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






2. 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






3. Comprehensibility and learnability






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






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






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






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






8. 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






9. Time - finance - personnel - laboratory






10. 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






11. 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






12. 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






13. 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






14. Overload - Feedback - Recognition/Recall - Orientation






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






16. 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






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






18. Unscientific - Partial - Unstable - Inconsistent - Personal






19. 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


20. Goals - Execution - World - Evaluation






21. Primary - secondary - facilitator - indirect






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






23. 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


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






25. 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






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






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






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






29. 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






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






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






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






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






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






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






36. Progressive Disclosure - Constraints






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






38. 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






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






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






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






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






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






44. Physical - cultural - functional - informational






45. 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






46. Participants - design - tester






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






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






49. Observation - elicitation






50. 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