HCI Questions Updated 1 PDF
Document Details
Uploaded by CatchyAshcanSchool6585
Kafr El-Sheikh University
Tags
Summary
This document contains exam-style questions and answers on topics related to user interface (UI) design, user experience (UX) design, and human-computer interaction (HCI). The questions cover various aspects of the design process, including user research, prototyping, and evaluation.
Full Transcript
Lecture 2 Questions: Interaction Design Easy (5 Questions) 1. (E) The interaction design process includes which three components? - a) User Research, Design, Evaluation - b) Development, Testing, Prototyping - c) Deployment, Maintenance, Feedback - d) Ideation, Brainstorming, Iteration Answer:...
Lecture 2 Questions: Interaction Design Easy (5 Questions) 1. (E) The interaction design process includes which three components? - a) User Research, Design, Evaluation - b) Development, Testing, Prototyping - c) Deployment, Maintenance, Feedback - d) Ideation, Brainstorming, Iteration Answer: a) User Research, Design, Evaluation 2. (E) True or False: User research is based on guessing user needs. Answer: False 3. (E) What is the focus of user-centric design? - a) Meeting functional specifications - b) User needs at every step - c) Testing usability only - d) Developing for high performance Answer: b) User needs at every step 4. (E) True or False: Bloatware refers to software that is too simplistic to be functional. Answer: False 5. (E) Which of the following is an example of task-oriented design? - a) Invisible interfaces - b) Feature-centric design - c) Menu-heavy systems - d) Complicated navigation Answer: a) Invisible interfaces Intermediate (10 Questions) 6. (I) Which is NOT a goal of user research? - a) Understanding user needs - b) Learning from previous research - c) Ignoring user feedback - d) Identifying user limitations Answer: c) Ignoring user feedback 7. (I) True or False: The Microsoft Office redesign in 2003 heavily relied on user feedback. Answer: True 8. (I) What was a surprising finding during Qualcomm's user research for truckers? - a) Truckers preferred smaller screens - b) Truckers needed tiny buttons - c) Truckers often had big hands and wore gloves - d) Truckers disliked stylus pens Answer: c) Truckers often had big hands and wore gloves 9. (I) True or False: Adding more features to software always improves its usability. Answer: False 10. (I) What mechanism did Office 2000 introduce to reduce Bloatware perceptions? - a) Adaptive menus - b) Hidden features - c) Simplified buttons - d) Expanded toolbars Answer: a) Adaptive menus 11. (I) True or False: Researching human capabilities and limitations is not necessary for interaction design. Answer: False 12. (I) What is a primary challenge of full-featured systems like Microsoft Office? - a) Simplified interfaces - b) Bloatware perception - c) High costs - d) Lack of adaptability Answer: b) Bloatware perception 13. (I) True or False: Invisible interfaces focus on the task rather than the tool. Answer: True 14. (I) Which factor is NOT part of user research? - a) User skills - b) Environmental distractions - c) Interface animations - d) Special needs Answer: c) Interface animations 15. (I) True or False: Interaction design ends with creating the prototype. Answer: False Hard (5 Questions) 16. (H) What term describes a user interface overloaded with features and difficult to use? - a) Bloatware - b) Featureware - c) Overengineered - d) Overflow UI Answer: a) Bloatware 17. (H) True or False: Early versions of Qualcomm devices had large touchscreens. Answer: False 18. (H) What is the primary reason to involve users during the design process? - a) To reduce costs - b) To base decisions on real needs - c) To avoid technical challenges - d) To meet marketing goals Answer: b) To base decisions on real needs 19. (H) True or False: Microsoft introduced "rafted toolbars" to enhance the complexity of menus. Answer: False 20. (H) What is the drawback of ignoring user research in interaction design? - a) Increased software speed - b) Better market adaptability - c) Designs based on assumptions - d) Simplified interfaces Answer: c) Designs based on assumptions Lecture 3 Questions: User-Centered Design C Research Categories Easy (5 Questions) 1. (E) True or False: User research is a minor component of the design process. Answer: False 2. (E) What is the primary purpose of user-centered design? - a) Focus on meeting technical specifications - b) Address user needs at every step - c) Prioritize aesthetics over functionality - d) Ensure minimal development time Answer: b) Address user needs at every step 