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. 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






2. Physical - cultural - functional - informational






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






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






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






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






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






9. 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






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






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






12. 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






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






14. 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






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






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






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






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






19. 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






20. Location - Logical Grouping - Conventions - Redundancy






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






22. Comprehensibility and learnability






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






24. 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






25. 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






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






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






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






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






30. Observation - elicitation






31. Menu options create small articulatory distance






32. 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






33. 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






34. 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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35. 1. speech recognition 2. semantic - grammar issues - vague meanings - contradictory statement






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






37. 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






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






39. 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






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






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






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






43. Progressive Disclosure - Constraints






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






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






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






47. Goals - Execution - World - Evaluation






48. 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






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






50. Direct - indirect - ethnographic observation - distributed cognition