HCI From 1 to 117 Flashcards

1
Q

What does HCI stand for?

a. Human Computer Interface
b. Human Computer Interaction
c. Human Computer Implementation
d. Human Computer Industry

A

b. Human Computer Interaction

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2
Q

Which one of these would NOT be found in a good HCI?

a. Common short cuts, like CTRL+Z for undo.
b. Icons that can have specific meanings.
c. A long command line to achieve a function
d. Sounds that convey meanings.

A

c. A long command line to achieve a function

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3
Q

Which one of these is a good reason for taking care to design a good computer human
interface?
a. Not every user is a computer expert
b. Well designed HCIs allow the software to be sold at a better price.
c. Well designed HCIs use less computer resources.
d. Well designed HCIs allow the computer to run faster

A

a. Not every user is a computer expert

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4
Q

HCI is based on psychological factors of humans?

a. True
b. False

A

a. True

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5
Q

Which of these is not a interface style?

a. Command line/command prompt
b. Menus
c. Natural Language
d. Voice recognition

A

d. Voice recognition

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6
Q

In virtual reality which of the senses cannot currently be portrayed?

a. Touch
b. Hearing
c. Sight
d. Smell

A

d. Smell

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7
Q

Which one of these is a good reason to include sounds in an HCI?

a. Users react more quickly to sounds than to visual signals
b. Users react more slowly to sounds than to visual signals
c. There is no preference. People just like sounds
d. The computer reacts to sounds in the same way as a human

A

a. Users react more quickly to sounds than to visual signals

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8
Q

A computer expert produces a solution with HCI which is very efficient in computer
resources, based on command-lines. Which one of the following is most likely to be the
result when the system is implemented?
a. It will be welcomed by all staff.
b. All staff will enjoy using it after mastering the skills of command lines.
c. Most staff will want to become computer experts to use it.
d. Most staff will feel demoralized and will not want to use the system.

A

d. Most staff will feel demoralized and will not want to use the system.

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9
Q

Before a process can be designed and implemented, a detailed deconstruction of the task is

needed. This can be referred to as:
a. Activity-based process definition method
b. Process
c. Process mapping
d. Task analysis

A

d. Task analysis

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10
Q

A test of effective design is dependent on three areas of effectiveness, productivity, and

satisfaction. Another effective technique for assessing design effectiveness is:
a. Eye tracking
b. Crowdsourcing
c. Usability audit
d. Eyeball test

A

c. Usability audit

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11
Q

With effective website design, the creation of an information architecture involves creating a
plan to group information logically and creating a site structure which is commonly known
as:
a. Web index
b. Wireframe
c. Blueprint
d. Site map

A

b. Wireframe

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12
Q

Web accessibility is fundamental for websites and needs to take into account user
characteristics such as disability. What have some countries introduced to address this point?
a. Accessibility
b. free access
c. Much larger screens
d. None of the above

A

a. Accessibility

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13
Q

Is the best example for design…

a. View
b. Model
c. Analyzing
d. None

A

a. View

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14
Q

What is the benefit of good design?

a. positive effect or performance
b. success
c. Both a & b
d. None

A

c. Both a & b

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15
Q

Study of how computer works together and to satisfy for accurate results is known as

a. Good design
b. HCI
c. Bad design
d. All the Above

A

b. HCI

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16
Q

Graphic screen assumed as look

a. 3-D
b. 2-D
c. 1-D
d. None of these

A

b.2-D

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17
Q

People performing operations are called on objects

a. operating
b. Actions
c. pointing
d. None of these

A

b. Actions

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18
Q

Collection of techniques & mechanism to interact with tools or etc. is known as

a. Actions
b. Graphic
c. Icon’s
d. Graphical user interface

A

d. Graphical user interface

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19
Q

Generalize from cases seen to cases unseen is __________ reasoning

a. Deduction
b. Problem solving
c. Induction
d. none

A

c. Induction

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20
Q

All the is following are true about implications of interface design except

a. stress will increase the difficulty of problem solving
b. relaxed users will be more forgiving of shortcomings in design
c. visually pleasing and rewarding interfaces will increase positive affect
d. Negative affect cannot make it harder to do even easy tasks

A

d. Negative affect cannot make it harder to do even easy tasks

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21
Q

All the following are Ergonomics examples except

a. controls grouped according to function or frequency of use, or sequentially
b. Stress will increase the difficulty of problem solving
c. Seating arrangements adaptable to cope with all sizes of user
d. Use of red for warning, green for okay, awareness of colour-blindness etc.