3. (E) True or False: Ignoring user research is a common practice in software development. Answer: True 4. (E) What is the first phase in Joyner’s design life cycle? - a) Evaluation - b) Need findings - c) Prototyping - d) Design alternatives Answer: b) Need findings 5. (E) True or False: The Google user-centered design process includes user research as a distinct component. Answer: False Intermediate (10 Questions) 6. (I) In Joyner’s view, which phase is mistakenly excluded as part of the design life cycle? - a) Need findings - b) Evaluation - c) User research - d) Prototyping Answer: c) User research 7. (I) True or False: Understanding user needs is the only part of user research. Answer: False 8. (I) What are the four iterative phases of Joyner’s design life cycle? - a) Research, Design, Testing, Evaluation - b) Need findings, Prototyping, Design alternatives, Evaluation - c) Design, Development, Testing, Maintenance - d) Ideation, Research, Execution, Revision Answer: b) Need findings, Prototyping, Design alternatives, Evaluation 9. (I) True or False: User research can prevent assumptions from driving design decisions. Answer: True 10. (I) Which statement about user-centered design is true? - a) It focuses on developers’ preferences. - b) It aligns design decisions with user needs. - c) It prioritizes functional requirements over usability. - d) It excludes evaluation as a step. Answer: b) It aligns design decisions with user needs. 11. (I) True or False: The design process should avoid user involvement to reduce bias. Answer: False 12. (I) What is a major benefit of involving users in the design process? - a) Faster project completion - b) Elimination of need for testing - c) Designs based on real-world needs - d) Reduced software size Answer: c) Designs based on real-world needs 13. (I) True or False: Iterative design involves repeatedly refining the design through evaluation. Answer: True 14. (I) According to the Google user-centered design model, what is a critical component of successful design? - a) User research - b) Quick prototyping - c) Aesthetic appeal - d) Reduced costs Answer: a) User research 15. (I) True or False: Ignoring user feedback is a key principle of user-centered design. Answer: False Hard (5 Questions) 16. (H) Why might Joyner’s design cycle lack an explicit “user research” phase? - a) User research is unnecessary - b) User research is important in all stages and such it isn't explicitly a stage in and of itself - c) User research is covered in evaluation - d) User research conflicts with prototyping Answer: b) User research is important in all stages and such it isn't explicitly a stage in and of itself 17. (H) True or False: User-centered design is only applicable to user interface development. Answer: False 18. (H) Which activity in the design cycle focuses on identifying user needs? - a) Evaluation - b) Need findings - c) Design alternatives - d) Prototyping Answer: b) Need findings 19. (H) True or False: Joyner’s iterative process is linear rather than cyclic. Answer: False 20. (H) What is the biggest risk of ignoring user research in design? - a) Increased technical complexity - b) Designs driven by assumptions - c) Reduced time to market - d) Over-simplified features Answer: b) Designs driven by assumptions --- Lecture 4 Questions: User Research Methods Easy (5 Questions) 1. (E) What is primary research? - a) Research done by others - b) Research you conduct yourself - c) Research based on books and articles - d) Research based on surveys only Answer: b) Research you conduct yourself 2. (E) True or False: Secondary research involves collecting data firsthand. Answer: False 3. (E) What is a common method used in primary research? - a) Surveys - b) Journals - c) Articles - d) Literature reviews Answer: a) Surveys 4. (E) True or False: Secondary research is usually easier to replicate than primary research. Answer: False 5. (E) What is the benefit of secondary research in the early stages of design? - a) It helps with statistical analysis - b) It saves time and effort - c) It provides no relevant data - d) It eliminates the need for user feedback Answer: b) It saves time and effort Intermediate (10 Questions) 6. (I) True or False: Primary research always requires a larger budget than secondary research. Answer: True 7. (I) What type of research would you use to gather statistical facts about a user group? - a) Secondary research - b) Primary research - c) Qualitative research - d) Experimental research Answer: a) Secondary research 8. (I) True or False: Secondary research is typically conducted by the designer directly. Answer: