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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. Observation - elicitation






2. 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






3. Goals - Execution - World - Evaluation






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






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






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






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






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. Time - finance - personnel - laboratory






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. 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






12. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






17. 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






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






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. 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






21. Physical - cultural - functional - informational






22. 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






23. Direct - indirect - ethnographic observation - distributed cognition






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






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






26. 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






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






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






29. 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






30. 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






31. 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






32. Unscientific - Partial - Unstable - Inconsistent - Personal






33. 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






34. Overload - Feedback - Recognition/Recall - Orientation






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






36. 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






37. Primary - secondary - facilitator - indirect






38. Menu options create small articulatory distance






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






40. 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






41. 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






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






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






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






45. 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






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






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






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






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






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







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