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. Location - Logical Grouping - Conventions - Redundancy






2. 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






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






4. 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






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






6. 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






7. Physical - cultural - functional - informational






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






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. Time - finance - personnel - laboratory






11. Comprehensibility and learnability






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






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






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






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. 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






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






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






19. 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


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






21. 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






22. Direct - indirect - ethnographic observation - distributed cognition






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






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






25. Participants - design - tester






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






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






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






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






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






31. 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






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






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






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






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






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






37. Progressive Disclosure - Constraints






38. Unscientific - Partial - Unstable - Inconsistent - Personal






39. 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






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






41. 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






42. 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






43. 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






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






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






46. Menu options create small articulatory distance






47. Observation - elicitation






48. 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






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






50. Determine the function of the device - Determine what actions are possible - Determine mapping from intention to physical movement - Perform the action - Determine whether the system is in the desired state - Determine the mapping from system state t