A

b. Stress will increase the difficulty of problem solving

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22
Q

In indirect manipulations when.

a. User interacts with real world through interface
b. Users not physically located, loss of context, complex interfaces
c. User interacts with artificial world
d. none

A

a. User interacts with real world through interface

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23
Q

The goal to build a hierarchy of means and pages that feels natural.

a. Organized
b. Design
c. Driven
d. All of the above

A

a. Organized

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24
Q

The role who talks to and discusses with the user

a. Computer
b. Facilitator
c. Observer
d. User

A

b. Facilitator

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25
Q

The person who explains general context and introduces the user to the system

a. Computer
b. Facilitator
c. Observer
d. User

A

b. Facilitator

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26
Q

People perform operations called on objects

a. Users
b. Actions
c. Elements
d. Both b & c

A

a. Users

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27
Q

is how a person communicates his or her needs or desires to the computer .

a. Input
b. Output
c. Both Input & Output
d. None of these

A

c. Both Input & Output

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28
Q
Type of interaction style such as abbreviations typed in at the prompt to which the system 
responds (e.g. listing current files)
a. Command
b. GUI
c. Windows
d. Menus
A

a. Command

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29
Q

They could be represent desktop objects, tools , applications and operations.

a. Icons
b. images
c. Both a & b
d. Graphics

A

a. Icons

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30
Q
They could be scrolled, stretched, overlapped, opened, closed, and moved around the screen 
using the mouse
a. Command
b. GUI
c. Windows
d. Menus
A

c. Windows

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31
Q

They are offering lists of options that could be scrolled through and selected

a. Command
b. GUI
c. Windows
d. Menus

A

d. Menus

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32
Q
They controlling the cursor as a point of entry to the windows, menus, and icons on the 
screen
a. Command
b. Pointing device
c. Windows
d. Menus
A

b. Pointing device

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33
Q
\_\_\_\_\_was first to use the term usability to describe the effectiveness of human performance
A. Norman
B. Abowd 
C. Beale
D. both A and B
A

A. Norman

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34
Q
Type of menus good at displaying a small number of options at the same time and where the 
size of the display is small
a. Flat menu
b. Cascading Menu
c. Expanding Menu 
d. None
A

a. Flat menu

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35
Q

Enables more options to be shown on a single screen than is possible with a single flat menu

a. Flat menu
b. Contextual menus
c. Expanding Menu
d. None

A

c. Expanding Menu

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36
Q
\_\_\_\_\_\_ spaces of the sides, top, bottom and corners of the screen 
A. Binning
B. Alignment 
C. Pinning
D. Align
A

B. Alignment

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37
Q
Combines different media within a single interface with various forms of interactivity
A. Graphics
B. Alignment 
C. Windows
D. Multimedia
A

D. Multimedia

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38
Q
There are a problem in scanning for surnames as shown:
(Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale)
A. Alignment 
B. Grouping of items
C. Order of items 
D. Decoration
A

A. Alignment

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39
Q
Use boxes to group logical items and use fonts for emphasis, headings
A. Alignment 
B. Grouping of items
C. Order of items 
D. Decoration
A

D. Decoration

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40
Q
Tab through window in logical order of 
A. Display inform 
B. Alignment 
C. Displayed 
D. displayed information
A

B. Alignment

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41
Q
Pleasing designs in which increase user satisfaction and improve productivity
A. Proportional 
B. Illustrated
C. Aesthetically
D. Fragmentation
A

C. Aesthetically

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42
Q
Type of interaction, a key design in concern how a computer system and determine the start 
and end point of a hand or arm movement 
a. Brain
b. Gesture 
c. Mobile
d. Web
A

b. Gesture

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43
Q

Type of interaction, a key design systems that can keep conversation on track help people
navigate efficiently through a menu system
a. Speech
b. Gesture
c. Mobile Interface
d. Web

A

a. Speech

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44
Q

Type of interaction, typically have a small screen and limited control space. Designers have
to think carefully about what type of dedicated controls
a. Speech
b. Gesture
c. Mobile Interface
d. Web

A

c. Mobile Interface

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45
Q
Create \_\_\_\_of data or text with aesthetically pleasing proportions 
A. Windows and grouping
B. Windows
C. Grouping
D. All the above
A

