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






2. 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






3. 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






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






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






6. Overload - Feedback - Recognition/Recall - Orientation






7. Physical - cultural - functional - informational






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






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






10. Location - Logical Grouping - Conventions - Redundancy






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






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






13. 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






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






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






16. Observation - elicitation






17. 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


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






19. Participants - design - tester






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






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






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






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






24. 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






25. Menu options create small articulatory distance






26. 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






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






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






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






30. Primary - secondary - facilitator - indirect






31. Comprehensibility and learnability






32. 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






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






34. 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


35. 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






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






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






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






39. 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






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






42. Direct - indirect - ethnographic observation - distributed cognition






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






44. 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






45. Time - finance - personnel - laboratory






46. 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






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






48. 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






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






50. 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