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. Direct - indirect - ethnographic observation - distributed cognition






2. 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






3. 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






4. 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






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






6. 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






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






8. 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






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. Physical - cultural - functional - informational






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






13. Observation - elicitation






14. Goals - Execution - World - Evaluation






15. Location - Logical Grouping - Conventions - Redundancy






16. 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






17. 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






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






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






20. 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






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






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






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






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






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






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






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






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






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






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






31. 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






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






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






34. 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


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






36. Unscientific - Partial - Unstable - Inconsistent - Personal






37. 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






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. 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






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






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






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






43. Primary - secondary - facilitator - indirect






44. 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






45. 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






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






47. Menu options create small articulatory distance






48. 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






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






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