False 9. (I) Which of the following is an example of secondary research? - a) Interviews with users - b) Usability studies - c) Using published research articles - d) Surveys Answer: c) Using published research articles 10. (I) True or False: Secondary research findings are often difficult to replicate. Answer: True 11. (I) What type of research is conducted to observe users' behaviors in natural environments? - a) Surveys - b) Usability studies - c) Participant observations - d) Focus groups Answer: c) Participant observations 12. (I) True or False: Secondary research is useful only in the early stages of design. Answer: False 13. (I) What is an advantage of secondary research? - a) It is time-consuming - b) It involves direct user interaction - c) It provides data that is already collected - d) It always yields specific insights for the project Answer: c) It provides data that is already collected 14. (I) True or False: Secondary research is typically easier for inexperienced researchers to conduct. Answer: True 15. (I) What is the main focus of qualitative research? - a) Numeric data collection - b) Why and how things happen - c) Usability measurements - d) Statistical analysis Answer: b) Why and how things happen Hard (5 Questions) 16. (H) True or False: Secondary research is always more cost-effective than primary research. Answer: True 17. (H) What is the difference between qualitative and quantitative research? - a) Qualitative research uses numeric data, while quantitative research uses observations. - b) Qualitative research focuses on why and how things happen, while quantitative research focuses on numerical data. - c) Quantitative research is always more reliable than qualitative research. - d) Quantitative research is subjective, while qualitative research is objective. Answer: b) Qualitative research focuses on why and how things happen, while quantitative research focuses on numerical data. 18. (H) True or False: Primary research can include focus groups, interviews, and surveys. Answer: True 19. (H) What is a key disadvantage of secondary research? - a) It is often not specific to the user group of interest. - b) It is time-consuming and expensive. - c) It provides immediate insights. - d) It offers more detail than primary research. Answer: a) It is often not specific to the user group of interest. 20. (H) True or False: Secondary research is useful only in the early stages of design. Answer: False Lecture 5: Interaction Design Easy Questions (E) 1. (E) What is one of the core components of the design process discussed in this lecture? - a) User research - b) Design and prototyping - c) Usability testing - d) Marketing strategies Answer: b) Design and prototyping 2. (E) Who stated, "Designing great user interfaces requires enormous creativity and a lot of hard work"? - a) Evelyn Bourrier - b) Joyner - c) Scott Klemmer - d) Dr. Basma Hassan Answer: c) Scott Klemmer 3. (E) What does good design work typically not result in? - a) Usable interfaces - b) Wall-hanging artwork - c) Alternative design ideas - d) Effective user experiences Answer: b) Wall-hanging artwork 4. (E) What is one of the biggest mistakes in design according to Joyner? - a) Using art in interface design - b) Failing to understand users or tasks - c) Including too many alternatives - d) Relying on creativity Answer: b) Failing to understand users or tasks 5. (E) True or False: Designing user interfaces requires artistic talent. Answer: False --- Intermediate Questions (I) 6. (I) According to Scott Klemmer, what is needed to design pretty good user interfaces? - a) Advanced software tools - b) Basic methods, techniques, and principles - c) A team of creative individuals - d) Expert-level drawing skills Answer: b) Basic methods, techniques, and principles 7. (I) What is a major benefit of exploring multiple design alternatives? - a) It ensures the final design will be unique - b) It helps identify the best combination for the final product - c) It eliminates creativity from the process - d) It reduces brainstorming time Answer: b) It helps identify the best combination for the final product 8. (I) True or False: Success in the early stages of design depends on limiting alternatives to avoid confusion. Answer: False 9. (I) What advice is given to avoid being influenced by an existing system’s interface during brainstorming? - a) Enhance the current system first - b) Distance yourself from existing solutions - c) Focus solely on one design alternative - d) Avoid user input early on Answer: b) Distance yourself from existing solutions 10. (I) True or False: Final designs are often a mix