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. 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






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






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






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






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






6. 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






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






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






9. 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






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






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






12. Participants - design - tester






13. Unscientific - Partial - Unstable - Inconsistent - Personal






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






15. Comprehensibility and learnability






16. Time - finance - personnel - laboratory






17. Physical - cultural - functional - informational






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






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






20. Direct - indirect - ethnographic observation - distributed cognition






21. 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






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






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






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






25. 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






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






27. Progressive Disclosure - Constraints






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






29. 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






30. 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






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






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






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






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. Location - Logical Grouping - Conventions - Redundancy






36. 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






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






38. Goals - Execution - World - Evaluation






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






40. 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






41. 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






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






43. Primary - secondary - facilitator - indirect






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






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






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






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






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






50. 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