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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. They are not interactive - They cannot be used to calculate response timings - They do not deal with interface issues such as color or font size






2. 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






3. 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






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






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






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






7. Unscientific - Partial - Unstable - Inconsistent - Personal






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. Goals - Execution - World - Evaluation






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






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






12. 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






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






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






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






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






17. Comprehensibility and learnability






18. Primary - secondary - facilitator - indirect






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






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






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






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






24. Observation - elicitation






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






26. 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






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






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






29. 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


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






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






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






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






34. 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






35. 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






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






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






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






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






40. Participants - design - tester






41. 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






42. Direct - indirect - ethnographic observation - distributed cognition






43. 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






44. 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






45. 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






46. Physical - cultural - functional - informational






47. 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






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






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






50. Time - finance - personnel - laboratory






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