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Worksheets

MCQs from Chapters 4-7

Total questions: 60

Worksheet time: 30mins

Name
Class
Date
1.

What is a paradigm according to the slides?

a)

A programming model

b)

A belief system or point of view

c)

A software language

d)

A design pattern

2.

Paradigms describe:

a)

Complete reality

b)

Future technologies

c)

One aspect of reality

d)

Marketing concepts

3.

What is a paradigm shift?

a)

A new hardware update

b)

A slow evolution of systems

c)

A sudden change in point of view

d)

A network configuration

4.

Which historical example represents a paradigm shift?

a)

HTML replaced CSS

b)

Sun replaced Earth as center of the universe

c)

Computer replaced typewriter

d)

Mobile apps replacing websites

5.

What does the introduction of the personal computer represent?

a)

Networking

b)

Industrial design

c)

Paradigm shift

d)

Batch processing

6.

Batch processing was typically:

a)

Fast and interactive

b)

Done using graphical interfaces

c)

Performed using slow, expensive machines

d)

Internet-based

7.

What came after batch processing as a paradigm shift?

a)

Virtual reality

b)

Time-sharing

c)

Direct manipulation

d)

WWW

8.

What does time-sharing allow?

a)

One user at a time

b)

Programming in assembly

c)

Many users to access a central computer

d)

Direct network file transfer

9.

What did graphical displays introduce as a paradigm?

a)

Command-line usage

b)

Binary interfaces

c)

Icons, images, and video

d)

Memory management

10.

What is a microprocessor?

a)

A mechanical part

b)

A text editor

c)

A programmable device processing digital data

d)

A hardware accessory

11.

Which paradigm is associated with the World Wide Web?

a)

Batch processing

b)

Direct manipulation

c)

Global information access

d)

Central computing

12.

What does ubiquitous computing represent?

a)

Centralized computing

b)

Limited digital access

c)

Integration of computing into daily life

d)

Gaming systems

13.

Which is a feature of direct manipulation interfaces?

a)

Complex command input

b)

Visibility and rapid feedback

c)

Passive interaction

d)

Hardware-specific input

14.

What does CSCW stand for?

a)

Computer Systems Central Work

b)

Computer Supported Cooperative Work

c)

Collaborative Software Coding Work

d)

Central Shared Code Web

15.

What is context-aware interaction based on?

a)

File naming

b)

Server address

c)

Location, time, and user identity

d)

Operating systems

16.

Which of the following is *not* a stage in the Interaction Design process?

a)

Establishing requirements

b)

Visual design

c)

Designing alternatives

d)

Evaluating

17.

What is the main goal of interaction design?

a)

Aesthetic beauty

b)

Efficiency only

c)

Creating usable products

d)

Maximizing hardware capabilities

18.

Which term describes the degree to which a product is easy to learn and efficient to use?

a)

Efficiency

b)

Usability

c)

Feedback

d)

Visibility

19.

Which of the following is an example of 'Visibility' in design?

a)

The system showing current status

b)

Undo button

c)

Color contrast

d)

Shortcut key

20.

What does 'Feedback' in interaction design refer to?

a)

Designing screen layouts

b)

System's response to user's actions

c)

Reviewing usability tests

d)

User's complaints

21.

Which is a benefit of using scenarios in design?

a)

Reduces user interaction

b)

Helps explore design ideas

c)

Speeds up coding

d)

Decreases memory usage

22.

What is a prototype in interaction design?

a)

A final version of a product

b)

A test version of a product

c)

A low-quality product

d)

A sketch of software architecture

23.

What is meant by 'Constraints' in design principles?

a)

Visual cues

b)

System limitations

c)

Restrictions to prevent errors

d)

Animation rules

24.

Affordances in design refer to:

a)

The price of the product

b)

Features that suggest how to use an object

c)

Hardware requirements

d)

System feedback

25.

What is an essential quality of a good user interface?

a)

Speed of software

b)

Consistency

c)

Number of features

d)

Background color

26.

Which design activity is focused on gathering user needs?

a)

Storyboarding

b)

Evaluation

c)

Requirement gathering

d)

Prototyping

27.

What is the purpose of evaluation in interaction design?

a)

To remove bugs

b)

To compare product prices

c)

To check if the product meets user needs

d)

To finalize graphics

28.

Personas are used in interaction design to:

a)

Represent the development team

b)

Define hardware specifications

c)

Represent typical users

d)

Design database structures

29.

Which of these is *not* a user-centered design principle?

a)

Early focus on users

b)

Evaluate to meet requirements

c)

Assume user errors

d)

Iterative design

30.

