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. Comprehensibility and learnability






2. Location - Logical Grouping - Conventions - Redundancy






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






4. 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






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






6. 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






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






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






9. 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






10. Participants - design - tester






11. Overload - Feedback - Recognition/Recall - Orientation






12. 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






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






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






15. 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






16. Progressive Disclosure - Constraints






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






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






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






20. 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






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






22. Observation - elicitation






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






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






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






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






27. 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






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






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






30. Direct - indirect - ethnographic observation - distributed cognition






31. Goals - Execution - World - Evaluation






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






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






34. 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






35. Menu options create small articulatory distance






36. 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






37. 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






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






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






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






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






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






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






44. 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






45. 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






46. Time - finance - personnel - laboratory






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






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






49. Unscientific - Partial - Unstable - Inconsistent - Personal






50. 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