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. Location - Logical Grouping - Conventions - Redundancy






2. 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






3. Unscientific - Partial - Unstable - Inconsistent - Personal






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






5. 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






6. 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






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






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






10. Direct - indirect - ethnographic observation - distributed cognition






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






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






13. Primary - secondary - facilitator - indirect






14. 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






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






16. 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






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






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






19. 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






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






21. 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


22. Time - finance - personnel - laboratory






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






24. 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






25. Observation - elicitation






26. Progressive Disclosure - Constraints






27. 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


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






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






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






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






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






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






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






35. Participants - design - tester






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






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






38. 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






39. 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






40. 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






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






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






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






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






45. 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






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






47. Comprehensibility and learnability






48. 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






49. Overload - Feedback - Recognition/Recall - Orientation






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