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






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






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






4. 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






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






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






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






8. Overload - Feedback - Recognition/Recall - Orientation






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






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






11. Unscientific - Partial - Unstable - Inconsistent - Personal






12. 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






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






14. Progressive Disclosure - Constraints






15. Time - finance - personnel - laboratory






16. 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






17. Observation - elicitation






18. 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






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






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






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






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






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






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






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






27. 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






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






29. 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






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






31. 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






32. Comprehensibility and learnability






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






34. 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






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






36. 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






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






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






39. 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






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






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






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






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






44. Location - Logical Grouping - Conventions - Redundancy






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


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






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






48. Participants - design - tester






49. Menu options create small articulatory distance






50. 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