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INF3720 TESTBANK WITH REAL LIFE PRACTICAL QUESTIONS ANSWERS

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INF3720 TESTBANK WITH REAL LIFE PRACTICAL QUESTIONS AND ANSWERS

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INF3720 TESTBANK WITH REAL LIFE PRACTICAL
QUESTIONS.
Assume that you have been contracted to do the interactive design for a local town's
electronic library system. You have designed a non-functional collection of screens that
demonstrate how a library user will lend a digital book. This activity is an example of:

1.Visceral design
2.Designing alternatives
3.Prototyping
4.Establishing requirements

3.Prototyping

During an extended lockdown period, members of vulnerable groups may suffer emotionally
due to the lack of physical touch (e.g. hugging). Which social interaction technology may
provide a solution to this dilemma?

1.Wearable devices
2.Shareable interfaces
3.Co-presence technologies
4.All three other options

1.Wearable devices

How do various digital technologies affect our social interaction?

1.It replaces in-person, face-to-face communication efficiently
2.We lose the opportunity to decode important body language cues
3.It prevents people to portray different personalities compared to who they actually are
4.It enables in-person, face-to-face communication

2.We lose the opportunity to decode important body language cues

Integrating interaction design with an agile software development approach is useful because:

1.An agile approach incorporates tight iterations, feedback and collaboration with the
customer
2.By using an agile approach, developers can start coding immediately to save time and costs
3.An agile approach does not require that all critical design elements are captured in a design
document

,4.An agile approach requires all software development processes to be specified before
development begins to ensure rigor

1.An agile approach incorporates tight iterations, feedback and collaboration with the customer

People are inherently social. How have various digital technologies enabled us to overcome
social distance, even while physical distancing measures have been in place during the COVID-
19 pandemic lockdown?

1.Face-to-face meetings have been replaced to a large extent by online meetings using sound
and video, or sound only
2.Much informal verbal communication has been replaced by texting and using emojis
3.Creating, sending and forwarding humoristic video and sound clips have replaced the telling
of jokes to relief stress and anxiety
4.All three other options

4.All three other options

Software that simulates human attributes in a pleasurable interface is:

1.An example of the use of expressive interfaces
2.An example of design at the behavioral level
3.An example of zoomorphism
4.An example of anthropomorphism

4.An example of anthropomorphism

The fact that my Unisa follows a standardized format and structure for all modules implies
that the following usability goal has been met:

1.Efficiency
2.Utility
3.Safety
4.Memorability

4.Memorability

The following type of digital support enables remote conversations (telepresence):

1.Awareness
2.Video and sound with fixed cameras

,3.Shareable interfaces
4.Physical coordination

2.Video and sound with fixed cameras

The use of deceptive technology to entice an unsuspecting user to select a possibly dangerous
option is:

1.An annoying interface on the persuasive level
2.An annoying interface on the behavioral level
3.An annoying interface on the mood level
4.An annoying interface on the visceral level

1.An annoying interface on the persuasive level

Two usability goals are:

1.Safety and utility
2.Safety and satisfaction
3.Utility and satisfaction
4.Memorability and cognitive stimulation

1.Safety and utility

Virtual shopping carts, baskets, shelves, checkouts, cash registers, payment options and
alternative online shopping techniques show:

1.How future scenarios (visions) enable users to interact with information in their everyday
lives
2.How conceptual models provide scenarios of how society can use future generations of
imagined technologies
3.How theories help identify factors relevant to the design and evaluation of interactive
products
4.How seemingly similar tasks can have quite different conceptual models and metaphors
underlying their design

4.How seemingly similar tasks can have quite different conceptual models and metaphors
underlying their design

What is the difference between user experience and usability?

1.User experience is the way people feel about a software product, while usability means to

, what extent a product enables people to be highly productive in their work.
2.Usability is the way people feel about a software product, while user experience means to
what extent a product enables people to be highly productive in their work.
3.User experience refers to the effectiveness and efficiency of a software product, while
usability refers to pleasurability and satisfaction.
4.Usability refers to the desirable aspects of a software product, while user experience refers
to its learnability.

1.User experience is the way people feel about a software product, while usability means to
what extent a product enables people to be highly productive in their work.

Which aspect is NOT a benefit of conceptualizing the design space?

1.Orientation
2.Open-mindedness
3.Requirements specification
4.Common ground

3.Requirements specification

Which definition of interaction design is correct?

1.The extent to which a product provides the right kind of functionality so that users can do
what they want to
2.Designing interactive products to support the way people communicate and interact in their
everyday lives
3.Ways of restricting the kinds of user interaction or interpretation that can take place at a
given moment
4.How good a product is at doing what it is supposed to do

2.Designing interactive products to support the way people communicate and interact in their
everyday lives

Which definition of interaction types that underlie the user experience is correct?

1.Users manipulate objects in a virtual or physical space by opening, holding, closing and
placing them
2.Selecting options from a menu is an example of manipulating objects in a virtual space
3.Responding is when users have a dialog with a system like speaking via an interface to
which the system replies via text output
4.Browsing is where users move through a virtual environment

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