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






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






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






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






5. Direct - indirect - ethnographic observation - distributed cognition






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






7. Goals - Execution - World - Evaluation






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






9. 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






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






11. Location - Logical Grouping - Conventions - Redundancy






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






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






14. 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






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






16. Comprehensibility and learnability






17. 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






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






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






20. Observation - elicitation






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






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






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






25. 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






26. 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


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






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






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






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






32. 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






33. 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






34. 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






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






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






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






38. 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






39. 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






40. 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






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






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






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






44. 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






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






46. Progressive Disclosure - Constraints






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






48. Menu options create small articulatory distance






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






50. Primary - secondary - facilitator - indirect