Applied Human Computer Interaction

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1
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In Kirsh’s coin-counting study, which result most strongly supports the claim that physical manipulation of information reduces cognitive load?

Participants who grouped coins into piles completed the task faster and with fewer errors than those who kept the layout static.

2
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In tutorials, you have been asked to define the user’s problem for the project with WorkSafe NZ. Which of the following best describes the problem faced by the project managers as described in the case study?

The manager's problem is that his or her work is difficult due to a large volume data arising from the many inter-relationships and the inter-dependencies between them that is frequently changing making it difficult to assess the consequences of the changes and to plan to mitigate them.

3
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Which one of the Gestalt Principles is described as follows:

"Description: Elements that appear to move together are grouped together. Example: In an animated user interface, users perceive them as part of the same action or group when related items slide or fade in simultaneously. This principle is used to communicate the interconnection of elements during transitions."

Common Fate

4
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A new tablet app arranges several action buttons so close together that users frequently trigger the wrong one. Referring to the Nielsen Norman Group (NN/g) study on optimal touch-target size and spacing for iPad apps, which redesign is most likely to reduce fat-finger errors while still conserving on-screen information density?

Scaled-up targets with guided spacing – Expand every button to roughly 1 cm × 1 cm (the NN/g minimum for dependable selection) and add a slim, uniform margin—about 6–8 pixels—around each, creating clearly separated activation zones that remain visually compact.

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Researchers may prefer a between-subjects experimental design instead of a within-subjects design when they want to:

Eliminate learning and carry-over effects by ensuring each participant encounters only one condition, even if it means recruiting a larger sample.

6
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Heuristic evaluation and cognitive walkthrough are classified as usability inspection methods. What is the difference in purpose between a heuristic evaluation vs. a cognitive walkthrough?

A heuristic evaluation purpose is to identify issues or deficiencies with the usability of a UI/system.

In a cognitive walkthrough the purpose is to assess the learnability of a UI.

7
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You are conducting a Critical Decision Method (CDM) interview with a paramedic who managed a mass casualty incident. After gathering their initial unstructured account of the event, you begin asking them to help re-arrange the sequence of events using sticky notes. The paramedic becomes more relaxed and starts identifying key moments where decisions were made.

Which step of the CDM interview procedure are you currently applying?

Constructing the incident timeline and engaging the participant in identifying decision points for further probing

8
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Which of the following best describes the elements of the concept of usability as proposed by Jonathan Grudin?

A. Ease of control and freedom, ease of learning, match between system and the real world, user satisfaction, and ease of recognition.

B. Ease of remembering, ease of recall, ease of use, ease of error recognition, ease of system help, and user satisfaction.

C. Ease of learning, ease of error recovery, ease of remembering, ease of use, and user satisfaction.

D. Ease of use, ensure minimalist design, avoid errors, ensure flexibility of use, speak the user's language, and user satisfaction

C. Ease of learning, ease of error recovery, ease of remembering, ease of use, and user satisfaction.

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How many usability evaluators do you need to assess and identify most (more than 80%) of the usability issues in a system?

5 expert evaluators

10
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What are the analysis criteria for a cognitive walkthrough? Select all that apply.

A. Will users see the button or menu item, e.g. by which the next action is actually achieved? i.e., will the button for the next action be visible to the user?

B. Once the users find the correct action at the interface: Will users associate the correct action with the result they’re trying to achieve?

C. Will users notice the correct action is available? Is the correct action obvious to the user?

D. Will users try to achieve the right or intended result?

A. Will users see the button or menu item, e.g. by which the next action is actually achieved? i.e., will the button for the next action be visible to the user?

B. Once the users find the correct action at the interface: Will users associate the correct action with the result they’re trying to achieve?

C. Will users notice the correct action is available? Is the correct action obvious to the user?

D. Will users try to achieve the right or intended result?

11
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According to Tullis (1990), there are several parameters that can be controlled to improve Visual Search Performance. Which of the following statements best describes relationships between these parameters?

Reference – Tullis, T. S. (1990). The formatting of alphanumeric displays: A review and analysis. In M. Venturino (Ed.), Selected Readings in Human Factors (pp. 371–396). CA: The Human Factors Society.

