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






2. 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






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






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






5. 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






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






7. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






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






13. Participants - design - tester






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






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






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






17. 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






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






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






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






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






22. 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






23. 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


24. Progressive Disclosure - Constraints






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






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






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






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






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






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






31. Physical - cultural - functional - informational






32. 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






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






34. Time - finance - personnel - laboratory






35. 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






36. 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






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






38. Primary - secondary - facilitator - indirect






39. Direct - indirect - ethnographic observation - distributed cognition






40. 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






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






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






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






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






45. Overload - Feedback - Recognition/Recall - Orientation






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






47. Menu options create small articulatory distance






48. 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






49. 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






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