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ISPFL2 - Midterm Exam

Total questions: 61

Worksheet time: 31mins

Name
Class
Date
1.

What is HCI stands for?

(a)  

2.

Human-Computer Interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between ______________________.

a)

human and gadgets

b)

user and interface

c)

human and computer

d)

user and interaction

3.

When humans interact with _____________, they bring to the encounter a lifetime of experience.

a)

system

b)

interface

c)

application

d)

computer

4.

HCI comprises three major parts within the framework, ____________, _______________ and _________________.

a)

human, machine, interface

b)

human, computer, interaction

c)

user, machine, interaction

d)

user, computer, interface

5.

_______________ play an important role in achieving the goal of designing HCI.

a)

Capability

b)

Usability

c)

Accessibility

d)

Deliverability

6.

________________ between users and computers occurs at the user interface which includes both software and hardware.

a)

Interface

b)

Interaction

c)

Design

d)

Development

7.

Why do we need to understand humans?

4 lines
8.

Age/generation, Disability/accessibility, Gender, Consumer group, Occupation and Culture/country.

a)

USER TYPE

b)

PLATFORM / SYSTEM SETUP

c)

VENDORS / ORGANIZATIONS

d)

INTERFACE STYLE / MODALITY/TECHNOLOGY

9.

Mobile/handheld, Desktop, Large display/virtual reality, Embedded, Public installation and Operating system/network.

a)

USER TYPE

b)

PLATFORM / SYSTEM SETUP

c)

VENDORS / ORGANIZATIONS

d)

INTERFACE STYLE / MODALITY/TECHNOLOGY

10.

Private, Public and Design style/identity.

a)

USER TYPE

b)

PLATFORM / SYSTEM SETUP

c)

VENDORS / ORGANIZATIONS

d)

INTERFACE STYLE / MODALITY/TECHNOLOGY

11.

WIMP(Windows, Icons, Menus, Pointers), Non-WIMP 3-D and Multimodal.

a)

USER TYPE

b)

PLATFORM / SYSTEM SETUP

c)

VENDORS / ORGANIZATIONS

d)

INTERFACE STYLE / MODALITY/TECHNOLOGY

12.

Location/place, Time, Noise/lighting and Bodily constraints

a)

TASK/OPERATIONAL CONTEXT

b)

APPLICATIONS

c)

GENERAL HCI DESIGN

d)

Visual Display Layout

13.

Game, Media/information, Electronic commerce , Design/editing and Social network service

a)

TASK/OPERATIONAL CONTEXT

b)

APPLICATIONS

c)

GENERAL HCI DESIGN

d)

Visual Display Layout

14.

Display layout, Information structure/navigation, Soliciting input, Information/output visualization

Design process and practices, User experience and General aesthetics.

a)

TASK/OPERATIONAL CONTEXT

b)

APPLICATIONS

c)

GENERAL HCI DESIGN

d)

Visual Display Layout

15.

The display layout should be such that it is organized according to the information content (e.g.,importance,sequence, functionality), is sized manageably (e.g., divided into proper sections), is attention grabbing, and is visually pleasing (e.g., aligned and with restricted use of colors)

a)

Taking User Input

b)

APPLICATIONS

c)

GENERAL HCI DESIGN

d)

Visual Display Layout

16.

Clever designs for taking user input (e.g., raw information or system commands) can improve the overall performance, in terms of both time and accuracy, for highly interactive systems.

a)

Taking User Input

b)

APPLICATIONS

c)

GENERAL HCI DESIGN

d)

Visual Display Layout

17.

Explains the human’s capability and model of conscious processing of high-level information

a)

Cognitive Science

b)

Ergonomics

c)

Task/Interaction Modeling

d)

Prediction, Assessment, And Evaluation of Interactive Behavior

18.

Elucidates  how  raw  external  stimulation signals are accepted by our five senses, are processed up to the pre attentive  level,  and  are  later  acted  upon  in  the  outer  world through the motor organs.

a)

Cognitive Science

b)

Ergonomics

c)

Task/Interaction Modeling

d)

Prediction, Assessment, And Evaluation of Interactive Behavior

19.

