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It 505 HCI Q4

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Title of test:
It 505 HCI Q4

Description:
It 505 HCI Q4

Creation Date: 2025/05/23

Category: Others

Number of questions: 39

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Content:

it aims to produce systems and products that are accessible, usable, socially and economically acceptable and engaging. the interactive systems designer. the interactive systems analyst. The interactive systems planning.

it is fitness for purpose in the context of use. Acceptability. Usability. Acceptability.

it covers personal preferences that contribute to users ‘taking to’ an artefact, or not. Acceptability. Usability. Engagement.

it concerns designing for great, exciting and riveting experiences. Engagement. Acceptability. Usability.

it aims to produce systems that are learnable, effective and accommodating. The interactive systems analyst. The interactive systems designer. The interactive systems planning.

it is the quality of the interaction in terms of parameters such as time taken to perform tasks, number of errors made and the time to become a competent user. Usability. Engagement. Acceptability.

it aims to harmonize the PACT elements in a domain. the interactive systems analyst. The interactive systems designer. The interactive systems planning.

it concerns removing the barriers that would otherwise exclude some people from using the system at all. Acceptability. Engagement. Access.

The design does not disadvantage or stigmatize any group of users means. Equitable Use. Flexibility in Use. Perceptible Information.

The design accommodates a wide range of individual preferences and abilities means. Equitable Use. Simple, Intuitive Use. Flexibility in Use.

Use of the design is easy to understand, regardless of the user's experience, knowledge, language skills, or current concentration level means. Equitable Use. Simple, Intuitive Use. Flexibility in Use.

The design communicates necessary information effectively to the user, regardless of ambient conditions or the user's sensory abilities means. Flexibility in Use. Equitable Use. Perceptible Information.

it is provided for approach, reach, manipulation, and use, regardless of the user's body size, posture, or mobility. Size and Space for Approach & Use. Low Physical Effort. Tolerance for Error.

one of Principles of Universal Design is. Low Physical Effort. Equitable Use. Tolerance for Error.

Principles 1–4 are concerned with access, ease of learning and remembering which is. Effective. Learnable. Accommodating.

The design minimizes hazards and the adverse consequences of accidental or unintended actions means. Equitable Use. Tolerance for Error. Flexibility in Use.

The design can be used efficiently and comfortably, and with a minimum of fatigue means. Size and Space for Approach & Use. Tolerance for Error. Low Physical Effort.

Principles 5–7 are concerned with ease of use and 8–9 are concerned with safety which is. Accommodating. Learnable. Effective.

the things of interaction should be visible for people which is in. Principle 1. Principle 2. Principle 3.

Use familiar language and symbols in. Familiarity principle. Learnable principle. visibility principle.

help users transfer similar and related knowledge from a more familiar domain which is. Familiarity principle. Learnable principle. visibility principle.

Principles 10–12 are concerned with accommodating differences between people and respecting those differences which is. Accommodating. Effective. Learnable.

the things of interaction should be visible for people which is. learnable principle. Effective principle. Accommodating principle.

Uniformity in appearance, placement, and behavior which is. Accommodating principle. Consistency principle. visibility principle.

Designing things so it is clear what they are for, this is in. Consistency principle. Familiarity principle. Affordance principle.

it is culturally determined. Familiarity principle. Affordance principle. Consistency principle.

Provide support to enable people to move around the parts of the system; maps, directional signs and information signs which is in. Consistency principle. Navigation principle. Familiarity principle.

Menus are often used for navigation, signs (labels) indicate where else you can go in the system which is in. Navigation principle. Familiarity principle. Consistency principle.

it clarifies who controls the system and allows people to control which is in. Navigation principle. Control principle. Information.

Allow multiple ways of doing things, so as to accommodate users with different levels of experience and interest in the systems which is. visible principle. control principle. flexibility principle.

the designs should be stylish and attractive within. Principle 10. Principle 11. Principle 12.

Interactive systems should be polite, friendly, and generally pleasant which is. Principle 11. Principle 12. Principle 13.

it suggests joining in and using interactive technologies to connect and support people. flexibility. Conviviality. visible.

Rapidly feed back information from the system to people which is principle. learnable. effective. Accommodating.

the relationship between what the system does and what will happen in the world outside the system that is in. Affordance principle. control principle. Navigation principle.

Control is enhanced if there is a clear, logical mapping between controls and the effect that they have, this principle is. Affordance principle. Navigation principle. control principle.

provide constraints so that people do not try to do things that are inappropriate within. Affordance principle. Navigation principle. Constraints principle.

Interactive systems should be polite, friendly, and generally pleasant within. Affordance principle. Conviviality principle. Constraints principle.

designs should be stylish and attractive within. principle 10. principle 11. principle 12.

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