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Reviewer Hci

The document contains a series of questions and answers related to Human-Computer Interaction (HCI), covering topics such as usability goals, interaction types, design principles, and the history of graphical user interfaces. It includes multiple-choice questions, true/false statements, and matching exercises to assess understanding of HCI concepts. Key themes include the importance of user experience, accessibility, and iterative design in creating effective interfaces.
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0% found this document useful (0 votes)
12 views6 pages

Reviewer Hci

The document contains a series of questions and answers related to Human-Computer Interaction (HCI), covering topics such as usability goals, interaction types, design principles, and the history of graphical user interfaces. It includes multiple-choice questions, true/false statements, and matching exercises to assess understanding of HCI concepts. Key themes include the importance of user experience, accessibility, and iterative design in creating effective interfaces.
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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1. What does HCI stand for?

a) Human-Computer Internet

b) Human Communication Interface

c) Human-Computer Interaction

d) Hardware-Computer Integration

e) Human-Centric Innovation

2. Which of the following is NOT a goal of HCI?

a) Usability

b) Accessibility

c) Complexity

d) User Satisfaction

e) Efficiency

3. Which company introduced the graphical user interface in 1984?

a) Microsoft

b) Apple

c) IBM

d) Google

e) Samsung

4. Which of the following is an example of good HCI?

a) A website with a cluttered design

b) A remote control with too many buttons

c) A touchscreen phone with intuitive navigation

d) A software with no error messages

e) A car dashboard with unclear icons

5. Which principle focuses on making functions easy to see and access?

a) Affordance

b) Consistency

c) Visibility

d) Feedback

e) Usability
6. What is the main purpose of interaction design?

a) To create user-friendly and efficient products

b) To make technology harder to use

c) To remove the need for interfaces

d) To replace human interaction

e) To increase software costs

7. Which of the following is an example of accessibility in HCI?

a) Screen readers for visually impaired users

b) A smartphone with a fragile screen

c) A gaming console with complex controls

d) An ATM without audio assistance

e) A website with tiny fonts

8. Which of these is NOT an interaction type?

a) Instructing

b) Manipulating

c) Conversing

d) Blocking

e) Exploring

9. What is the benefit of iterative design?

a) Avoiding user feedback

b) Improving designs through continuous refinement

c) Making a final decision quickly

d) Ignoring usability tests

e) Ensuring no changes are made after launch

10. What is an example of a conceptual model in HCI?

a) A wireframe showing a website layout


b) A fully developed website

c) A software bug report

d) A mobile app’s final design

e) A product’s price tag

11. Which of the following is a usability goal?

a) Efficiency

b) Profitability

c) Complexity

d) Exclusivity

e) Aesthetic appeal

12. What is one key factor in designing for user experience?

a) Ignoring user preferences

b) Considering emotional responses to the product

c) Making software expensive

d) Limiting accessibility features

e) Reducing usability

13. A good interface should have...

a) Consistent design elements

b) Hidden buttons

c) No labels

d) Difficult navigation

e) Small font sizes

14. What does "affordance" mean in HCI?

a) A design feature that suggests its function

b) A confusing system layout

c) A hidden menu feature

d) A marketing strategy

e) An error message
15. What is an example of poor interaction design?

a) A complex VCR interface that is hard to program

b) A mobile app with intuitive icons

c) A GPS system with clear instructions

d) A website with a simple checkout process

e) A touchscreen with responsive controls

16. Which of the following is a design principle in HCI?

a) Feedback

b) Randomization

c) Complexity

d) Restriction

e) Error promotion

17. What is an example of a multimodal interaction?

a) Using voice commands and touch gestures together

b) Clicking only using a mouse

c) Typing commands in a text box

d) Using only a single button

e) Navigating a website with a trackpad

18. Which interaction type involves users giving direct commands to a system?

a) Instructing

b) Conversing

c) Exploring

d) Manipulating

e) Responding

19. What is an example of augmented reality (AR) in HCI?

a) A smartphone app that overlays navigation directions on a real-world street view

b) A standard desktop application


c) A GPS that only provides text-based instructions

d) A website with clickable links

e) A printed map with instructions

20. What is the best approach for designing a user-friendly interface?

a) Involving users in testing and gathering feedback

b) Creating the system without testing

c) Making all interactions hidden

d) Designing only for expert users

e) Ignoring accessibility concerns

TRUE OR FALSE

TRUE 1. HCI stands for Human-Computer Interaction.

