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 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






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






3. Primary - secondary - facilitator - indirect






4. 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






5. 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






6. 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






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






8. 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






9. Physical - cultural - functional - informational






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






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






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






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






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






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






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






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. 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






19. Direct - indirect - ethnographic observation - distributed cognition






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






21. 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






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






23. 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






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






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






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






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






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






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






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






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






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






33. 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






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






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






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






37. Comprehensibility and learnability






38. 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


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






40. Location - Logical Grouping - Conventions - Redundancy






41. 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






42. Goals - Execution - World - Evaluation






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






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






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






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






47. 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






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. Observation - elicitation






50. Overload - Feedback - Recognition/Recall - Orientation