Top 250+ Solved Usability Engineering MCQ Questions Answer
Q. Regarding constraints:
a. they are based on the idea that the difficulty of dealing with a novel situation is related to the number of possibilities.
b. they can be divided into physical, semantic, political, and logical constraints.
c. the trash can was used to eject a diskette.
d. they describe the range of possible actions
Q. What is a principal limitation of multimedia as a means for presenting educational material, according to Rogers and Aldrich (1996)?
a. learners may fixate on just one medium, such as text, and not process further information available in other medi
b. learners may hop between media and only partially process the information in each one.
c. learners may feel that they are being patronised
d. learners may need tools to help them keep track of the information with which they have and have not yet engage
Q. If the user wants to place the document somewhere in the file system hierarchy, he can request this function from the menu.
a. explicitly
b. implicitly
c. habitually
d. properly
Q. Which of the following is the comparison of what happened in the world with what we wanted to happen?
a. action
b. evaluation
c. execution
d. none of these
Q. The communication problem involves the
a. manager and the analyst
b. operate and the computer
c. analyst and the programmer
d. programmer and the computer
Q. What are the elements of the Gulf of Execution?
a. information processing elements involved in working out what the system did
b. information processing elements involved in working out how to interact with the system
c. forming intentions, specifying right action, selecting appropriate interface mechanism.
d. processing the interface, interpreting interface information, and assessing information meaning.
Q. What was an important early drawback of the Clearboard system by Ishii et al. (1993).
a. it required people to move to a dedicated video conferencing facility at their workplace
b. as people moved closer tothe board to talk with a remote colleague, the video system no longer picked them up
c. people found it uncomfortable to interact “looking down” at a colleague.
d. all of the above.
Q. When brainstorming, which of the following are recognised techniques for getting unstuck:
a. pretend it’s magic.
b. pretend it’s human.
c. renaming
d. all of the above
Q. Which of the following are not the components of the HCIapproach to design?
a. tasks
b. humans
c. usability
d. technology
Q. Which of the following statements is true?
a. a good ui design doesn’t save money as it is expensive
b. bad ui design doesn’t really affect the reputation of the company
c. a good ui design saves time and effort
d. the ui design doesn’t matter as long as the product is great
Q. Select the heuristic principle to describe the given statementbelow:Always keep user informed about what is going on, through appropriate feedback within reasonable time.
a. error prevention
b. help and documentation
c. visibility of system status
d. consistency and standard
Q. Choose the suitable method to apply the criteria below:Data can be collected in database for analysis Present result clearlyResponses are usually received quickly
a. interview
b. questionnaire
c. research
d. observation
Q. Advantages:question can be varied to suit context DisadvantagesTime consumingChoose the Evaluation query technique based on above statement
a. questionnaire
b. protocol analysis
c. interview
d. review-based evaluation
Q. What is an affinity diagram?
a. a diagram showing the degree of connection between people in social networks
b. a diagram used to show people\s cultural affinities or sense of belonging to groups.
c. a diagram that organises individual ideas and insights into a hierarchy showing themes
d. a variant of a tag cloud that is generated from think-aloud protocols.
Q. Which is the best definition of an interaction paradigm?
a. in broad terms, the kind of technical and software framework within which human system interaction takes place (e.g., wimp, mobile, tangible)
b. 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)
c. 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)
d. the conceptual model used to guide the design of the interface.