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






3. 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






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






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






6. Direct - indirect - ethnographic observation - distributed cognition






7. 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






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






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






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






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






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






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






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






15. Progressive Disclosure - Constraints






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






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






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






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






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






21. Overload - Feedback - Recognition/Recall - Orientation






22. 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






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






24. 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






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






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






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






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






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






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






31. Participants - design - tester






32. Location - Logical Grouping - Conventions - Redundancy






33. 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






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






35. 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






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






37. Primary - secondary - facilitator - indirect






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. 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


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






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






42. 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






43. 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






44. 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






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






46. 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






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






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






49. 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






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