D. All the above

46
Q
Provide functional grouping of \_\_\_\_\_\_elements 
A. Associated 
B. Allocated 
C. Assignment
D. None
A

A. Associated

47
Q
Consistently follow this concept on all \_\_\_\_\_\_\_\_ 
A. Display 
B. Elements 
C. Screen
D. All above
A

D. All above

48
Q
\_\_\_and \_\_\_\_are also an integral part of heuristics evaluation 
A. Training and documentation
B. documentation 
C. Help
D. Both B&C
A

D. Both B&C

49
Q
Sequentially can be achieved by \_\_\_\_and \_\_\_\_as illustrated 
A. Order
B. Alignment space and grouping 
C. Randomness 
D. none
A

B. Alignment space and grouping

50
Q

Create regularity be establishing standard and consistently ___and ____points.
A. Spacing horizontal and vertical alignment
B. no space
C. Both a& b
D. none

A

A. Spacing horizontal and vertical alignment

51
Q
Know your user or client ending with\_\_\_\_\_\_ 
A. Testing
B. design
C. Planning
D. none
A

A. Testing

52
Q

is the extent to which a product can be used by specified users to achieve specified goals with
effectiveness, efficiency and satisfaction in a specified context of use.
A. Testing
B. Usability
C. Planning
D. Usefulness

A

B. Usability

53
Q
The extent to which a system’s functionality meets the needs of users and supports their tasks
A. Testing
B. Usability 
C. Planning
D. Usefulness
A

D. Usefulness

54
Q

All the following achieve visibility of system status except
A. Be as specific as possible
B. Keep users informed about what is going on
C. Keep users informed about what is going on
D. Speak the users’ language

A

D. Speak the users’ language

55
Q

When many relationships exist between menu alternatives, and some menu options are only
Appropriate depending upon a previous menu selection, ______ menus are best solutions. A. Simultaneous
B. Single
C. Sequential linear
D. Hierarchical

A

D. Hierarchical

56
Q
Hierarchical structures are characterized by \_\_\_\_\_\_\_\_\_\_\_\_ 
A. Height and length 
B. Length and breadth
C. Height and depth
D. Depth and breadth
A

C. Height and depth

57
Q
Google Web sites with their navigation links is example of \_\_\_\_\_\_\_\_\_\_ design 
A. Simultaneous 
B. Single
C. Hierarchical 
D. Sequential
A

D. Sequential

58
Q

The goal of presentation of information and knowledge in form to be seen to achieve easier
retrieval is
A. Match between system and the read world
B. Visibility of system status
C. User control and freedom
D. Minimize user’s memory load

A

D. Minimize user’s memory load

59
Q

Allow users to quickly do frequent actions may be ________
A. Match between system and the read world
B. Visibility of system status
C. Flexibility and efficiency of use
D. Minimize user’s memory load

A

C. Flexibility and efficiency of use

60
Q
individuals evaluate and then aggregate results
A. Evaluation
B. Pre-evaluation
C. Event-Trapping
D. Severity rating
A

A. Evaluation

61
Q
\_\_\_\_ determine how priority each problem 
A. Evaluation
B. Pre-evaluation 
C. Event-Trapping
D. Severity rating
A

D. Severity rating

62
Q
Used to allocate resources to fix problems. 
A. Evaluation
B. Pre-evaluation 
C. Event-Trapping
D. Severity rating
A

D. Severity rating

63
Q
A \_\_\_ is often done with actual users and before a system is implemented. 
A. Heuristic Evaluation
B. Severity rating
C. Cognitive Walk-through 
D. Experiment evaluation
A

C. Cognitive Walk-through

64
Q
Main question in this step Why are we making this GUI?
A. Strategy 
B. Scope 
c. Navigated
D. Surface
A

A. Strategy

65
Q
Focus on the primary action, identify your (social) objects and choose your core feature set
are mainly answered 
A. Strategy 
B. Scope 
c. Navigated
D. Surface
A

B. Scope

66
Q
The main purpose of information architecture and plan information out, Approaches may 
simply be to \_\_\_\_\_\_\_ 
A. Strategy 
B. Scope 
C. Structure 
D. Surface
A

B. Scope

67
Q

A structure consists kinds of already-existing material and material that will exist on launch:
Items are grouped into categories and Categories are then grouped into a GUI structure.
A. Bottom-Up Hierarchical
B. Up- Bottom Hierarchical
C. Matrix
D. Organic

