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






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






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






5. Comprehensibility and learnability






6. Location - Logical Grouping - Conventions - Redundancy






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






8. 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






9. 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






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






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






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






13. Participants - design - tester






14. 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






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






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






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






18. 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






19. 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






20. 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






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






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






23. Time - finance - personnel - laboratory






24. 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






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






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






27. 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






28. Menu options create small articulatory distance






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






30. 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


31. Physical - cultural - functional - informational






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






33. Goals - Execution - World - Evaluation






34. Progressive Disclosure - Constraints






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






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






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






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






39. 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






40. 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


41. 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






42. 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






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






44. Direct - indirect - ethnographic observation - distributed cognition






45. Observation - elicitation






46. 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






47. Unscientific - Partial - Unstable - Inconsistent - Personal






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






49. Primary - secondary - facilitator - indirect






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