of earlier design alternatives. Answer: True 11. (I) What is one reason learners may feel unsure about their design abilities? - a) Lack of formal training in art - b) Limited creativity - c) Poor guidance from instructors - d) Overemphasis on technical skills Answer: b) Limited creativity 12. (I) True or False: Jumping straight to interface design is considered a common mistake in design. Answer: True 13. (I) Why should designers avoid settling on a single design idea too early? - a) It limits creativity - b) It reduces user satisfaction - c) It complicates the prototyping process - d) It wastes resources Answer: a) It limits creativity 14. (I) What type of learners have a distinct advantage in design, according to the lecture? - a) Learners with advanced technical skills - b) Learners with talent and creativity - c) Learners with managerial experience - d) Learners with access to the best tools Answer: b) Learners with talent and creativity 15. (I) True or False: A single alternative is sufficient in the early stages of design. Answer: False --- Hard Questions (H) 16. (H) According to Joyner, what is the second biggest mistake designers make? - a) Jumping straight to the interface - b) Settling on a single genre of design ideas too early - c) Failing to understand users - d) Using outdated design methods Answer: b) Settling on a single genre of design ideas too early 17. (H) True or False: The creativity of designers is irrelevant in the context of HCI. Answer: False 18. (H) What does the lecture suggest about following design tips and guidelines? - a) They guarantee success if strictly followed - b) They should not replace creativity - c) They are irrelevant in modern design - d) They make design easy for everyone Answer: b) They should not replace creativity 19. (H) True or False: Enhancing an existing system often prevents designers from being creative. Answer: True 20. (H) What is the recommended approach to brainstorming sessions in design? - a) Focus on refining one strong idea - b) Explore as many alternatives as possible - c) Avoid combining ideas from different designs - d) Limit brainstorming to small groups Answer: b) Explore as many alternatives as possible Lec 5 : Prototyping Questions: Interaction Design Easy (5 Questions) 1. (E) What is the primary goal of prototyping in HCI? o a) To perfect the final design o b) To create a static model of the product o c) To test and analyze ideas o d) To finalize user requirements Answer: c) To test and analyze ideas 2. (E) True or False: Prototyping is only about making visually appealing designs. Answer: False 3. (E) Which of the following is a type of low-fidelity prototyping? o a) Fully interactive digital mockups o b) Storyboarding o c) Animated prototypes o d) High-end simulation tools Answer: b) Storyboarding 4. (E) True or False: Low-fidelity prototypes are cost-effective and promote creativity. Answer: True 5. (E) Which of these is an advantage of low-fidelity prototyping? o a) Accurate simulation of user interactions o b) Quick to develop and inexpensive o c) Requires advanced skills and tools o d) Provides near-final representation of the product Answer: b) Quick to develop and inexpensive Intermediate (10 Questions) 6. (I) Why is prototyping considered resource-efficient? o a) It eliminates the need for feedback o b) It prevents full-scale errors early o c) It skips testing phases o d) It finalizes designs faster Answer: b) It prevents full-scale errors early 7. (I) True or False: A prototype that evolves into the final product is called throwaway prototyping. Answer: False 8. (I) Which tool is commonly used in high-fidelity prototyping? o a) Paper sketches o b) Index cards o c) Advanced design software o d) Sticky notes Answer: c) Advanced design software 9. (I) What is a limitation of low-fidelity prototypes? o a) They require expensive tools o b) They provide limited realism o c) They are too detailed to modify o d) They focus only on visual appeal Answer: b) They provide limited realism 10. (I) True or False: High-fidelity prototypes are best for testing basic navigation flow. Answer: False 11. (I) Which type of prototyping is discarded after feedback is collected? a) Evolutionary prototyping b) Throwaway prototyping c) High-fidelity prototyping d) Collaborative prototyping Answer: b) Throwaway prototyping 12. (I) What does the "Wizard of Oz" technique refer to in prototyping? a) Creating animated UI elements b) Testing with a fake but convincing interface c) Building the final product directly d) Adding advanced interactivity early Answer: b) Testing with a fake but convincing interface 