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






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






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






4. 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


5. 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






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






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






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






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






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






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






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






13. Overload - Feedback - Recognition/Recall - Orientation






14. 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






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






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






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






19. 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






20. Observation - elicitation






21. Time - finance - personnel - laboratory






22. 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






23. Direct - indirect - ethnographic observation - distributed cognition






24. 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






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






26. Goals - Execution - World - Evaluation






27. 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






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






29. 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






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






31. 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






32. Physical - cultural - functional - informational






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






34. Participants - design - tester






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






36. 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






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






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






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






40. 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






41. Menu options create small articulatory distance






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






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






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






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






46. Comprehensibility and learnability






47. 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






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






49. 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


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