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. Direct - indirect - ethnographic observation - distributed cognition






2. 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






3. Unscientific - Partial - Unstable - Inconsistent - Personal






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






5. Comprehensibility and learnability






6. Participants - design - tester






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


8. Goals - Execution - World - Evaluation






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






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






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






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






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






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






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






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






17. 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






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






19. Time - finance - personnel - laboratory






20. Observation - elicitation






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






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






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






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






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






26. 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






27. 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


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






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






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






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






33. 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






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






35. 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






36. 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






37. 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






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






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






40. 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






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






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






43. Overload - Feedback - Recognition/Recall - Orientation






44. 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






45. 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






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






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






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






49. 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






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