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






2. 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






3. Observation - elicitation






4. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






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






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






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






11. 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






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






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






14. 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






15. Goals - Execution - World - Evaluation






16. Unscientific - Partial - Unstable - Inconsistent - Personal






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






18. 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






19. Primary - secondary - facilitator - indirect






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






21. 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






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






23. 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


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






25. Progressive Disclosure - Constraints






26. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






32. 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






33. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






38. Comprehensibility and learnability






39. 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






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






41. Time - finance - personnel - laboratory






42. 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






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






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






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






46. 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






47. 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






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






49. 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






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