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.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






2. 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


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. Goals - Execution - World - Evaluation






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






6. 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






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






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






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






10. Progressive Disclosure - Constraints






11. Comprehensibility and learnability






12. 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






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






14. Time - finance - personnel - laboratory






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






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






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






18. 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


19. 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






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






21. 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






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






23. Location - Logical Grouping - Conventions - Redundancy






24. Observation - elicitation






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






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






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






28. Physical - cultural - functional - informational






29. 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






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






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






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






33. 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






34. Overload - Feedback - Recognition/Recall - Orientation






35. Direct - indirect - ethnographic observation - distributed cognition






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






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






38. 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






39. 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






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






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






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






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






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






45. Participants - design - tester






46. 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






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






48. Primary - secondary - facilitator - indirect






49. 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






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