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Human and Machine Interaction

The document contains instructions for a quiz consisting of 30 multiple choice questions about user interface concepts. It instructs students to write their answers on the provided space, not talk during the exam, not borrow materials, mind their own paper, and submit their paper once finished. No leaving the exam room is allowed once completed. Students are wished good luck.

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0% found this document useful (0 votes)
41 views2 pages

Human and Machine Interaction

The document contains instructions for a quiz consisting of 30 multiple choice questions about user interface concepts. It instructs students to write their answers on the provided space, not talk during the exam, not borrow materials, mind their own paper, and submit their paper once finished. No leaving the exam room is allowed once completed. Students are wished good luck.

Uploaded by

202202214
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Quiz 4

Name:

Section:

Instructions:
1. Read the questions carefully and write your answers on the space provided.
2. Talking is NOT allowed during the examination.
3. Borrowing of pen and other materials is NOT allowed during the examination.
4. Mind your OWN paper.
5. Submit your paper once DONE. Staying inside the examination room is NOT allowed once DONE.
6. Goodluck!

1. Windowing system is a graphical user interface (GUI) that allows multiple software applications or documents to be displayed simultaneously on
a single screen.

2. Size and Space principle of universal design with the objective of providing the user with proper approach, reach, manipulation, and use
regardless of user's body size, posture, or mobility.

3. Toolkit provides the programmer with a set of ready-made interaction objects – alternatively called interaction techniques, gadgets or widgets
which she can use to create her application programs.

4. Windows is a rectangular area on the screen that displays the contents of an application, such as a word processor application or a web browser.

5. Menus is a list of commands or options that are displayed on the screen when a user clicks on a menu bar or a context menu.

6. Pointers is a graphical symbol, such as an arrow or a hand, used to interact with the interface.

7. Pixels imaging models in which the display is represented as s series of columns and rows of points which can be explicitly turned ON or OFF or a
given color.

8. Graphical kernel system (GKS) an international standard which models the screen as a collection of connected segments, each of which is a
macro of elementary graphics commands.

9. Icons is a small graphical symbol that represents an application, a file, a folder, or a device.

10. Programmer’s hierarchical interface to graphics (PHIGS) another international standard, based on GKS but with an extension to model the
screen as editable segments.

11. PostScript a programming language developed by Adobe Corporation which models the screen as a collection of paths which serve as infinitely
thin boundaries or stencils which can be filled in various colors or textured patterns and images.

12. Dialog control the component which regulates the communication between the presentation and the application.

13. Simple and Intuitive Use principle of universal design with the objective of having a design that is easy to understand, regardless of the user's
experience, knowledge, language skills, or current concentration level.

14. Demultiplexes is a circuit that has one input and more than one output.

15. Presentation the component responsible for the appearance of the interface, including what output and input is available to the user.

16. Application interface the view of the application semantics that is provided as the interface.

17. Universal design is the process of designing products so that they can be used by as many people as possible in as many situations as possible.

18. Equitable Use principle of universal design with the objective of having a design that is useful and marketable to people with diverse abilities.

19. User Interface Management Systems UIMS a set of programming and design techniques which are supposed to add another level of services
for interactive system design beyond the toolkit level.

20. Perceptible Information principle of universal design with the objective of having a design that communicates necessary information effectively
to the user, regardless of ambient conditions or the user's sensory abilities.

21. Device Driver is a special kind of software program that controls a specific hardware device attached to a computer.

22. Tolerance for Error principle of universal design with the objective to minimize hazards and the adverse consequences of accidental or
unintended actions.

23. Low Physical Effort principle of universal design with the objective of having a design can be used efficiently and comfortably and with a
minimum of fatigue.
24. Sequential Multimodal type of MMI in which the user will have to switch between the modes of interaction but cannot use the modes
together.

25. Flexibility in Use principle of universal design with the objective of having a design that accommodates a wide range of individual preferences
and abilities.

26. Simultaneous Multimodal type of MMI in which it allows user to use more than one mode at a time to interact with the system.

27. Multimodal Interaction is a situation where the user is provided with multiple modes for interacting with the system.

28. User interface management systems UIMS are the final level of programming support tools, allowing the designer and programmer to control
the relationship between the presentation objects of a toolkit with their functional semantics in the actual application.

29. Graphical specification technique of dialog modelling that allows the dialog specification to be programmed graphically in terms of the
presentation language itself.

30. User interface management systems UIMS refers to the support techniques for managing, implementing and evaluating a run-time interactive
environment.

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