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






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






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






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






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






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






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






10. 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






11. Menu options create small articulatory distance






12. Location - Logical Grouping - Conventions - Redundancy






13. 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


14. 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






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






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






17. Primary - secondary - facilitator - indirect






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






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






20. Goals - Execution - World - Evaluation






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






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






23. 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






24. 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






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






26. 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






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






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






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






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






31. Unscientific - Partial - Unstable - Inconsistent - Personal






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






33. 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






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






35. 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






36. Comprehensibility and learnability






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






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






39. 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


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






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






42. 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






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






44. 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






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






46. Time - finance - personnel - laboratory






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






48. 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






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






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