On This Page

This set of Human Computer Interaction HCI Multiple Choice Questions & Answers (MCQs) focuses on Human Computer Interaction Set 14

Q1 | Evaluations done during design to check that product continues to meet user’s needs are kno
  • formative
  • summative
  • relative
  • none of the given
Q2 | Desktop applications fit into                            categories of posture.
  • two
  • three
  • four
  • five
Q3 | Goal-oriented context scenarios are _                         task-oriented than key path Scenario
  • less
  • alike
  • more
  • none of the given
Q4 | Which of the following is true about good design?
  • good design is just cool graphics
  • good design is just common sense
  • good design comes from aniterative process with the user in loop
  • good design can come from fixing the ui at theend
Q5 | There can only be one _                 persona per interface for a product
  • primary
  • secondary
  • supplemental
  • customer
Q6 | What are the most common things you do with the product is a type of _              .
  • goal-oriented question.
  • system-oriented question.
  • workflow-oriented question.
  • attitude-oriented question.
Q7 | Concerning competitive analysis:
  • . two groups of usability testers compare their results for the same interface.
  • it is used for usability benchmarking.
  • it is an online between- groups experiment
  • represents a particular type of user.
Q8 | Thinking aloud testing:
  • slows down the user byabout 17%
  • cannot provide performancedata.
  • is a formative evaluationmethod.
  • all of the above
Q9 | User personas that are not primary or secondary are            personas.
  • served
  • supplemental
  • customer
  • negative
Q10 | & are the main functions of GUI.
  • pointing & selecting
  • selecting & executing
  • pointing & editing
  • none of these
Q11 | A pluralistic walkthrough?
  • requires a fully functional prototype
  • is usually conductedat the end of the development process
  • is often conductedwith low-fidelity designs
  • requires having several alternate designs
Q12 | What is the best description of a conceptual model?
  • a high level description of how a system is organised and how it operates
  • interaction paradigms and interaction modes
  • the problem space faced by the designer when gathering user requirements
  • none of the above.
Q13 | : capture the non-verbal dialogue between artifact and user over time.
  • persona
  • scenario
  • dialogue
  • design model
Q14 | Explanatory undo is, generally, a much more pleasant feature than .
  • single undo
  • multiple undo
  • blind undo
  • incremental undo
Q15 | Browser Title always contains the word ‘ ’.
  • home
  • default
  • error
  • browser
Q16 | Conventional wisdom says that tell the user when he has made some mistake.
  • program crash
  • system stuck
  • error messages
  • metadata
Q17 | _ helps meet psychological and cognitive processing needs, increases human confidence.
  • attitude
  • feedback
  • interaction designvisual analysis
Q18 | Evaluation done during design to check that product continues to meet users'needs are known as                      evaluation
  • summative
  • formative
  • relativethe idea that users earn by exploring an interfacetext should be legible and distinguishable from its background under different lighting conditions
  • qualitative
Q19 | The field of HCI                      
  • is a brunch of computer engineering
  • involves very little applied knowledge
  • focuses on the study of human behavior on the basis of pschology
  • attempts to understand and shape the way people interact with computers
Q20 | Which of the following is not a design principle that allow the user to maintain control?
  • provide for flexible interaction
  • allow user interaction tobe interrupt-able and undo-able
  • show technical internals from the casual user
  • design for direct interaction with objects that appear on the screen
Q21 | What is the most important property that a prototype should have?
  • it should support a wide range of user tests.
  • it should look like the final product.
  • it should allow the key design concepts to be testedwith users.
  • it should be easy to throw away.
Q22 | Which of the following are principles of icon design?
  • the icon set should be consistent in terms of size, colours, metaphor, andlevel of realism.
  • design a set of icons as a whole.
  • the icons in a set should be visually balanced
  • all of the above.
Q23 | What kind of activity does the D.E.C.I.D.E. acronym support?
  • planning and conducting an evaluation and analysing the data.
  • conducting user tests.
  • deciding what kind of prototype to use for usertests.
  • deciding whether to perform empirical or analytical evaluations.
Q24 | Which is the best definition of an interface metaphor?
  • in broad terms, the kind of technical and software framework within which human system interaction takes place (e.g., wimp, mobile, tangible)
  • an idea from the world that is used in the interface to help the user understand what to do (e.g., click on tabs to change window contents, use shopping cart to store items to purchase)
  • what the human does to make inputs and receive information from the system (e.g., click and drag an object, talk to an object, move self closer to an object, converse with anentity, etc)
  • the conceptual model used to guide the design of the interface.
Q25 | Rolf Molich’s Comparative Usability Evaluation (CUE) studies:
  • show there is a large amount of overlap between findings from different teams.
  • show many teams found more problems than theychose to report.
  • use the common industry format (cif) for usabilityreports.
  • show that usability testing finds all known problems.