FALSE 2. The main goal of HCI is to create systems that are difficult to use but aesthetically pleasing.

TRUE 3. The Macintosh in 1984 introduced a graphical user interface with a mouse.

FALSE 4. HCI specialists do not focus on improving the user experience.

TRUE 5. Usability is one of the key principles of HCI.

FALSE 6. The concept of "affordance" in HCI refers to making systems harder to use.

FALSE 7. Interaction design and HCI are completely unrelated fields.

TRUE 8. A well-designed system can improve productivity and efficiency.

FALSE 9. User feedback is not necessary in the HCI design process.

TRUE 10. Accessibility in HCI ensures technology is usable for people with disabilities.

TRUE 11. The principles of good interaction design include visibility, feedback, and consistency.

TRUE 12. Cognitive ergonomics deals with how users process information when interacting with a system.

TRUE 13. A conceptual model helps designers and users understand how a system works.

FALSE 14. Prototyping is an unnecessary step in the interaction design process.

TRUE 15. Virtual reality (VR) and augmented reality (AR) are examples of HCI advancements.

TRUE 16. The usability goals of HCI include effectiveness, efficiency, and user satisfaction.

FALSE 17. The iterative design process means that once a design is made, no further improvements are
needed.

TRUE 18. The user experience (UX) only considers the visual appearance of a system.

TRUE 19. Interaction types in HCI include instructing, conversing, manipulating, and exploring.

TRUE 20. Involving users in the design process can lead to better system usability.
MATCHING TYPE

1. Where users issue instructions to a system. INSTRUCTING

2. Where users have a dialog with a system. CONVERSING

3. Where users interact with objects in a virtual or physical space by manipulating them.

MANIPULATING

4. Where users move through a virtual environment or a physical space. EXPLORING

5. Where the system initiates the interaction and the user chooses whether to respond. RESPONDING

6. This form of interaction is based on the idea of a person having a conversation with a system, where the
system acts as a dialogue partner. CONVERSING

7. Methods were developed based on an individual user’s cognitive capabilities. PARADIGM

8. The future, like Mark Weiser’s vision of ubiquitous technology, provide a powerful driving force that can
lead to a paradigm shift in terms of what research and development is carried out in companies and
universities. VISIONS

9. These have been primarily cognitive, social, affective, and organizational in origin. THEORIES

10. It’s been used more generally in interaction design to describe, in a simplified way, some aspect of
human behavior or human-computer interaction. MODELS

11. Introduced in interaction design to help designers constrain and scope the user experience for which
they are designing. FRAMEWORKS

12. The model the designer has of how the system should work. DESIGNERS MODEL

13. Interaction design involves designing the behavior of interactive products as well as their look and feel.

PROTOTYPING

14. It is the process of determining the usability and acceptability of the product or design measured in
terms of a variety of usability and user-experience criteria. EVALUATING

15. Designers try to gather insights about the problem. DISCOVER

16. Designers develop a clear brief that frames the design challenge. DEFINE

17. Solutions or concepts are created, prototyped, tested, and iterated. DEVELOP

18. The resulting project is finalized, produced, and launched. DELIVER

19. Used to refer to an attribute of an object that allows people to know how to use it. AFFORDANCE

20. This refers to designing interfaces to have similar operations and use similar elements for achieving
similar tasks. CONSISTENCY

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