Formulate the steps for how humans might interact to solve and carry out a given task/problem and derive the interaction model.

a)

Cognitive Science

b)

Ergonomics

c)

Task/Interaction Modeling

d)

Prediction, Assessment, And Evaluation of Interactive Behavior

20.

Understand and predict how humans might react mentally to various information-presentation and input-solicitation methods as a basis for interface selection.

a)

Cognitive Science

b)

Ergonomics

c)

Task/Interaction Modeling

d)

Prediction, Assessment, And Evaluation of Interactive Behavior

21.

Senses external information (e.g., visual, aural, haptic), and Perception, which interprets and extracts basic meanings of the external information.

a)

Sensation

b)

Memory

c)

Decision Maker / Executor

d)

Visual Modality

22.

Interprets and extracts basic meanings of the external information.

a)

Sensation

b)

Perception

c)

Decision Maker / Executor

d)

Visual Modality

23.

Stores momentary and short-term information or long-term knowledge. This knowledge includes information about the external world, procedures, rules, relations, schemas, candidates of actions to apply, the current objective (e.g., accomplishing the interactive task successfully), the plan of action, etc.

a)

Sensation

b)

Memory

c)

Decision Maker / Executor

d)

Visual Modality

24.

Formulates and revises a “plan,” then decides what to do based on the various knowledge in the memory, and finally acts it out by commanding the motor system

a)

Sensation

b)

Memory

c)

Decision Maker / Executor

d)

Visual Modality

25.

The most important information medium. Over 40% of the human brain is said to be involved with the processing of visual information.

a)

Sensation

b)

Memory

c)

Decision Maker / Executor

d)

Visual Modality

26.

This is the angle subtended by the visible area by the human user in the horizontal or vertical direction.

a)

Field of View

b)

Viewing Distance

c)

Pixel

d)

Visual Acuity

27.

This the perpendicular distance to the surface of the display. Viewing distance may change with user movements.

a)

Field of View

b)

Viewing Distance

c)

Pixel

d)

Visual Acuity

28.

A display system is typically composed of an array of small rectangular areas called pixels.

a)

Field of View

b)

Viewing Distance

c)

Pixel

d)

Visual Acuity

29.

In effect, this is the resolution perceivable by the human eye from a fixed distance.

a)

Field of View

b)

Viewing Distance

c)

Pixel

d)

Visual Acuity

30.

The amount of light energy emitted by the object (or as perceived by the human).

a)

Brightness

b)

Color

c)

Color Contrast

d)

Pre-Attentive Features and High-Level Diagrammatic Semantics

31.

Human response to different wavelengths of light, namely for those corresponding to red, green, blue, and their mixtures.

a)

Brightness

b)

Color

c)

Color Contrast

d)

Pre-Attentive Features and High-Level Diagrammatic Semantics

32.

defined in terms of differences or ratios in the dimensions of hue and saturation.

a)

Brightness

b)

Color

c)

Color Contrast

d)

Pre-Attentive Features and High-Level Diagrammatic Semantics

33.

Detail, color, brightness, and contrast are all very-low-level raw visual properties. Before all these low-level-part features are finally consolidated for conscious recognition (of a larger object) through the visual information processing pipeline, pre-attentive features might be used to attract our attention.

a)

Brightness

b)

Color

c)

Color Contrast

d)

Pre-Attentive Features and High-Level Diagrammatic Semantics

34.

Refers to the amount of sound energy and is synonymous with the more familiar term, volume.

a)

Intensity (Amplitude)

b)

Aural Display Parameters

c)

Haptic

d)

Tactile Resolution

35.

Sound can be viewed as containing or being composed of a number of sinusoidal waves with different frequencies and corresponding amplitudes.

a)

Intensity (Amplitude)

b)

Aural Display Parameters

c)

Haptic

d)

Tactile Resolution

36.

Defined to be the modality that takes advantage of touch by applying forces, vibrations, or motions to the user. Thus

a)

Intensity (Amplitude)

b)

Aural Display Parameters

c)

Haptic

d)

Tactile Resolution

37.

The skin sensitivity to physical objects is different over the human body. The fingertip is one of the most sensitive areas and is frequently used for HCI purpose

a)

Intensity (Amplitude)

b)

Aural Display Parameters

c)

Haptic

d)

Tactile Resolution

38.

