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






2. Observation - elicitation






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






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






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






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






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






8. Location - Logical Grouping - Conventions - Redundancy






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






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






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






13. 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






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






15. Time - finance - personnel - laboratory






16. 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






17. 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


18. 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






19. Menu options create small articulatory distance






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






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






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






23. 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






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






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






26. 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






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






28. 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






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






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






31. 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






32. Physical - cultural - functional - informational






33. Primary - secondary - facilitator - indirect






34. 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






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






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






37. Overload - Feedback - Recognition/Recall - Orientation






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






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






40. 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






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






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






43. 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


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






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 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






47. Progressive Disclosure - Constraints






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






49. 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






50. Direct - indirect - ethnographic observation - distributed cognition