurable goals for hardware and software performance. Acceptance test is the activity where the finished product and its interfaces are evaluated against these defined objectives. If the completed product fails to meet these acceptance criteria, the system must be reworked until success is demonstrated. Rather than the vague and misleading criterion of "user friendly," measurable criteria for the user interface can be established for the following:  Time to learn specific functions  Speed of task performance  Rate of errors by users  Human retention of commands over time  Subjective user satisfaction

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