Rapid movement such as vibration is mostly sensed by the Pacinian corpuscle, which is known to have a signal-response range of 100–300 Hz.

a)

Vibration Frequency

b)

Pressure Threshold

c)

Haptic Feedback Adds

d)

Redundant

39.

The lightest amount of pressure humans can sense is said to be about 1000 N/m2. For a fingertip, this amounts to about 0.02 N for the fingertip area.

a)

Vibration Frequency

b)

Pressure Threshold

c)

Haptic Feedback Adds

d)

Redundant

40.

A more apparent physical dimension to interaction. Force feedback and movement is felt by the cells and nerves in our muscles and joints.

a)

Vibration Frequency

b)

Pressure Threshold

c)

Haptic Feedback Adds

d)

Redundant

41.

Different modality input methods or feedback can be used to ensure a reliable achievement of the interaction objective. For instance, the ring of a phone call can be simultaneously aural and tactile to strengthen the pick- up probability.

a)

Vibration Frequency

b)

Pressure Threshold

c)

Haptic Feedback Adds

d)

Redundant

42.

When we create a new design we need to choose ...

a)

slice

b)

rectangle

c)

frame

d)

place image

43.

What frame do we need to create a web ...

a)

Tablet

b)

Presentation

c)

Desktop

d)

Paper

44.

When we want to import a picture to our web, we need to use ...

a)

slice

b)

place image

c)

rectangle

d)

move

45.

What is the size of web default in Figma?

a)

1024 x 768

b)

1080 x 720

c)

1440 x 1024

d)

1024 x 1440

46.

Which section do we need to use for creating design of web?

a)

Prototype

b)

Design

c)

Inspector

d)

Figjam

47.

What is prototype in Figma for?

a)

for sharing information

b)

for deleting a page

c)

for navigating

d)

for designing a web

48.

When you need to resize in Figma, what tool do you need?

a)

Resize

b)

Scale

c)

Pen

d)

Transform

49.

One of the drawing tool in Figma is ...

a)

Scale

b)

Frame

c)

Pen

d)

Text

50.

What kind of code-based to create a web?

a)

Vector

b)

Pixel

c)

Java

d)

HTML

51.

To gain color in Figma, we depend on ....

a)

Text & Pen

b)

Fill & Stroke

c)

Spot & Swatches

d)

Pen & Pencil

52.
Which of the following best describes Figma?
a)
A video editing software
b)
A graphic design tool
c)
A music production software
d)
A 3D modeling program
53.
The main advantage of using Figma over traditional graphic design tools is _____________?
a)
Figma is free to use
b)
Figma is faster than traditional tools
c)
Figma is more powerful than traditional tools
d)
Figma is cloud-based, allowing for real-time collaboration
54.
What type of projects can be created using Figma?
a)
Websites and mobile apps
b)
Videos and animations
c)
3D models and visualizations
d)
Sound recordings and music compositions
55.
_____________ is a feature of Figma's design system?
a)
AutoCAD compatibility
b)
Support for machine learning
c)
Access to pre-made design components
d)
Built-in video editing
56.
Which of the following file types can be exported from Figma?
a)
PNG and JPG
b)
MP3 and WAV
c)
MOV and MP4
d)
STL and OBJ
57.
Statement : Figma's vector-based graphics is recommended for Smaller file sizes.
a)
True
b)
False
58.
One disadvantage of using Figma can be ________________?
a)
Limited design capabilities
b)
Requires a high-speed internet connection
c)
Only available for Mac computers
d)
No support for mobile devices
59.
The Figma's "Auto Layout" feature is ________________?
a)
To automatically generate color palettes
b)
To assist with responsive design
c)
To create 3D models
d)
To apply complex animations
60.
What is the purpose of Figma's "Plugins" feature?
a)
To allow users to add custom fonts
b)
To integrate with other design tools
c)
To add 3D modeling capabilities
d)
To provide access to third-party tools and resources
61.
______________a benefit of using Figma's "Team Library" feature?
a)
The ability to collaborate with multiple designers in real-time
b)
The ability to store design files on a cloud-based server
c)
The ability to easily share design components with team members
d)
The ability to export designs as PDF or PNG files