13. (I) True or False: High-fidelity prototypes simulate advanced interactions and animations. Answer: True 14. (I) What is NOT a benefit of prototyping? a) Gathering user feedback b) Promoting creativity c) Skipping usability testing d) Saving time and resources Answer: c) Skipping usability testing 15. (I) Which approach involves using pen and paper to test navigation ideas? a) High-fidelity prototyping b) Low-fidelity prototyping c) Evolutionary prototyping d) Collaborative prototyping Answer: b) Low-fidelity prototyping Difficult (5 Questions) 16. (D) Why should prototypes not be too similar to the final product? a) It may confuse users as the final product b) It delays the design process c) It makes them difficult to test d) It reduces user expectations Answer: a) It may confuse users as the final product 17. (D) What was the tool used by Spotify for its high-fidelity prototyping? a) Paper sketches b) Basic design software c) Figma d) Index cards Answer: c) Figma 18. (D) What is a disadvantage of high-fidelity prototyping? a) Low user engagement b) Higher development costs c) Lack of interactivity d) Inability to test specific UI elements Answer: b) Higher development costs 19. (D) Which type of prototyping focuses on continuous improvement until it becomes the final product? a) Evolutionary prototyping b) Throwaway prototyping c) Static prototyping d) Incremental prototyping Answer: a) Evolutionary prototyping 20. (D) True or False: High-fidelity prototypes are recommended for testing rough design concepts. Answer: False Lec 6 : UX Research Methods Easy Level (1-7) 1. UX research is a way of generating insights about users, their behavior, and needs. o True or False Answer: True 2. Quantitative research focuses on subjective insights. o True or False Answer: False 3. Usability testing helps to test interface designs and find what works. o True or False Answer: True 4. Attitudinal research focuses on measuring user actions. o True or False Answer: False 5. Behavioral research studies how users interact with the interface. o True or False Answer: True 6. Generative research is used to create new ideas and insights. o True or False Answer: True 7. Debugging applications is an example of UX research. o True or False Answer: False Medium Level (8-14) 8. What is the goal of quantitative research? o a) To generate subjective insights o b) To collect and analyze numerical data o c) To identify user behavior visually o d) To explore abstract concepts Answer: b) To collect and analyze numerical data 9. How does generative research differ from evaluative research? o a) It focuses on validating existing designs o b) It aims to inspire creativity and ideas o c) It emphasizes product usability testing o d) It is limited to statistical analysis Answer: b) It aims to inspire creativity and ideas 10. Which of these is an example of evaluative research? o a) Brainstorming sessions o b) Usability testing o c) Co-design workshops o d) Card sorting Answer: b) Usability testing 11. What is the benefit of user personas in UX design? o a) To generate fictional user data o b) To identify user needs and guide solutions o c) To replace usability testing o d) To analyze heat maps Answer: b) To identify user needs and guide solutions 12. When is behavioral research preferred over attitudinal research? o a) When observing real user actions o b) When measuring user satisfaction o c) When understanding user beliefs o d) When conducting surveys Answer: a) When observing real user actions 13. What are focus groups used for in UX research? o a) Debugging software errors o b) Collecting feedback from a group of users o c) Measuring system performance o d) Analyzing application runtime Answer: b) Collecting feedback from a group of users 14. Which method provides insights into how users organize information? o a) Surveys o b) Card sorting o c) Usability testing o d) Heat maps Answer: b) Card sorting Hard Level (15-20) 15. Why is combining qualitative and quantitative methods beneficial in UX research? o a) To reduce the cost of testing o b) To gain a comprehensive understanding of users o c) To focus only on statistical data o d) To skip usability testing Answer: b) To gain a comprehensive understanding of users 16. What is a limitation of attitudinal research? o a) It is subjective and prone to bias o b) It requires numerical data for insights o c) It focuses only on user actions o d) It cannot be combined with behavioral research Answer: a) It is subjective and prone to bias 17. When is generative research particularly useful? o a) For developing brand-new designs o b) For validating interface