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






2. Time - finance - personnel - laboratory






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






4. 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






5. 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






6. Observation - elicitation






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






8. 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






9. Goals - Execution - World - Evaluation






10. 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






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






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






14. 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






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






16. 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


17. Progressive Disclosure - Constraints






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






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






20. Comprehensibility and learnability






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






22. Unscientific - Partial - Unstable - Inconsistent - Personal






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






24. 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


25. 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






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






27. Participants - design - tester






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






29. 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






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






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






32. 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






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






34. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






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






39. 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






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






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






42. Overload - Feedback - Recognition/Recall - Orientation






43. 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






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. 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






46. 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






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






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






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






50. Primary - secondary - facilitator - indirect