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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. 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






2. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






7. 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

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8. Time - finance - personnel - laboratory






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






10. 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






11. Observation - elicitation






12. Goals - Execution - World - Evaluation






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






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






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






16. 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

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






18. 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






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






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






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






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






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






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






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






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






27. 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






28. Progressive Disclosure - Constraints






29. 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






30. 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






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






32. Comprehensibility and learnability






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






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






35. 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






36. 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






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






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






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






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






42. 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






43. Direct - indirect - ethnographic observation - distributed cognition






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






45. 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






46. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






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