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






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






3. Time - finance - personnel - laboratory






4. Primary - secondary - facilitator - indirect






5. 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






6. 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






7. 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






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






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






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






11. 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






12. Progressive Disclosure - Constraints






13. 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






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






15. 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






16. 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






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






18. 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






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






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






21. 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


22. 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


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






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






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






26. Participants - design - tester






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






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






29. Observation - elicitation






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






31. Goals - Execution - World - Evaluation






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






34. 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






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






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






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






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






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






40. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






44. 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






45. 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






46. Menu options create small articulatory distance






47. 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






48. Overload - Feedback - Recognition/Recall - Orientation






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






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