Which of the following is a key component of a persona in interaction design?

a)

User's email address

b)

Favorite color

c)

Goals and pain points

d)

Programming language used

31.

What is the goal of software engineering?

a)

Create hardware systems

b)

Focus only on user interface

c)

Address management and technical issues in software development

d)

Develop marketing strategies

32.

What does the software life cycle attempt to identify?

a)

Cost of the software

b)

Users' feedback

c)

Every activity in software development

d)

Hardware limitations

33.

Which model follows a sequence of phases like requirements, design, coding, and testing?

a)

Agile model

b)

Spiral model

c)

Waterfall model

d)

Evolutionary model

34.

In the waterfall model, which phase comes after detailed design?

a)

Requirements specification

b)

Integration testing

c)

Coding and unit testing

d)

Operation and maintenance

35.

What is the goal of requirements specification?

a)

Build the interface

b)

Decide testing methods

c)

Capture what functionality is expected

d)

Perform unit testing

36.

Architectural design allows:

a)

Cost reduction

b)

Random development

c)

Independent development of separate components

d)

Avoiding testing

37.

What is detailed design responsible for?

a)

Integration of system

b)

Complete functionality of components

c)

Graphic interface

d)

User manuals

38.

Integration testing ensures:

a)

Data entry

b)

Component drawing

c)

Correct behavior and resource use

d)

Marketing

39.

What does maintenance involve?

a)

System deployment only

b)

Coding new features only

c)

Correction of errors and revisions

d)

Graphics update

40.

Verification means:

a)

Building the right product

b)

System meets user desires

c)

Building the product right

d)

Ignoring requirements

41.

Validation means:

a)

Building the product right

b)

Coding with documentation

c)

Checking marketing goals

d)

Building the right product

42.

Which ISO standard is related to usability?

a)

ISO 9001

b)

ISO 9241

c)

ISO 27001

d)

ISO 14000

43.

Which of the following is a usability category defined by ISO 9241?

a)

Speed

b)

Accuracy

c)

Efficiency

d)

Size

44.

Which prototype is built, tested, and then discarded?

a)

Evolutionary

b)

Incremental

c)

Throw-away/Rapid

d)

Spiral

45.

What is the purpose of storyboards in prototyping?

a)

Show backend code

b)

Display interface graphically

c)

Provide memory analysis

d)

Describe database schema

46.

What is the goal of interaction design?

a)

Create more code

b)

Improve software architecture

c)

Maximize usability

d)

Design hardware systems

47.

Which of the following captures and reuses design knowledge?

a)

Principles

b)

Guidelines

c)

Design patterns

d)

Standards

48.

Which type of design rule has high authority but limited application?

a)

Principles

b)

Guidelines

c)

Standards

d)

Heuristics

49.

Which design rule type has lower authority but is more general?

a)

Guidelines

b)

Standards

c)

Laws

d)

Requirements

50.

Which principle refers to the ease with which new users begin effective interaction?

a)

Robustness

b)

Learnability

c)

Flexibility

d)

Consistency

51.

What does 'Predictability' in learnability mean?

a)

System's performance

b)

Ability to guess the cost

c)

Ability to predict future actions based on past interaction

d)

Ability to remember layout

52.

Which learnability principle applies prior real-world knowledge to system interaction?

a)

Synthezability

b)

Familiarity

c)

Observability

d)

Responsiveness

53.

Which flexibility principle allows users to switch between different forms of input/output?

a)

Substitutivity

b)

Recoverability

c)

Predictability

d)

Multithreading

54.

What does 'Dialogue initiative' refer to?

a)

How software updates are handled

b)

Freedom from system-imposed constraints on input

c)

Designing layouts

d)

Mapping buttons

55.

Which robustness principle allows users to correct mistakes?

a)

Consistency

b)

Recoverability

c)

Flexibility

d)

Multithreading

56.

What does 'Observability' in robustness mean?

a)

Ability to view the internal state of the system

b)

Ability to avoid errors

c)

System customization

d)

Fast response time

57.

Which term measures the communication rate between system and user?

a)

Robustness

b)

Recoverability

c)

Responsiveness

d)

Flexibility

58.

Task conformance refers to:

a)

Designing for performance

b)

Whether system supports user tasks

c)

Alighting buttons

d)

Hiding errors

59.

What is the purpose of HCI design patterns?

a)

Reuse successful design solutions

b)

Speed up coding

c)

Test performance

60.

Usability in interaction design is measured by:

a)

Efficiency, effectiveness, and satisfaction

b)

Response time only

c)

Security protocols

d)

The number of features included