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






2. 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






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






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






5. 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






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






7. Direct - indirect - ethnographic observation - distributed cognition






8. Time - finance - personnel - laboratory






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






10. 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






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






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






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






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






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






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






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






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






19. 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


20. Goals - Execution - World - Evaluation






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






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






23. Comprehensibility and learnability






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






25. Location - Logical Grouping - Conventions - Redundancy






26. 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






27. Intention formation - specification of the action - and the execution stages are complex - Require a rather accurate mental model of the computer's internal processing






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






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






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






31. 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






32. 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






33. Overload - Feedback - Recognition/Recall - Orientation






34. 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






35. 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


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






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






38. Physical - cultural - functional - informational






39. 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






40. Progressive Disclosure - Constraints






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






42. 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






43. 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






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






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






46. 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






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






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






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






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