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






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






3. 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






4. 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






5. Physical - cultural - functional - informational






6. 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






7. 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






8. Participants - design - tester






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






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






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






12. Unscientific - Partial - Unstable - Inconsistent - Personal






13. 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






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






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






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






17. Goals - Execution - World - Evaluation






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






19. 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






20. Direct - indirect - ethnographic observation - distributed cognition






21. 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






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






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






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






25. 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






26. 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






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






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






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






30. 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






31. Primary - secondary - facilitator - indirect






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






33. 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






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






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






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






37. Location - Logical Grouping - Conventions - Redundancy






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






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






40. Observation - elicitation






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






42. Progressive Disclosure - Constraints






43. 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






44. 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






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






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






47. Overload - Feedback - Recognition/Recall - Orientation






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






49. Menu options create small articulatory distance






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