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






2. 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






3. 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






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






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






6. Goals - Execution - World - Evaluation






7. Menu options create small articulatory distance






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






9. Comprehensibility and learnability






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






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






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






13. 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






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






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






16. Primary - secondary - facilitator - indirect






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






18. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






21. 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






22. 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






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






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






25. 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






26. 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






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






28. Time - finance - personnel - laboratory






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






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






31. 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






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






33. 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






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. 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






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






37. 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






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






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






40. 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






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






42. 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






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






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






45. 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

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






47. Physical - cultural - functional - informational






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






49. Location - Logical Grouping - Conventions - Redundancy






50. 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