A. As long as the global density is less than 50%, there can be as many separate visual groups of data as needed.

B. Layout complexity is a way to assess the predictability of finding data on an information display and is the least important because visual symmetry is more important than item position predictability.

C. When headings of sections of data or a fill-in form are clear, and the data does not occupy more than 62% of the display space that is within an area subscribed by a 5-degree visual angle, we can expect that a reader will be faster at finding information.

D. Visual search performance will decrease if we have few visual groups of data that are occupy as much display space as possible to ensure as much information as possible is located within the group.

C. When headings of sections of data or a fill-in form are clear, and the data does not occupy more than 62% of the display space that is within an area subscribed by a 5-degree visual angle, we can expect that a reader will be faster at finding information.

12
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An emergency services researcher is applying the Critical Decision Method (CDM) to investigate how ambulance commanders make decisions during high-stress incidents. During interviews, one participant repeatedly refers to a prior, similar incident when explaining their current decision-making process. What does this primarily reveal about the participant’s cognitive strategy, and how should it influence the design of support systems?

The participant relies on analogical reasoning, suggesting that system designs should incorporate case-based prompts or visualizations to support memory-based retrieval in dynamic contexts.

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A senior emergency dispatcher is managing a large-scale road traffic accident involving multiple casualties. During the retrospective CDM interview, the dispatcher describes the following moment:

"As soon as I heard it involved a school bus, I immediately dispatched two ambulances and a supervisor without checking how many injuries were confirmed. I’ve seen similar calls escalate rapidly. It reminded me of the train crash we had two years ago, same time of day, lots of kids involved. I didn’t want to waste time verifying if the call was exaggerated."

Which of the following strategies is most likely being demonstrated by the dispatcher?

Options:

A. Waiting for real-time verification and numerical confirmation of casualties before initiating action.

B. Applying a predefined protocol that mandates the same response regardless of context.

C. Drawing on prior experience to recognize a familiar situation and rapidly act without comparing multiple options.

D. Systematically evaluating multiple response options before deciding on the optimal one.

C. Drawing on prior experience to recognize a familiar situation and rapidly act without comparing multiple options.

14
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Which of the following is an advantage of using the Critical Decision Method (CDM) in field research?

A. It prioritizes hypothetical scenario evaluation over real-world experience.
B. It requires advanced recording technology and multiple analysts for accurate results.
C. It is portable, easy to learn, and provides useful insights from a small number of interviewees.
D. It is designed to statistically validate decision-making models across large populations.

C. It is portable, easy to learn, and provides useful insights from a small number of interviewees.

15
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In which of the following scenarios is the Critical Decision Method (CDM) most suitable for use?

A. Measuring how often customer service representatives adhere to call scripts in routine inquiries.

B. Analyzing how warehouse staff remember inventory codes during typical daily operations.

C. Evaluating how clerical staff follow standardized steps to complete payroll forms each week.

D. Investigating how an experienced air traffic controller handled an unexpected aircraft emergency during peak traffic hours.

D. Investigating how an experienced air traffic controller handled an unexpected aircraft emergency during peak traffic hours.

16
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Which of the following best describes the “Wizard of Oz” or WOZ technique?

A. The WOZ technique is high fidelity prototype that uses paper mockups to simulate a computer system so that when the user interacts with the software it is as though the user is interacting with the system.

B. The Wizard of Oz is a small shy man who operates a large artificial image of himself from behind a screen where no one can see him.

C. All the above

D. None of the above.

E. The WOZ technique is a low fidelity prototyping method where a human simulates a computer so that when the user interacts with the software it is as though the user is interacting with the system.


E. The WOZ technique is a low fidelity prototyping method where a human simulates a computer so that when the user interacts with the software it is as though the user is interacting with the system.

17
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A startup is preparing for a major release of its mobile application. The team wants to detect usability issues without user bias and has limited access to real users. They are also short on time. Which UX evaluation method would be most appropriate, and why?

A. Run alpha testing by releasing a beta version to external users to collect experiential feedback with open-ended questions.

B. Perform a cognitive walkthrough with the marketing team to ensure product-market fit and identify emotional impact triggers.

C. Conduct a heuristic evaluation using internal UX experts to identify usability issues based on established principles without needing real users.