A

A. Bottom-Up Hierarchical

68
Q
A structure consists no consistent and are good for exploring topics with unclear or 
evolving relationships.
A. Bottom-Up Hierarchical
B. Up- Bottom Hierarchical
C. Matrix
D. Organic
A

A. Bottom-Up Hierarchical

69
Q
Type of Information Architecture helps guests with different needs but navigate through the 
same information
A. Bottom-Up Hierarchical
B. Up-Bottom Hierarchical
C. Matrix
D. Organic
A

C. Matrix

70
Q
A menu’s \_\_\_\_\_\_\_\_ provides information to keep the user oriented. 
A. Title 
B. Context
C. Content
D. None
A

A. Title

71
Q
\_\_\_\_\_\_\_\_ Type of design pattern in which you need to provide user with easy access to 
main pages/categories in the website.
A. Fat Menus
B. Global Navigation Bar
C. Breadcrumbs
D. Home Link
A

B. Global Navigation Bar

72
Q

________ Type of design pattern in which Site has hierarchy of several levels static or
dynamic) and you need a way to show the user where he is, otherwise, user will fee lost and
be tempted to go to homepage to start over or might even leave site.
A. Fat Menus
B. Global Navigation Bar
C. Breadcrumbs
D. Home Link

A

C. Breadcrumbs

73
Q

Need a mechanism for the user needs to navigate among sections of a website and while
having clear indication of what section the user is currently looking at.
A. Fat Menus
B. Global Navigation Bar
C. Breadcrumbs
D. Navigation Tabs

A

D. Navigation Tabs

74
Q

Type of layout pattern where you need a solid visual and structural layout for the website.
Need a consistent system for placing content.
a. Page Grids
b. Breadcrumbs
c. Navigation Tabs
d. Grid of Equals

A

a. Page Grids

75
Q
Type of layout pattern where is a lot of content you need to show on a page. Content can be 
formed into meaningful groups
a. Page Grids 
b. Content Groups
c. Navigation Tabs
d. Grid of Equals
A

b. Content Groups

76
Q

Site asks the user to choose a new password. This is quite common for site registrations.
Your site or system cares about having strong passwords, and you want to actively help users
choose good ones.
a. Forgiving Format
b. Password Strength Meter
c. Completeness Meter
d. Input Prompt

A

b. Password Strength Meter

77
Q

Problem : Want to entice users to complete a specific task You need ___________

a. Forgiving Format
b. Password Strength Meter
c. Completeness Meter
d. Input Prompt

A

c. Completeness Meter

78
Q

Problem: Users ignore certain fields in forms. You need ___________

a. Forgiving Format
b. Password Strength Meter
c. Required Field Marker
d. Input Prompt

A

c. Required Field Marker

79
Q

Problem: Need to inform user of different pricing plans ( or prices of similar products) so that
she can chose the best fit. How to do that without load the user’s memory?
a. PayWall
b. Pricing Table
c. Product Page
d. Overview Plus Detail

A

b. Pricing Table

80
Q
Problem: The user wants to buy multiple products, which is collected over time through a 
shopping session.
a. Shopping Cart
b. Pricing Table
c. Product Page
d. Overview Plus Detail
A

a. Shopping Cart

81
Q
Problem: What features a website can present to ensure the user about the safety of their 
credit card info ?
a. Shopping Cart
b. Pricing Table
c. Product Page
d. Transaction Security
A

d. Transaction Security

82
Q

Input tasks where interface are used for Text field + keyboard

a. Input text
b. Input single value
c. Input position
d. Select Fixed-Size set

A

a. Input text

83
Q

Input control where interface are used for input single value

a. Input text
b. slider
c. Mouse
d. Checkbox

A

a. Input text

84
Q
\_\_ menus are used to reduce the number of choices presented together for selection. 
A. Cascading
B. Pull down
C. Pull up 
D. None
A

A. Cascading

85
Q
Title bar is also called as \_\_\_\_\_\_\_ 
A. Title area
B. Caption
C. Caption bar
D. All
A

D. All

86
Q
\_\_\_\_\_  are sometimes referred to as ribbons, toolboxes, rulers, or palettes. 
A. Menu 
B. Toolbar
C. Palate
D. Specialized toolbar
A

D. Specialized toolbar

87
Q
\_\_\_\_ is set in a holder and can be rotated by hand to move cursor on a computer screen
A. Trackball 
B. Joystick
C. Mouse ball
D. None
A

A. Trackball

88
Q
A lever that can be moved in several directions to control the movement of an image is
A. Trackball 
B. Joystick
C. Mouse ball
D. None
A