usability o c) For identifying existing design flaws o d) For measuring visual interface appeal Answer: a) For developing brand-new designs 18. Which research method uses visual data to track user focus? o a) Card sorting o b) Surveys o c) Eye-tracking o d) Focus groups Answer: c) Eye-tracking 19. What does heat map analysis provide in UX research? o a) Insights into user navigation patterns o b) Statistical insights on user preferences o c) User opinions on product features o d) Feedback on design effectiveness Answer: a) Insights into user navigation patterns 20. What is a challenge when conducting focus groups? o a) Difficulty in collecting numerical data o b) Risk of groupthink or biased responses o c) Limited ability to observe real user actions o d) High cost of conducting multiple sessions Answer: b) Risk of groupthink or biased responses Lec 7: Section 1: Importance of Validation and Testing 1. What is the primary purpose of validation and testing in software development? a) Reducing project duration b) Detecting and fixing errors early c) Increasing project costs d) Adding unnecessary steps Answer: b 2. Which of the following is NOT a benefit of validation and testing? a) Improved user satisfaction b) Ensuring software quality c) Eliminating development costs d) Detecting errors early Answer: c 3. Thorough testing directly impacts: a) Hardware requirements b) User frustration and adoption rates c) Development team salaries d) Software installation time Answer: b Section 2: Types of Validation and Testing 4. What does unit testing focus on? a) Full system functionalities b) Individual components or units of code c) Security vulnerabilities d) User experience Answer: b 5. Which type of testing checks the interactions between components? a) System testing b) User Acceptance Testing c) Integration testing d) Unit testing Answer: c 6. What does system testing evaluate? a) Individual classes b) The complete software system c) Third-party integrations only d) The software’s cost-efficiency Answer: b 7. User Acceptance Testing is primarily conducted by: a) Developers b) Test automation tools c) End-users d) Project managers Answer: c Section 3: Unit Testing 8. The main goal of unit testing is to: a) Identify usability issues b) Validate isolated code components c) Check performance under workload d) Test security features Answer: b 9. Unit testing benefits include all of the following EXCEPT: a) Early error detection b) Easier debugging c) Improved code quality d) Reducing system-wide bugs without additional testing Answer: d 10. What is a common method used in unit testing? a) Manual performance evaluation b) Writing test cases for specific inputs and outputs c) Stress-testing user interfaces d) Simulating cyber-attacks Answer: b Section 4: Integration Testing 11. What does integration testing primarily verify? a) The entire system’s usability b) Compatibility between hardware components c) Interactions and data exchange between code components d) Code efficiency in real-world scenarios Answer: c 12. Which problem is commonly identified during integration testing? a) Syntax errors b) Unit-level bugs c) Communication and compatibility issues d) Usability challenges Answer: c Section 5: System Testing 13. Which of these is NOT a focus area of system testing? a) Functionality b) Performance c) Team collaboration d) Security Answer: c 14. System usability is assessed during which phase of system testing? a) Functionality testing b) Performance testing c) Usability testing d) Security testing Answer: c 15. Testing for vulnerabilities to attacks falls under: a) Security testing b) Unit testing c) Usability testing d) Real-world testing Answer: a Section 6: User Acceptance Testing (UAT) 16. UAT evaluates software based on: a) Design aesthetics b) End-user perspectives and needs c) Developer preferences d) System architecture Answer: b 17. Feedback collection during UAT helps ensure: a) Faster coding b) Compliance with user requirements c) Error-free integration d) Efficient system-wide testing Answer: b 18. Real-world scenarios are primarily tested in: a) System testing b) UAT c) Unit testing d) Integration testing Answer: b Section 7: Continuous Testing and Automation 19. What does automation in testing achieve? a) Eliminates the need for debugging b) Makes tests run frequently and efficiently c) Reduces the number of test cases d) Simplifies the software’s architecture Answer: b 20. Continuous delivery focuses on: a) Debugging faster b) Delivering updates and new features reliably c) Improving unit tests d) Testing system performance under extreme load Answer: b