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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. 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






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






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






4. Time - finance - personnel - laboratory






5. The range of possible intentions is consistently wide - users usually have multiple options for specifying action sequences - provide multiple ways of executing action sequence






6. 1.run out of metaphors 2.mixed metaphors 3.carry connotations and association






7. 1. suitable for repetitive tasks 2. sdvantageous for expert users 3.offer direct access to system functionality 4.efficient and powerful 5.not encumbered with graphic controls - low visual load - not taxing on system resource 6. scriptable






8. They can be used early and often - They are inexpensive and easy to create - They make design idea visual - No special knowledge is required - all team members can create them






9. 1.easy to learn2.low memory requirements 3.easy to undo 4.immediate feedback to user actions 5.enable user to use spatial cues 6.easy for beginner






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






11. Structuring the information space - Creating of alternative solutions - Determining which design concept to purse






12. Location - Logical Grouping - Conventions - Redundancy






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






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






15. 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






16. 1.require knowledge of the task domain - 2.may require tedious clarification dialogues - 3.complex system development






17. 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






18. 1. low memory requirements 2. self- explanatory 3.easy to undo errors 4. sppropriate for beginners






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






20. Comprehensibility and learnability






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






22. 1.not self- explanatory 2.inefficient use of screen real estate 3.high graphical system requirements






23. Primary - secondary - facilitator - indirect






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






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






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. Direct - indirect - ethnographic observation - distributed cognition






29. 1.ease of learning - 2.low memory requirement - 3.flexible interaction - 4.low screen requirement - 5. sppropriate for beginner






30. Observation - elicitation






31. They are quick and easy to create - They provide a consistent model for all team members - They are easy to use with other design methods - They make the user real in the mind of the designer






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






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






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






35. Minimize help desk calls - increase product loyalty - Provide benchmarks for future products






36. 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






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






38. Graphical libraries - User interface toolkits - Visual interface builders - Web development tools






39. 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


40. Goals - Execution - World - Evaluation






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






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






43. Menu constraints can help the user to form the proper intentions and specify the proper action sequence - provide a context to evaluate the output language






44. Participants - design - tester






45. 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






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






47. 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


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






49. Establishing the goal - Forming the intention - Specifying the action sequence - Execute the action sequence - Perceiving the world state - Interpreting the perception - Evaluate the interpretation






50. 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






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