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






2. 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






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






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






5. Primary - secondary - facilitator - indirect






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






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






8. 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






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






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






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






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






13. Participants - design - tester






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






15. Physical - cultural - functional - informational






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






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






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






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






20. 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






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






22. 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






23. 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






24. 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

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






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






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






28. Goals - Execution - World - Evaluation






29. 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






30. Overload - Feedback - Recognition/Recall - Orientation






31. 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






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






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






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






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






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






37. 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






38. Progressive Disclosure - Constraints






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. 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






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






42. 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






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






44. Menu options create small articulatory distance






45. Direct - indirect - ethnographic observation - distributed cognition






46. 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






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






48. Observation - elicitation






49. Location - Logical Grouping - Conventions - Redundancy






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