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






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






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






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






5. Comprehensibility and learnability






6. 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






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






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. 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






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






11. 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






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






13. Menu options create small articulatory distance






14. Observation - elicitation






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






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






17. 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






18. Overload - Feedback - Recognition/Recall - Orientation






19. 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






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






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






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






23. 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






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. 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






26. 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


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






28. Direct - indirect - ethnographic observation - distributed cognition






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






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






31. 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






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






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






34. 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






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






36. Progressive Disclosure - Constraints






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






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






39. Participants - design - tester






40. Time - finance - personnel - laboratory






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






42. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






46. 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






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






48. 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






49. Location - Logical Grouping - Conventions - Redundancy






50. 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