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






2. Progressive Disclosure - Constraints






3. 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






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






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






6. 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






7. 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






8. 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






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






11. Goals - Execution - World - Evaluation






12. 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






13. 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






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






15. 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






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






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






18. 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






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






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






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






22. Participants - design - tester






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






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






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






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






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






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






29. 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






30. Menu options create small articulatory distance






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






32. Comprehensibility and learnability






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






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






35. 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






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






37. 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






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

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39. Primary - secondary - facilitator - indirect






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






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






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






43. Overload - Feedback - Recognition/Recall - Orientation






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






45. 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






46. Location - Logical Grouping - Conventions - Redundancy






47. 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






48. 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






49. Time - finance - personnel - laboratory






50. 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