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Human Computer Interactions Mocktest (Prelims) BSIT 307
58問 • 1年前
  • Xai Alexandrei Delos Reyes
  • 通報

    問題一覧

  • 1

    It is a cross-disciplinary area that deals with the theory, design, implementation, and evaluation of ways human use and interact with computing devices.

    Human-Computer Interaction

  • 2

    It is the interactive design and operations through specific computer system criteria which includes correctness, efficiency, safety, utility, learning, and retention.

    High usability

  • 3

    focuses on creating systems that enhance the overall involvement of a person, which must include a satisfying, enjoyable, entertaining, helpful, motivating, aesthetically pleasing, and fun experience to the user.

    User experience

  • 4

    refers to an abstract model by which humans interact with the computing device to complete a given task.

    Interaction

  • 5

    On the other hand, refers to the boundary wherein two (2) independent systems meet and act on or communicate with each other.

    Interface

  • 6

    Commonly known as “user-centered design,” this principle serves as the primary principle of HCI.

    Know the User

  • 7

    What is NOT an example of know the user

    Understand the Task

  • 8

    Humans are more efficient in performing tasks that require light memory load, either for long term or short term memory

    Reduce Memory Load

  • 9

    A significant task involves the use of memory. Another strategy is to employ interfaces that provide constant reminders about important information or actions to be performed and thus refresh the user’s memory.

    Remind Users

  • 10

    In performing any given task, it is important to complete the task without any error.

    Prevent Errors/Reversal of Action

  • 11

    This principle refers to the reflection of various actions and processes in human’s daily life.

    Natural Interaction and Interface

  • 12

    These are a set of information intended to advise people on how something should be done or what something should be.

    Guidelines

  • 13

    are a set of recommended information used to direct HCI design and development. These guidelines can be divided into criteria and category.

    HCI Guidelines

  • 14

    Display layout, information structure, soliciting input, output visualization, design process and practice, user experience, general aesthetic

    General HCI Design

  • 15

    Kids, visually challenged, baby boomers, students, athletes, elders

    User Type

  • 16

    Smartphones, desktop, kiosk, embedded OS, cloud-based, MP3 player, e-book

    Platform/System Setup

  • 17

    NASA, iOS, Android, Windows XP

    Vendor/Organization

  • 18

    Voice, gesture, multitouch, multimodal, menu driven, GUI/widgets

    Interface Style/ Modality

  • 19

    Location, time, noise/lighting, bodily constraints

    Task/Operational Context

  • 20

    Game, media, e-commerce, design/editing, social network service

    Applications

  • 21

    Display layout, or page layout, is one of the focus of design guidelines.

    Visual Display Layout (General HCI Design)

  • 22

    Crafty designs for taking user input, such as raw information and system commands, can improve the overall performance, especially time and accuracy, for high interactive systems

    Taking User Input (General HCI Design)

  • 23

    is an interface through which a user interacts with electronic devices such as computers, mobile devices, and other appliances

    Graphical User Interface (GUI)

  • 24

    This set of guidelines covers a wide range of recommendations for making Web content more accessible to a wider range of people with disabilities, including accommodations for blindness and low vision, deafness and hearing loss, and limited movement

    User with Disability (User Type)

  • 25

    Information and user interface components must be presentable in ways users can perceive.

    Perceivable

  • 26

    User interface components and navigation must be operable.

    Operable

  • 27

    Information and the operation of user interface must be understandable.

    Understandable

  • 28

    Content must be robust enough that it can be interpreted by a wide variety of user agents, including assistive technologies.

    Robust

  • 29

    Usability and other user experience of mobile devices and applications have become more important

    Mobile Device (Platform Type)

  • 30

    senses external information through aural, haptic, or visual modality

    Sensation

  • 31

    interprets and extracts basic meanings of the external information

    Perception

  • 32

    stores short-term or long-term information about external procedures, rules, relations, schemas, and the likes

    Memory

  • 33

    formulates and revises a solution or plan, decides based on various information in the memory, and finally acts it out by commanding the motor system.

    Decision/Executor

  • 34

    is the difference between the intentions of the users and what the system allows them to do or how well the system supports those actions.

    Gulf of execution

  • 35

    is the degree to which the system provides representations that can be directly perceived and interpreted in terms of user expectations and intentions.

