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






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






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






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






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






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






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






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






9. Unscientific - Partial - Unstable - Inconsistent - Personal






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






11. Goals - Execution - World - Evaluation






12. Menu options create small articulatory distance






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






14. 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






15. 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

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






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






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






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






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






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






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






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






24. 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






25. 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






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






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






29. Progressive Disclosure - Constraints






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






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






32. 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






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






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






35. 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






36. 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






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






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






39. 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






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






41. 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






42. 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






43. Observation - elicitation






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. 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






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. Overload - Feedback - Recognition/Recall - Orientation






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






49. 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






50. 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







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