D. Launch a large-scale A/B test to measure behavioral differences between interface versions using real-time usage data.


C. Conduct a heuristic evaluation using internal UX experts to identify usability issues based on established principles without needing real users.

18
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During early-stage design of a cross-platform productivity tool, the UX team is debating whether to use horizontal, vertical, or throwaway prototyping. Their goal is to test a wide range of features to explore user preferences across multiple devices. Which approach is most appropriate, and why?

A. Throwaway prototyping, because it avoids commitment to any design and provides measurable user behavior data for deployment readiness.

B. Vertical prototyping, because it allows in-depth testing of a single critical feature across all devices, ensuring performance is robust.

C. Horizontal prototyping, because it offers a broad overview of multiple interface features, helping gauge user expectations and consistency across platforms.

D. Horizontal prototyping, because it produces final designs with full back-end functionality, ideal for immediate A/B testing.


C. Horizontal prototyping, because it offers a broad overview of multiple interface features, helping gauge user expectations and consistency across platforms.

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True or False: A well-constructed persona should be based on real user data and include goals, behaviors, and motivations.

A. True – Personas should reflect actual user research findings to guide design decisions.

B. False – Including motivations and goals in personas may bias the design process.

C. False – Personas are fictional characters and do not need to be based on user data.

D. True – Personas only need to include demographic details to be effective.


A. True – Personas should reflect actual user research findings to guide design decisions.

20
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True or False: User journey maps help designers understand the sequence of actions users take, including their goals, emotions, and pain points throughout an experience.

A. False – User journey maps are used to describe developer workflows, not user experiences.

B. False – User journey maps focus only on interface elements and do not include emotions or pain points.

C. True – User journey maps are primarily used to list technical system features in order.

D. True – User journey maps capture the steps users take along with their emotional states and challenges.


D. True – User journey maps capture the steps users take along with their emotional states and challenges.

21
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What is the difference between a heuristic evaluation and a usability test? Choose all that apply.

A. A heuristic evaluation is a usability inspection method and therefore does not need to involve the participation of end-users; whereas in a usability test end-users will participate in operating the system under specified conditions and the evaluator will measure the time it takes to complete a task or count the steps to complete a task.

B. A heuristic evaluation can be conducted under any setting, while a usability test requires some users to perform a set of given tasks in a controlled setting.

C. A heuristic evaluation is a usability evaluation method that does not require a person with expert knowledge to perform the evaluation. Hence any evaluator will be equally effective in identifying usability problems. Usability tests simply mean asking the users questions about their satisfaction with using the system or prototype.

D. All the above

E. None of the above


A. A heuristic evaluation is a usability inspection method and therefore does not need to involve the participation of end-users; whereas in a usability test end-users will participate in operating the system under specified conditions and the evaluator will measure the time it takes to complete a task or count the steps to complete a task.

B. A heuristic evaluation can be conducted under any setting, while a usability test requires some users to perform a set of given tasks in a controlled setting.

22
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A company has approached you to assess the usability of an improved version of an existing system. The improvements include changes to the navigation, the location of key information to make them more visible, altered the text and field labels to make it easier for the customer to complete their purchases, and introduced a new automated system for the user to input their credit card details without storing it on their company’s servers. What would you propose to do for the client? Select the most informative (one) answer.

A. Conduct a usability test on the improved system only, measuring performance of the new system interface using measures such as time to complete, errors, and number of steps.

B. Conduct an A-B test by running both systems simultaneously but in different geographical regions and collecting data via web analytics to determine if the improvements have led to improvements in sales.

C. Conduct an experiment to compare the performance between the old and the improved system assessing each new feature separately so as not to confound the results of the experiment.

D. Evaluate the usability of the new improvements using heuristic evaluation using 5 experts from your company.


C. Conduct an experiment to compare the performance between the old and the improved system assessing each new feature separately so as not to confound the results of the experiment.

23
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Nielsen/Norman’s usability heuristic evaluation workbook lists 10 heuristics where users of a piece of software might experience difficulties.  One of these heuristics is the “Aesthetic and Minimalist Design” heuristic, which is explained as: “Interfaces should not contain information that is irrelevant or rarely needed. Every extra unit of information in an interface competes with the relevant units of information and diminishes their relative visibility.”  

