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






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






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






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






5. 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






6. 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






7. Goals - Execution - World - Evaluation






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






9. Physical - cultural - functional - informational






10. 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






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






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






13. Overload - Feedback - Recognition/Recall - Orientation






14. Primary - secondary - facilitator - indirect






15. 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






16. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






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






22. Observation - elicitation






23. 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






24. Participants - design - tester






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






26. 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






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






28. 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






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






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






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






32. 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






33. 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






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






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






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






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






38. 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






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






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






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






42. 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






43. Progressive Disclosure - Constraints






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






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






46. 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






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. Location - Logical Grouping - Conventions - Redundancy






49. Comprehensibility and learnability






50. 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