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






2. Progressive Disclosure - Constraints






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






4. 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






5. 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






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






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






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






9. 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






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






11. Primary - secondary - facilitator - indirect






12. Direct - indirect - ethnographic observation - distributed cognition






13. 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






14. Physical - cultural - functional - informational






15. 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






16. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






19. 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






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






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






22. Time - finance - personnel - laboratory






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






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






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






26. 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






27. 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


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






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






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






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






32. 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






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






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






35. Goals - Execution - World - Evaluation






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






37. 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






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






40. Speech input 1.hands - free operation 2.poor lighting situations 3.mobile application 4.in the home - speech output 5.on - board navigational systems






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






42. Menu options create small articulatory distance






43. 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






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






45. 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






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






47. Overload - Feedback - Recognition/Recall - Orientation






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






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






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