The following question provides an explanation of the theories or principles relating to this usability. Which answer best explains the principle or theory’s contribution to the usability heuristic?

Miller’s Magical 7 ± 2 chunks of information (select ONE best answer)

A. Miller’s research tells us that people generally have a limited working memory capacity of 7±2 chunks of information. As people are presented with more information, older chunks of information are forgotten as new chunks are remembered. Therefore we should attempt to group the information on the display in meaningful ways to minimise their memory loads.

B. Miller’s research tells us that people generally have a limited working memory capacity of 7±2 chunks of information. Therefore we should not create designs that require a user to hover or click a visual object on the display, e.g. a box representing a project at WorkSafe, to drill down to reveal more data, e.g. start dates, end dates, resources allocated, persons assigned, and to then repeat the process so that they can compare which project will be delayed as a result of changes. Users will not have the working memory capacity to remember all the data for each project and to also compare them between projects to determine which projects will be most badly affected by the change.

C. Miller’s research tells us that people generally have a limited working memory capacity of 7±2 chunks of information. When the person’s memory capacity is full, they will have to refresh their memories to remember more. Therefore we should design information displays with 7±2 chunks of data at a time. Additional information can be presented once the user learns the first set of data.

D. People usually have a small mental capacity for thinking so we should reduce the number of items that the user has to look at, read and understand. We should therefore minimise the number of pieces of data on the display.


C. Miller’s research tells us that people generally have a limited working memory capacity of 7±2 chunks of information. When the person’s memory capacity is full, they will have to refresh their memories to remember more. Therefore we should design information displays with 7±2 chunks of data at a time. Additional information can be presented once the user learns the first set of data.

24
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A UX team observes from web analytics that users spend unusually long times on the product’s FAQ page, but still rate the product low on the System Usability Scale (SUS). What is the most insightful analysis the team can make to inform their next UX design iteration?

A. The long time spent suggests strong engagement, and the SUS score should be considered an outlier.

B. The extended time on FAQ and low SUS score together imply usability issues elsewhere; users may be struggling to find or understand core functions, requiring a qualitative investigation.

C. Since time-on-page is high, the FAQ design is successful, and future iterations should focus on cosmetic UI changes to improve user sentiment.

D. Users likely enjoy reading detailed content, and the FAQ should be expanded to other sections for consistency.

B. The extended time on FAQ and low SUS score together imply usability issues elsewhere; users may be struggling to find or understand core functions, requiring a qualitative investigation.

25
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Which type of research method typically involves gathering numerical data and conducting statistical analysis?

A. In-depth interviews

B. Usability testing

C. Quantitative research

D. Qualitative research

Quantitative research

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Why is anthropometric data essential when designing input devices such as keyboards or game controllers?

A. Because it helps match the physical dimensions and capabilities of users, improving comfort and reducing the risk of strain or injury.

B. Because it provides insight into how groups of users socially engage with devices in shared environments.

C. Because it allows designers to predict user behavior and motivation when interacting with technology.

D. Because it ensures that devices function consistently across different operating systems.

A. Because it helps match the physical dimensions and capabilities of users, improving comfort and reducing the risk of strain or injury.

27
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What is the main difference between qualitative and quantitative research in HCI?

A. Qualitative research is faster and less resource-intensive than quantitative research.

B. Qualitative research is conducted in controlled environments, while quantitative research occurs in natural settings.

C. Qualitative research emphasizes subjective insights, while quantitative research deals with objective measurements.

D. Qualitative research focuses on numerical data, while quantitative research relies on text and visual data.

C. Qualitative research emphasizes subjective insights, while quantitative research deals with objective measurements.

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What research method involves asking open-ended questions to gain insights into user experiences and preferences?

Interviews

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Which research method is most suitable for collecting large-scale, structured data from a diverse user population?

Surveys

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What type of research method is best suited for understanding the emotional reactions and subjective experiences of users?

Interviews

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A user interface (UI) for a medical diagnosis tool includes subtle color changes to represent urgency levels, auditory alerts for critical updates, and vibration feedback on a wearable device. From a design perspective based on the ABCS framework, which combination of user characteristics is most relevant to evaluating the effectiveness of this interface?

