Reviewer Hci
Reviewer Hci
a) Human-Computer Internet
c) Human-Computer Interaction
d) Hardware-Computer Integration
e) Human-Centric Innovation
a) Usability
b) Accessibility
c) Complexity
d) User Satisfaction
e) Efficiency
a) Microsoft
b) Apple
c) IBM
d) Google
e) Samsung
a) Affordance
b) Consistency
c) Visibility
d) Feedback
e) Usability
6. What is the main purpose of interaction design?
a) Instructing
b) Manipulating
c) Conversing
d) Blocking
e) Exploring
a) Efficiency
b) Profitability
c) Complexity
d) Exclusivity
e) Aesthetic appeal
e) Reducing usability
b) Hidden buttons
c) No labels
d) Difficult navigation
d) A marketing strategy
e) An error message
15. What is an example of poor interaction design?
a) Feedback
b) Randomization
c) Complexity
d) Restriction
e) Error promotion
18. Which interaction type involves users giving direct commands to a system?
a) Instructing
b) Conversing
c) Exploring
d) Manipulating
e) Responding
TRUE OR FALSE
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 6. The concept of "affordance" in HCI refers to making systems harder to use.
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.
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
3. Where users interact with objects in a virtual or physical space by manipulating them.
MANIPULATING
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
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
16. Designers develop a clear brief that frames the design challenge. DEFINE
17. Solutions or concepts are created, prototyped, tested, and iterated. DEVELOP
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