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. 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






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






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






4. Comprehensibility and learnability






5. Location - Logical Grouping - Conventions - Redundancy






6. Time - finance - personnel - laboratory






7. 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






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






9. Primary - secondary - facilitator - indirect






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






11. Unscientific - Partial - Unstable - Inconsistent - Personal






12. 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






13. Physical - cultural - functional - informational






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






15. Progressive Disclosure - Constraints






16. 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






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






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






19. 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






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






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






22. 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






23. 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






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






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






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






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






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






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






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






31. Participants - design - tester






32. 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






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






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






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






36. 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






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






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






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






40. Overload - Feedback - Recognition/Recall - Orientation






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






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






43. Observation - elicitation






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






45. 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


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






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






48. 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






49. Goals - Execution - World - Evaluation






50. Menu options create small articulatory distance