A.Social Factors and Anthropometrics, since collaborative use and ergonomic device fit are central to emergency healthcare settings.

B. Anthropometrics and Cognition, as the tool must accommodate the physical interaction space and mental effort needed for diagnosis.

C. Cognition and Behavior, as success depends on how users perceive sensory inputs and make decisions under pressure using learned knowledge.

D. Behavior and Auditory System, because understanding user hearing ranges and perceptual thresholds is key to interpreting audio feedback effectively.

C. Cognition and Behavior, as success depends on how users perceive sensory inputs and make decisions under pressure using learned knowledge.

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A development team is creating a VR training simulator for firefighters. To enhance spatial awareness, they incorporate audio cues using Head-Related Transfer Functions (HRTF). Which of the following best explains why using HRTF improves the user experience in this scenario?

A. HRTF allows the system to suppress ambient noise, helping users focus on voice commands regardless of direction.

B. HRTF provides higher frequency amplification to make all audio cues clearer, regardless of their spatial origin or the listener’s movement.

C. HRTF enables the simulation of realistic three-dimensional sound cues based on the listener’s physical ear and head structure, aiding in accurate localization of events such as crackling fires or collapsing beams.

D. HRTF uses fixed sound channels to maintain consistent audio output across different users, ensuring uniform training conditions.

C. HRTF enables the simulation of realistic three-dimensional sound cues based on the listener’s physical ear and head structure, aiding in accurate localization of events such as crackling fires or collapsing beams.

33
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Which of the following best illustrates the meaning behind the distorted proportions of the cortical homunculus diagram?

A. It maps how much sensory, or motor function is required for each body part, with larger representations indicating greater neurological processing.

B. It highlights the physical size of body parts as they appear in reality, useful for ergonomic design considerations.

C. It ranks body parts based on their visual prominence in everyday human perception.

D. The diagram shows how the size of a body part determines its strength in muscle activity during physical tasks.

A. It maps how much sensory, or motor function is required for each body part, with larger representations indicating greater neurological processing.

34
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In the ABCS framework of user characteristics, why is it important to consider "Social factors" during the design of collaborative software tools?

A.Because users may experience physical fatigue when working in groups for long periods.

B. Because group-based systems must support both visual and auditory feedback for all users.

C. Because design must account for the users’ social context, relationships, and interaction dynamics within a group environment.

D. Because users' behaviors are predictable when they follow similar learning patterns in group settings.

C. Because design must account for the users’ social context, relationships, and interaction dynamics within a group environment.

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What is whiteboarding in the context of design, and when is it typically used in the design thinking double diamond process?

Whiteboarding is the process of sketching and discussing concepts on a whiteboard to externalize mental models, and it is used during the "Define" phase of the double diamond process

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Which of the following correctly describes attributes of usability? Select all that apply.

A. Ease of learning

B. Ease of remembering

C. Ease of intuitiveness

D. User friendliness

A. Ease of learning

B. Ease of remembering

C. Ease of intuitiveness

D. User friendliness

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What does the term "persona" refer to in the context of HCI design?

A fictional character representing a user group

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If a usability experimenter wants to ensure there are no ordering or learning (training) effects caused by the influence of participants’ experience on one set of tasks to their performance on the next set, which experimental design should be chosen?

Between-participants design

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What is the primary purpose of mapping out the user journey in HCI analysis?

To visualize and understand the user's interactions and experiences.

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A website for online shopping has inconsistent navigation menus and terminology across different sections, causing confusion and frustration among users trying to find specific products. Identify the usability principle that has been violated

The violation is related to "Match Between System and the Real World," as the website uses inconsistent terminology and navigation.

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What is the primary goal of the analysis phase in HCI when translating user data and usage data?

To identify usability issues in the interface.

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What is storyboarding in the context of design, and when is it typically used in the design thinking double diamond process?

Storyboarding involves drawing and explaining design concepts through pictures and sketches, and it is used during the "Define" phase of the double diamond process

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True or False: A “design critique” is a 2-way discussion technique used to identify good and poor aspects of a design, and to then devise improvements to the understanding of the problem or the design of a system before it is built

True

44
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According to the Norman Nielsen Group, what are the 6 steps in the Design Thinking cycle?

