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. 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


2. Direct - indirect - ethnographic observation - distributed cognition






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






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






5. 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


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






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






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






9. 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






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






11. Goals - Execution - World - Evaluation






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






13. 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






14. 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






15. 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






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






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






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






19. Comprehensibility and learnability






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






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






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






23. Time - finance - personnel - laboratory






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






25. Menu options create small articulatory distance






26. Progressive Disclosure - Constraints






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






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






29. Location - Logical Grouping - Conventions - Redundancy






30. Participants - design - tester






31. Primary - secondary - facilitator - indirect






32. 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






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






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






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






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






37. Physical - cultural - functional - informational






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






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






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






41. 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






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






43. 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






44. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






47. 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






48. 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






49. 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






50. 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