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. 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






2. 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


3. 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






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






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






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






7. 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






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






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






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






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






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






13. 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






14. Overload - Feedback - Recognition/Recall - Orientation






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






16. Unscientific - Partial - Unstable - Inconsistent - Personal






17. 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






18. 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






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






20. Physical - cultural - functional - informational






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






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






23. 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






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






25. Menu options create small articulatory distance






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. 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






28. 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






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






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






31. 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






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






33. Time - finance - personnel - laboratory






34. 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






35. Primary - secondary - facilitator - indirect






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






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






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






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






40. Goals - Execution - World - Evaluation






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






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






43. 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






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






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






46. 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






47. Direct - indirect - ethnographic observation - distributed cognition






48. Observation - elicitation






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






50. Participants - design - tester