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. Participants - design - tester






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. Time - finance - personnel - laboratory






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






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






6. 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






7. Overload - Feedback - Recognition/Recall - Orientation






8. Physical - cultural - functional - informational






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






10. 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






11. 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






12. 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






13. 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






14. 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






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






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






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






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






19. 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






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






21. Menu options create small articulatory distance






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






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






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






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






26. 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






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






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






29. 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






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






32. Goals - Execution - World - Evaluation






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






35. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






39. 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






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






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






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






43. Observation - elicitation






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






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






46. 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






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






48. 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






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






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