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






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






4. 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






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






6. Participants - design - tester






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






8. 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






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






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






11. Overload - Feedback - Recognition/Recall - Orientation






12. 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






13. 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






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






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






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






17. Unscientific - Partial - Unstable - Inconsistent - Personal






18. 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






19. Observation - elicitation






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






21. Direct - indirect - ethnographic observation - distributed cognition






22. 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






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






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






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






27. Menu options create small articulatory distance






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






29. 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






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






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






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






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






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






35. Goals - Execution - World - Evaluation






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






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






38. Primary - secondary - facilitator - indirect






39. 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






40. 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

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






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






43. 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






44. 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






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






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






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






48. Time - finance - personnel - laboratory






49. 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






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