Test your basic knowledge |

Human Computer Interaction

Subject : engineering
Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. Minimize help desk calls - increase product loyalty - Provide benchmarks for future products






2. 1. speech recognition 2. semantic - grammar issues - vague meanings - contradictory statement






3. User interface independence 1.They separate interface design from internals 2.They enable multiple user interface strategies 3. They enable multiple platform support 4. They establish the role of the user interface architect 5. They enforce standards






4. 1.creating descriptions of the people who do the work 2.describing the different goals involved in the work 3.documenting the work step by step 4.creating different stories about how the various aspects of the work are done 5.creating charts and diag






5. 1.rapid and inflexible navigation 2.inefficient for large menu navigation 3.inefficient use of screen real estate 4. slow for expert






6. They only involve the elements that you have written on the cards - They suggest solutions that imply structure - They become difficult to navigate with more categories






7. Functionality->presentation filter | (comprehensibility barrier)| efficiency usability ->|(learnability barrier) | Effectiveness Usefulness






8. They are quick and easy to perform - They can be done before any preliminary designs have been made - They will let you know how people organize information - They will expose underlying structures






9. 1.free phase 2.captive phase 3. termination phase






10. Brainstorming - Card sort - Semantic Networks - Personas - Scenarios - Flowcharts - Cognitive walkthrough - Use cases






11. They allow an easy way to explore the problem space - They provide a way to create clusters of related elements - They provide a graphical view of the problem space - They resonate with the ways in which people process information






12. They make it possible to try out ideas very early - They make it possible to test - revise - test - revise...They engage end users -- managers and customers






13. Direct - indirect - ethnographic observation - distributed cognition






14. They can be difficult to create f the target audience is international - Having too many personas will make the work difficult - There is a risk of incorporating unsupported designer assumption






15. Direct indirect - corporate documentation - logs and notes - questionnaires






16. 1.command line 2.menu- based interface 3.form fill- in 4.question and answers 5.direct manipulation 6.metaphors 7.web navigation 8.3d environments 9.zoomable interface 10.natural language






17. Effectiveness/Usefulness 1.Utility 2.Safety(Recovery) 3.Flexibility(Customization) 4.Stability - Efficiency/Usability






18. Artificial context - Not definitive od product acceptance - Skewed sample of uses - Not always efficient






19. Observation - elicitation






20. Consistency-Correctness - Generalizability - Conventions - Familiarity - Location - Modes






21. Physical - cultural - functional - informational






22. They require knowledge of problem space - They can lead beyond the problem space - There is no formal semantics for defining symbol meaning






23. Ease of Learning - Efficiency of use - Memorability - Error frequency and severity - Subjective satisfaction






24. 1.language is ambiguous 2.meaning depends on context 3.dependent on visual cues






25. We respond first to the intensity of a stimulus and only then do we begin to process its meaning






26. 1.low memory requirements 2. self- explanatory 3.can gather a great deal of information in little space 4.present a context for input information






27. They are not interactive - They cannot be used to calculate response timings - They do not deal with interface issues such as color or font size






28. Speech input 1.hands - free operation 2.poor lighting situations 3.mobile application 4.in the home - speech output 5.on - board navigational systems






29. Use multiple independent evaluators - Use observer to record evaluator - Go through interface several times - Compare interaction against list of heuristics - Use heuristics specific to design - List heuristic problems and how the heuristic is violat

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30. 1.low memory requirement 2. self- explanatory 3. simple linear presentation 4.easy for beginner






31. Location - Logical Grouping - Conventions - Redundancy






32. What it will look like - What components it will require - How the screens will be laid out






33. Participants - design - tester






34. 1. Visibility of System Status 2. Match between System and the Real World 3. User Control and Freedom 4. Consistency and Standards 5. Error Prevention 6. Recognition Rather Than Recall 7. Flexibility and Efficiency of Use 8. Aesthetic and Minimalist

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35. 1.require valid input supplied by user 2.require familiarity with interface control 3.can be tedious to correct mistakes






36. Primary - secondary - facilitator - indirect






37. 1.low command retention 2. steep learning curve 3.high error rates 4.heavy reliance on memory 5.frustrating for novice users






38. Easy and inexpensive to make - Flexible enough to be constantly changed and rearranged - Complete enough to yield useful feedback about specific design questions






39. 1.require valid input in valid format 2.require familiarity with interface control 3.can be tedious to correct mistakes






40. Gulfs of execution relate to the effectiveness principle - Gulfs of evaluation relate to the efficiency principle






41. Articulatory distance is large because we are presented with the command prompt - no indication of functionality






42. Low- fidelity prototypes - Evaluations - Wireframes - Functional prototypes






43. Task analysis - storyboarding - use cases - primary stakeholder profiles






44. 1. the people who are involved with the work 2. the things they use to do the work - 3. the process that are involved in the work - 4. the information required to do the work - 5. the constraints imposed on the work - 6. the inputs required by the wo






45. They increase productivity - They offer constraint and consistency checks - They facilitate team approaches - They ease maintenance






46. Unscientific - Partial - Unstable - Inconsistent - Personal






47. Progressive Disclosure - Constraints






48. Translating the user's task language into the input language requires knowledge of the core language - The output language can be confusing for inexperienced users - there is very little feedback






49. 1.They facilitate the development of design procedures 2.They help in finding ways to talk about design 3.They create project management






50. Time - finance - personnel - laboratory