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. Goals - Execution - World - Evaluation






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






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. 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






5. Progressive Disclosure - Constraints






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






7. 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






8. Time - finance - personnel - laboratory






9. Primary - secondary - facilitator - indirect






10. Direct - indirect - ethnographic observation - distributed cognition






11. Physical - cultural - functional - informational






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






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






14. 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






15. Overload - Feedback - Recognition/Recall - Orientation






16. Comprehensibility and learnability






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






18. 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






19. 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


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






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






22. 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






23. 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






24. 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


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






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






28. 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






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






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






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






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






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






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






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






37. 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






38. Unscientific - Partial - Unstable - Inconsistent - Personal






39. Menu options create small articulatory distance






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






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






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






43. 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






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






45. 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






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






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






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






49. 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






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