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






2. 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






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






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






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






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






7. Unscientific - Partial - Unstable - Inconsistent - Personal






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






9. 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






10. 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






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






12. 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






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






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






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






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






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






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






19. 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






20. Comprehensibility and learnability






21. Participants - design - tester






22. 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






23. Menu options create small articulatory distance






24. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






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






29. 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






30. 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






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






32. 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






33. 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






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






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






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






37. Goals - Execution - World - Evaluation






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






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






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






41. Physical - cultural - functional - informational






42. 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






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






44. 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






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






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






47. Observation - elicitation






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






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






50. 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






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