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Quiz on Emotional Interaction

Total questions: 25

Worksheet time: 29mins

Name
Class
Date
1.

Social interaction is concerned with what makes people feel happy, sad, annoyed, anxious, frustrated, motivated, delirious, and so on, and then using this knowledge to inform the design of different aspects of the user experience

a)

True

b)

False

2.

Advertising agencies have developed a number of techniques to influence people’s emotions.

a)

True

b)

False

3.

Our moods and feelings are also continuously changing, making it more difficult to predict how we feel at different times. Sometimes, an emotion can descend upon us but disappear shortly afterward.

a)

True

b)

False

4.

Automatic emotions tend to be slow to develop and equally slow to dissipate, and they are often the result of a conscious cognitive behavior, such as weighing the odds, reflection, or contemplation

a)

True

b)

False

5.

Conscious emotions happen rapidly, typically within a fraction of a second and, likewise, may dissipate just as quickly

a)

True

b)

False

6.

This level is where parts of the brain that are prewired to respond automatically to events happening in the physical world.

a)

Behavioral Level

b)

Visceral Level

c)

Reflective Level

7.

This level is where next level are the brain processes that control everyday behavior.

a)

Behavioral Level

b)

Visceral Level

c)

Reflective Level

8.

This level is where the brain processes involved in contemplating

a)

Behavioral Level

b)

Visceral Level

c)

Reflective Level

9.

This level responds rapidly, making judgments about what is good or bad, safe or dangerous, pleasurable or abhorrent

a)

Behavioral Level

b)

Visceral Level

c)

Reflective Level

10.

Examples of this level are the following: well-learned routine operations such as talking, typing, and swimming

a)

Behavioral Level

b)

Visceral Level

c)

Reflective Level

11.

This level entails conscious thought where people generalize across events or step back from their daily routines.

a)

Behavioral Level

b)

Visceral Level

c)

Reflective Level

12.

One way of using the model is to think about how to design products in terms of the three levels.

a)

True

b)

False

13.

Refers to making products look, feel, and sound good.

a)

Visceral Design

b)

Behavioral Design

c)

Reflective Design

14.

is about use and equates to the traditional values of usability

a)

Visceral Design

b)

Behavioral Design

c)

Reflective Design

15.

is about considering the meaning and personal value of a product in a particular culture

a)

Visceral Design

b)

Behavioral Design

c)

Reflective Design

16.

In many situations, interfaces may inadvertently elicit negative emotional responses, such as anger

a)

True

b)

False

17.

Affective computing is concerned with how to use computers to recognize and express emotions in the same way as humans do

a)

True

b)

False

18.

Affective computing involves designing ways for people to communicate their emotional states, through using novel, wearable sensors and creating new techniques to evaluate frustration, stress, and moods by analyzing people’s expressions and conversations

a)

True

b)

False

19.

emotional AI has emerged as a research area that seeks to automate the measurement of feelings and behaviors by using AI technologies that can analyze facial expressions and voice in order to infer emotions.

a)

True

b)

False

20.

Technology interventions have also been developed to change people’s behaviors in other domains besides commerce, including safety, preventative healthcare, fitness, personal relationships, energy consumption, and learning.

a)

True

b)

False

21.

The global concern about climate change has also led a number of HCI researchers to design and evaluate various energy-sensing devices that display real-time feedback. One goal is to find ways of helping people reduce their energy consumption, and it is part of a larger

research agenda called sustainable HCI.

a)

True

b)

False

22.

Anthropologymorphism is the propensity people have to attribute human qualities to animals and objects.

a)

True

b)

False

23.

Furnishing technologies with personalities and other human-like attributes can make them more enjoyable and fun to interact with. They can also motivate people to carry out various activities, such as learning.

a)

True

b)

False

24.

Well-designed interfaces can elicit good feelings in people.

a)

True

b)

False

25.

Expressive interfaces can provide reassuring feedback to users as well as be informative and fun.

a)

True

b)

False