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. 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






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






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






4. 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






5. 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






6. 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






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






9. Physical - cultural - functional - informational






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






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






12. 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






13. 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






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






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






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






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






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






19. Primary - secondary - facilitator - indirect






20. Location - Logical Grouping - Conventions - Redundancy






21. Observation - elicitation






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






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






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






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






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






27. 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


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






29. Unscientific - Partial - Unstable - Inconsistent - Personal






30. 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






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






32. 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






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






34. 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






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






36. Comprehensibility and learnability






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






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






39. 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






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






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






42. 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






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






44. Direct - indirect - ethnographic observation - distributed cognition






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






46. Progressive Disclosure - Constraints






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






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






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






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