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1.

Affordances are:

A. possibilities for using an object or interface.

B. the costs of buying user interface components.

C. the completion times for a typical task.

D. classified into real and perceived affordances.

2. Which of these are attributes of usability?

A. Learnability.

B. Usefulness.

C. Generalisability.

D. Subjective satisfaction.

3. How do you get to know the user in the usability engineering lifecycle?

A. Draw up a user profile.

B. Run thinking aloud test.

C. Assume the role of an apprentice learning from the master craftsman.

D. Observe representative users.

4. A persona in the context of goal-oriented interaction design:

A. is used to role-play through an interface design.

B. is a real person.

C. represents a particular type of user.

D. should represent an average user.

5. in a heuristic evaluation:

A. a group of usability experts judges an interface with a detailed checklist of guidelines.

B. a group of test users conducts a formal experiment.

C. a group of psychologists administers a questionnaire.

D. a group of usability experts reviews a user interface according to a small set of general principles
6. Valid reasons for usability testing are:

A. More often than not, intuitions are wrong.

B. Designers believe users follow illogical paths.

C. Experience changes ones perception of the world.

D. Testing performance under user stress is important.

7. Regarding a formal experiment:

A. Process data are collected.

B. Objective measurements are made.

C. A larger number of test users are needed.

D. A fully implemented system is required.

1. Although humans often rely on spoken natural language to communicate with each other, spoken
language is not used very heavily in human-computer interfaces. What is an important reason for
that?
a. The bandwidth of the auditory channel is more limited than that of the visual channel.
b. Computers would have to understand many different languages and dialects.
c. It requires speech recognition by computers, which as of now is too error-prone and consumes too
many resources.
d. Speech output by computers sounds rather unnatural.

2. Which of the following is NOT a practical guideline as given by the U.S. Military Standard for
Human Engineering Design Criteria for User Interface Design:
a. Achieving required performances.
b. Fostering design standardization.
c. Achieving reliability.
d. Maximizing system responsiveness.
e. Minimizing skill and personnel requirement.

3. Which of the following is NOT a measureable human factor to facilitate the evaluation of a specific
user interface design?
a. Ratio of completed tasks to incomplete tasks.
b. Rate of error.
c. Retention over time.
d. Subjective satisfaction.
e. Time to learn.

4. Among the different interaction styles, “direct manipulation” focuses on:


a. How to manipulate the end-users as directly monitored by a group of experts.
b. How to build a direct penalty-reward scheme for new users to quickly learn to use the system.
c. How to build a command system for the users to directly control/customize everything within the
system.
d. How to build a close co-relation between the visual representation of world of actions with familiar
interface objects.
e. How to build a “reactive” system that can directly modify the action plan of individual interface
objects according to its environment.

5. Which of the following is NOT an expert reviews method?


a. Cognitive walkthrough.
b. Consistency inspection.
c. Heuristic evaluation.
d. Usability testing.
e. None of the above.

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