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This set of Human Computer Interaction HCI Multiple Choice Questions & Answers (MCQs) focuses on Human Computer Interaction Set 3

Q1 | What do you enjoy most about your job (or lifestyle) is an example of .
  • avoidance
  • motivation
  • exceptions
  • attitude-oriented questions
Q2 | Waterfall model is basically a                    model in which each step must be completed before the next step canbe started
  • incremental
  • linear
  • iterative
  • analytical
Q3 | When users are involved in complex tasks, the demand on                      can be significant.
  • short-term memory
  • shortcuts
  • objects that appear onthe screen
  • all of the mentioned
Q4 | There can only be one persona per interface for a product
  • primary
  • secondary
  • supplemental
  • customer
Q5 | What are the most common things you do with the product is a type of                 .
  • goal-oriented question.
  • system-orientedquestion.
  • workflow-orientedquestion.
  • attitude-oriented question.
Q6 | Backup and recovery procedures are primarily implemented to
  • to provide data redundancy
  • to show differentversions of data and programs
  • handle thecontingency when a file gets corrupted
  • all of the above
Q7 | Which of the following is not a factor in the failure of the systems developments projects?
  • size of the company
  • failure of systemsintegration
  • inadequate userinvolvement
  • continuation of a project that should havebeen cancelled
Q8 | _ helps meet psychological and cognitive processing needs, increases human confidence.
  • attitude
  • feedback
  • visual analysis relativethe idea that users earn by exploring an interfacetext should be legible and distinguishable from its background under different lighting conditions
  • interaction design
Q9 | Evaluation done during design to check that product continues to meet users'needs are known as                      evaluation
  • summative
  • formative
  • qualitative
Q10 | Which of the following is a design implication of our understanding of human attention?
  • tactile feedback should make the same kinds of distinctions that a person would feel in the world
  • avoid cluttering the interface with more information than is needed at the present moment for the user
  • sounds should be audible and distinguishable in the user
Q11 | What is the disadvantage of using focus groups to elicit user requirements?
  • diverse or sensitive issues may be raised
  • user may not be able to articulate what their requirements are?
  • differences opinion may emerge that confuse the requirements gathering process
  • people don\t necessarily respond the same way in a test as they would do in real life
Q12 | Mental model is a/ an                      of a device or a system
  • summary of the characteristics of users
  • estimate of mental level of users
  • human representation of the conceptual structure
  • investigation results about mental characteristics of users
Q13 | The design of a keyboard layout reflects the                   _ concern in HCI
  • cognitive
  • physical
  • usefulness
  • usability
Q14 | 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
Q15 | Given a scenario where you have a very small user base, which evaluationstrategy would you select:
  • between groups
  • within groups, fixed order tasks
  • within groups, randomised tasks
  • within groups, a combination of fixed andrandom tasks
Q16 | Which of the following is/are false about Within-group study design?
  • there are two groups oftest users
  • there is one group of testusers
  • there is a learning effect
  • every test user uses bothsystems
Q17 | In user experiments, we have a Control Group to:
  • deal with extra people
  • establish a baseline
  • evaluate the defaultbehaviour of people
  • distract people
Q18 | 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 an iterative process with the userin loop
  • good design can come from fixing the ui at the end
Q19 | 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 designconcepts to be tested with users.
  • it should be easy to throw away.
Q20 | Which of the following are principles of icon design?
  • the icon set should be consistent in terms of size, colours, metaphor,and level of realism.
  • design a set of icons as a whole.
  • the icons in a set should be visually balanced
  • all of the above.
Q21 | What is the principal interaction mode for a Wii system?
  • gesture and bodymovements
  • haptic (touch) interface
  • exploring and browsing
  • infrared position detection
Q22 | What is true for vertical protoyping?
  • it is a particular kind of working prototype.
  • it provides full interface features.
  • . it is designed to show how much vertical scrolling isacceptable
  • . it provides critical functionality.
Q23 | The design of a system must be developed
  • integrally with each partof system
  • at the end
  • at the start
  • never
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 an entity, etc)
  • the conceptual model used to guide the design of the interface.
Q25 | The term "physical reception" of stimulus actually describes the
  • infinite capabilities ofhuman
  • skills of human vision
  • unlimited human vision
  • limitation of human vision