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






2. Comprehensibility and learnability






3. Observation - elicitation






4. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






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






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






13. 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






14. 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


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






16. 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






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






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






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






20. 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


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






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






23. Primary - secondary - facilitator - indirect






24. Progressive Disclosure - Constraints






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






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






27. Goals - Execution - World - Evaluation






28. Time - finance - personnel - laboratory






29. 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






30. Participants - design - tester






31. 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






32. 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






33. 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






34. 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






35. 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






36. 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






37. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






42. 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






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






44. Direct - indirect - ethnographic observation - distributed cognition






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






46. 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






47. Location - Logical Grouping - Conventions - Redundancy






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






49. Menu options create small articulatory distance






50. 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