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. 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






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






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






4. Direct - indirect - ethnographic observation - distributed cognition






5. Progressive Disclosure - Constraints






6. 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






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






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






9. 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






10. 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






11. 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






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. Goals - Execution - World - Evaluation






14. 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






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






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






17. Primary - secondary - facilitator - indirect






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






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






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






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






22. Menu options create small articulatory distance






23. Location - Logical Grouping - Conventions - Redundancy






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






25. 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






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






27. 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






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






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






30. Observation - elicitation






31. 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






32. 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






33. 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






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






35. 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






36. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






41. 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






42. 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






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






44. 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


45. Comprehensibility and learnability






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






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






48. Time - finance - personnel - laboratory






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






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