Empathize, Define, Ideate, Prototype, Test, Implement

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A banking app requires users to enter their account details multiple times during a single transaction, leading to user frustration and errors in completing transactions. Identify the usability principle violated

The violation is related to "Recognition Rather Than Recall," as users are required to recall account details repeatedly

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What does Fitts' Law predict in the context of HCI?

The time it takes to move to a target area

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In the context of HCI, what does the term 'affordance' refer to?

The relationship between a user and an object

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Which usability evaluation method involves real users performing tasks with a system while observers note any issues?

Usability Testing

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What is the main advantage of using low-fidelity prototypes in the design process?

They require less time and resources to create

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True or False: Usability testing should be conducted at the end of the development process to identify and fix all issues before release.

False

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True or False: A heuristic evaluation is typically performed by end-users of the system

False

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28. True or False: Personas are created based on real user data and represent the needs and behaviors of a user group

True

53
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Match the following usability principles with their descriptions:

Answers:

Visibility of system status -

Match between system and the real world

User control and freedom

The system should always keep users informed about what is going on.

Users often choose system functions by mistake and need a clearly marked "emergency exit."

The system should speak the users' language and follow real-world conventions.

Visibility of system status - The system should always keep users informed about what is going on.

Match between system and the real world - The system should speak the users' language and follow real-world conventions.

User control and freedom - Users often choose system functions by mistake and need a clearly marked "emergency exit."

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Scenario: A mobile app's navigation menu has icons without labels, causing confusion among users trying to find specific features. Identify the usability principle violated and propose a solution

The violation is related to "Visibility of system status." The solution is to add labels to the icons to improve clarity and usability.

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Scenario: During a usability test, users repeatedly fail to complete a task because the necessary button is hidden in a dropdown menu. What usability principle is violated, and how would you address it?

The violation is related to "Recognition rather than recall." The solution is to make frequently used buttons more visible and accessible

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Which usability principle emphasizes the importance of users being able to undo and redo actions easily?

User Control and Freedom

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What is the primary goal of using personas in the design process?

To represent the typical user and their needs, goals, and behaviors

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Which of the following is an advantage of using A/B testing in usability evaluation

It allows for the comparison of two design variations based on real user data

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What is the primary purpose of a cognitive walkthrough in usability evaluation?

To evaluate the ease with which new users can learn to use the interface

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Which of the following scenarios best illustrates the complete application of the OODA Loop in a user’s interaction with a complex system?

 

A user notices an unexpected drop in system performance, checks sensor data and historical logs, considers possible causes, chooses the most likely solution, and executes the fix.

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What is the primary goal of usage research data elicitation?

To understand how users interact with a product in real-world settings

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Why is it important to consider user emotions and feelings in user journey mapping during the analysis phase of HCI?

To understand the holistic user experience.

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A dashboard system for emergency responders displays multiple data streams location, vitals, and status updates while requiring manual input during interventions. During high-pressure events, responders often input the wrong data despite having the correct intention. Which design modification best addresses the attention-related issue?

Implement a ‘confirm input’ dialogue and multimodal feedback (e.g., vibration and audio cues) to minimize slips of action and guide attention.

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A mobile app frequently used by field technicians introduces a new feature that replaces a familiar menu-based navigation with gesture controls. Many users report confusion and slower task performance despite completing the tutorial. Based on memory principles, which strategy would best support effective user adaptation?

Include repetitive gesture practice within real tasks and gradually fade prompts to support implicit procedural memory formation.

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A design team is evaluating a voice-controlled interface for a collaborative industrial environment with loud machinery and frequent team interactions. Which of the following design considerations best reflects a comprehensive application of the ABCS Framework?

Designing the interface to recognize individual speech patterns, support hands-free interaction, minimize cognitive overload, and facilitate seamless team communication.

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A user interface designer is developing educational software aimed at helping users master a sequence of keyboard shortcuts. Based on memory types and learning principles, which combination of interface strategies is most likely to support both initial learning and long-term retention?

Use bright colors and sounds for each shortcut to leverage sensory memory, and repeat sequences frequently to promote muscle memory through procedural learning.