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






2. 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






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






4. Physical - cultural - functional - informational






5. 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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6. 1.rapid and inflexible navigation 2.inefficient for large menu navigation 3.inefficient use of screen real estate 4. slow for expert






7. Time - finance - personnel - laboratory






8. 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






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






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






11. 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






12. Participants - design - tester






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






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






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






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






17. Overload - Feedback - Recognition/Recall - Orientation






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






19. 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






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






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






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






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






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






25. Progressive Disclosure - Constraints






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






27. 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






28. Unscientific - Partial - Unstable - Inconsistent - Personal






29. 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






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






31. 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






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






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






34. 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






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






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






37. Direct - indirect - ethnographic observation - distributed cognition






38. 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






39. Location - Logical Grouping - Conventions - Redundancy






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






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






42. 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






43. 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






44. Menu options create small articulatory distance






45. 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






46. Observation - elicitation






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






48. 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






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






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