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. 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






2. Comprehensibility and learnability






3. 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






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






5. Progressive Disclosure - Constraints






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






7. Unscientific - Partial - Unstable - Inconsistent - Personal






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






9. Observation - elicitation






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






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






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






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






14. Time - finance - personnel - laboratory






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






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






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






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






19. Goals - Execution - World - Evaluation






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






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






22. 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






23. Participants - design - tester






24. 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






25. Direct - indirect - ethnographic observation - distributed cognition






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






27. 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






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






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






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






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






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






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






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






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






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






37. 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






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






39. 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






40. 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






41. 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


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






43. 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






44. Menu options create small articulatory distance






45. 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






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






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






48. 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






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






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