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






2. Location - Logical Grouping - Conventions - Redundancy






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






4. Goals - Execution - World - Evaluation






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






6. 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






7. Menu options create small articulatory distance






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






9. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






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






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






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






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






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






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






19. 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






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






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






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






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






24. 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

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






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






27. 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






28. Unscientific - Partial - Unstable - Inconsistent - Personal






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






30. 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






31. Physical - cultural - functional - informational






32. 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






33. Primary - secondary - facilitator - indirect






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






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






36. 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






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






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






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






41. Participants - design - tester






42. 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






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






44. Comprehensibility and learnability






45. 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






46. 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






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






48. 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






49. Observation - elicitation






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