    Gulf of evaluation

  • 36

    GOMS stands for...?

    goals, operators, methods, and selection rules.

  • 37

    is the most important information medium today.

    Visual modality

  • 38

    the observable area a person can see through the eyes

    Field of View

  • 39

    the the distance from the eyes to the surface of the display area a person can see through the eyes

    Viewing Distance

  • 40

    the area subtended by the display from a particular viewing distance

    Display field of View

  • 41

    small rectangular areas which compose a display system

    Pixel

  • 42

    the number of pixels in the horizontal and vertical directions for a fixed area

    Display Resolution

  • 43

    the resolution perceived by the eye from a fixed distance

    Visual acuity

  • 44

    the amount of light emitted by an object or as perceived by the human eye

    Brightness

  • 45

    the human response to different wavelengths of light, namely for those corresponding to red, green, blue, and their mixture

    Color

  • 46

    the relative difference in brightness or color between two (2) objects

    Contrast

  • 47

    is the next most common mode of information feedback.

    Aurial Modality

  • 48

    Also known as volume, this refers to the amount of sound energy.

    Intensity

  • 49

    This is the energy transmitted in the form of waves with different frequencies.

    Sound

  • 50

    This refers to the time differences among sound waves that originate from the same source.

    Pulse

  • 51

    This is the ability of a machine or a program to identify words and phrases in spoken language and convert them to a machine-readable format.

    Speech Recognition

  • 52

    is considered as a natural way of interacting with computers. The term “haptic” pertains to the technology that uses touch to control and interact with computers.

    Haptic Modality

  • 53

    has been advancing in the industry with the ubiquity of multimedia devices.

    Multimodal interaction

  • 54

    Different modalities can adopt different roles and act in a complementary manner to accomplish specific interaction objectives.

    Complementary

  • 55

    Different input method or feedback can be used to guarantee a definitive accomplishment of the interaction objectives

    Redundant

  • 56

    Multimodal interaction provides users with alternative ways to interact gives users more options.

    Alternative

  • 57

    is also known as motor capabilities.

    Human Body ergonomics

  • 58

    is another method of initiating and performing voluntary movement. Humans exhibit different motor control practices with different devices.

    Motor Control

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    問題一覧

  • 1

    It is a cross-disciplinary area that deals with the theory, design, implementation, and evaluation of ways human use and interact with computing devices.

    Human-Computer Interaction

  • 2

    It is the interactive design and operations through specific computer system criteria which includes correctness, efficiency, safety, utility, learning, and retention.

    High usability

  • 3

    focuses on creating systems that enhance the overall involvement of a person, which must include a satisfying, enjoyable, entertaining, helpful, motivating, aesthetically pleasing, and fun experience to the user.

    User experience

  • 4

    refers to an abstract model by which humans interact with the computing device to complete a given task.

    Interaction

  • 5

    On the other hand, refers to the boundary wherein two (2) independent systems meet and act on or communicate with each other.

    Interface

  • 6

    Commonly known as “user-centered design,” this principle serves as the primary principle of HCI.

    Know the User

  • 7

    What is NOT an example of know the user

    Understand the Task

  • 8

    Humans are more efficient in performing tasks that require light memory load, either for long term or short term memory

    Reduce Memory Load

  • 9

    A significant task involves the use of memory. Another strategy is to employ interfaces that provide constant reminders about important information or actions to be performed and thus refresh the user’s memory.

    Remind Users

  • 10

    In performing any given task, it is important to complete the task without any error.

    Prevent Errors/Reversal of Action

  • 11

    This principle refers to the reflection of various actions and processes in human’s daily life.

    Natural Interaction and Interface

  • 12

    These are a set of information intended to advise people on how something should be done or what something should be.

    Guidelines

  • 13

    are a set of recommended information used to direct HCI design and development. These guidelines can be divided into criteria and category.

