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 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






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






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






4. Menu options create small articulatory distance






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






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






7. 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






8. 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






9. Primary - secondary - facilitator - indirect






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






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






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






13. 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






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






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






16. 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


17. Time - finance - personnel - laboratory






18. 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






19. Observation - elicitation






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






21. Articulatory distance is large because we are presented with the command prompt - no indication of functionality






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






23. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






27. Goals - Execution - World - Evaluation






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






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






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






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






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






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






34. 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






35. 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


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






37. 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






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






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






40. Direct - indirect - ethnographic observation - distributed cognition






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






42. Overload - Feedback - Recognition/Recall - Orientation






43. 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






44. 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






45. Comprehensibility and learnability






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






49. 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






50. 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