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. 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


2. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






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






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






10. 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






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






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






13. 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






14. Comprehensibility and learnability






15. 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






16. 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


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






18. 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






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






20. 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






21. Primary - secondary - facilitator - indirect






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






23. Time - finance - personnel - laboratory






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






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






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






27. 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






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






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






30. 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






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






32. Goals - Execution - World - Evaluation






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






34. Progressive Disclosure - Constraints






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






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






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






38. 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






39. 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






40. Menu options create small articulatory distance






41. 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






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






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






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






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






46. Location - Logical Grouping - Conventions - Redundancy






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






48. 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






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






50. Physical - cultural - functional - informational