    HCI Guidelines

  • 14

    Display layout, information structure, soliciting input, output visualization, design process and practice, user experience, general aesthetic

    General HCI Design

  • 15

    Kids, visually challenged, baby boomers, students, athletes, elders

    User Type

  • 16

    Smartphones, desktop, kiosk, embedded OS, cloud-based, MP3 player, e-book

    Platform/System Setup

  • 17

    NASA, iOS, Android, Windows XP

    Vendor/Organization

  • 18

    Voice, gesture, multitouch, multimodal, menu driven, GUI/widgets

    Interface Style/ Modality

  • 19

    Location, time, noise/lighting, bodily constraints

    Task/Operational Context

  • 20

    Game, media, e-commerce, design/editing, social network service

    Applications

  • 21

    Display layout, or page layout, is one of the focus of design guidelines.

    Visual Display Layout (General HCI Design)

  • 22

    Crafty designs for taking user input, such as raw information and system commands, can improve the overall performance, especially time and accuracy, for high interactive systems

    Taking User Input (General HCI Design)

  • 23

    is an interface through which a user interacts with electronic devices such as computers, mobile devices, and other appliances

    Graphical User Interface (GUI)

  • 24

    This set of guidelines covers a wide range of recommendations for making Web content more accessible to a wider range of people with disabilities, including accommodations for blindness and low vision, deafness and hearing loss, and limited movement

    User with Disability (User Type)

  • 25

    Information and user interface components must be presentable in ways users can perceive.

    Perceivable

  • 26

    User interface components and navigation must be operable.

    Operable

  • 27

    Information and the operation of user interface must be understandable.

    Understandable

  • 28

    Content must be robust enough that it can be interpreted by a wide variety of user agents, including assistive technologies.

    Robust

  • 29

    Usability and other user experience of mobile devices and applications have become more important

    Mobile Device (Platform Type)

  • 30

    senses external information through aural, haptic, or visual modality

    Sensation

  • 31

    interprets and extracts basic meanings of the external information

    Perception

  • 32

    stores short-term or long-term information about external procedures, rules, relations, schemas, and the likes

    Memory

  • 33

    formulates and revises a solution or plan, decides based on various information in the memory, and finally acts it out by commanding the motor system.

    Decision/Executor

  • 34

    is the difference between the intentions of the users and what the system allows them to do or how well the system supports those actions.

    Gulf of execution

  • 35

    is the degree to which the system provides representations that can be directly perceived and interpreted in terms of user expectations and intentions.

    Gulf of evaluation

  • 36

    GOMS stands for...?

    goals, operators, methods, and selection rules.

  • 37

    is the most important information medium today.

    Visual modality

  • 38

    the observable area a person can see through the eyes

    Field of View

  • 39

    the the distance from the eyes to the surface of the display area a person can see through the eyes

    Viewing Distance

  • 40

    the area subtended by the display from a particular viewing distance

    Display field of View

  • 41

    small rectangular areas which compose a display system

    Pixel

  • 42

    the number of pixels in the horizontal and vertical directions for a fixed area

    Display Resolution

  • 43

    the resolution perceived by the eye from a fixed distance

    Visual acuity

  • 44

    the amount of light emitted by an object or as perceived by the human eye

    Brightness

  • 45

    the human response to different wavelengths of light, namely for those corresponding to red, green, blue, and their mixture

    Color

  • 46

    the relative difference in brightness or color between two (2) objects

    Contrast

  • 47

    is the next most common mode of information feedback.

    Aurial Modality

  • 48

    Also known as volume, this refers to the amount of sound energy.

    Intensity

  • 49

    This is the energy transmitted in the form of waves with different frequencies.

    Sound

  • 50

    This refers to the time differences among sound waves that originate from the same source.

    Pulse

  • 51

    This is the ability of a machine or a program to identify words and phrases in spoken language and convert them to a machine-readable format.

    Speech Recognition

  • 52

    is considered as a natural way of interacting with computers. The term “haptic” pertains to the technology that uses touch to control and interact with computers.

    Haptic Modality

  • 53

    has been advancing in the industry with the ubiquity of multimedia devices.

    Multimodal interaction

  • 54

    Different modalities can adopt different roles and act in a complementary manner to accomplish specific interaction objectives.

    Complementary

  • 55

    Different input method or feedback can be used to guarantee a definitive accomplishment of the interaction objectives

    Redundant

  • 56

    Multimodal interaction provides users with alternative ways to interact gives users more options.

    Alternative

  • 57

    is also known as motor capabilities.

    Human Body ergonomics

  • 58

    is another method of initiating and performing voluntary movement. Humans exhibit different motor control practices with different devices.

    Motor Control