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. 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






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






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






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






5. Physical - cultural - functional - informational






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






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






8. Menu options create small articulatory distance






9. Participants - design - tester






10. 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






11. Observation - elicitation






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






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






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






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






17. 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






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






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






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






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






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






23. 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






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






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






26. Comprehensibility and learnability






27. 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






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






29. 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






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






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






32. Overload - Feedback - Recognition/Recall - Orientation






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






34. 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






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






36. 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






37. 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






38. Direct - indirect - ethnographic observation - distributed cognition






39. Goals - Execution - World - Evaluation






40. 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






41. 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


42. Progressive Disclosure - Constraints






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






44. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






48. 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






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






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