B. Joystick

89
Q
A i/p device in the form of a small panel containing different touch-sensitive areas. 
A. Trackball 
B. Joystick
C. Touchpad
D. None
A

C. Touchpad

90
Q
\_\_\_\_\_movable, sometimes blinking, used to indicate where data may be i/p on a screen.
A. Pointer
B. Cursor
C. Touchpad
D. All
A

D. All

91
Q
In a button, the label may consist of 
A. Text.
B. images.
C. Both A & B.
D. None.
A

C. Both A & B.

92
Q
Which of the following is not an action cause immediately using button. 
A. Saving 
B. Quitting.
C. Deleting. 
D. None.
A

B. Quitting.

93
Q
Generally \_\_\_\_ shaped buttons are preferred because they fit best. 
A. Square. 
B. Rectangle.
C. Cube.
D. Oval.
A

B. Rectangle.

94
Q
Common button functions should have standard \_\_\_\_\_\_\_\_. 
A. Name 
B. value.
C. Shape.
D. Size.
A

C. Shape.

95
Q
Temporarily unavailable choices button should be 
A. Dimmed 
B. Grayed out
C. Both A & B
D. None
A

C. Both A & B

96
Q
When first displayed, the box may contain \_\_\_\_\_\_\_\_\_ value. 
A. Blank
B. Initial
C. Null 
D. Both A & B.
A

D. Both A & B.

97
Q
A text box in rectangular shape into which information is typed is also referred as 
A. Edit Box.
B. Drop Box.
C. Fill Box. 
D. Compose.
A

A. Edit Box.

98
Q
Selection controls include 
A. Radio buttons, check boxes 
B. List boxes, drop-down
C. Pop-up list boxes and palettes
D. All the above
A

D. All the above

99
Q
\_\_\_\_\_\_\_\_set one item from a small set of mutually exclusive options 
A. Radio buttons
B. List boxes
C. Check boxes 
D. Drop Box
A

A. Radio buttons

100
Q
“Two state nonexclusive settings” means 
A. Radio buttons 
B. List boxes 
C. Check boxes
D. Drop Box
A

C. Check boxes

101
Q
A controls that consisting of a series of graphical alternatives 
A. List boxes
B. Drop-down
C. Pop-up list boxes 
D. Palettes
A

D. Palettes

102
Q

A ________list box is a single rectangular field with a small button to the side
and an associated hidden list of options.
A. List boxes
B. Check boxes
C. Drop Box
D. Drop-down/pop-up

A

D. Drop-down/pop-up

103
Q
Selection includes
A. Icons 
B. Radio buttons
C. Menus drop-down list boxes.
D. All the above
A

D. All the above

104
Q
Aided entry, also known as \_\_\_\_\_\_\_\_\_ 
A. Auto completion
B. Auto competency
C. Auto compulsion
D. None
A

A. Auto completion

105
Q
A \_\_\_\_\_requires developing a test plan, selecting test participants, conducting the test, 
and analyzing the test results
A. test 
B. dna test 
C. usability test
D. None
A

C. usability test

106
Q
In a \_\_\_\_\_\_walkthrough, developers walk through an interface in the context of 
representative user tasks.
A. cognitive
B. anti cognitive 
C. both
D. None
A

A. cognitive

107
Q
Severity Ratings in Heuristic Evaluation which number indicates “I don’t agree that this 
is a usability problem at all”.
A. 0 
B.1
C.2
D.3
A

A. 0

108
Q

Severity Ratings in Heuristic Evaluation which number indicates a” cosmetic problem
only. “Need not be fixed unless extra time is available.”
A. 0
B.1
C.2
D.3

A

B.1

109
Q

Severity Ratings in Heuristic Evaluation which number indicates a “minor usability
problem. Fixing should be given a low priority”.
A. 0
B.1
C.2
D.3

A

C.2

110
Q

Severity Ratings in Heuristic Evaluation which number indicates a major usability
problem. Important to fix and should be given a high priority.
A. 0
B.1
C.2
D.3

A

D.3

111
Q

Severity Ratings in Heuristic Evaluation which number indicates a usability catastrophe.
Imperative to fix before the product can be released.
A. 1
B.2
C.4
D.3

A

D.3

112
Q
\_\_\_\_\_\_\_of screens can be easily developed and used very early in the development 
process
A. Hand-drawn sketches
B. Sketches
C. Both
D. None
A

C. Both