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






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






3. 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


4. 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






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






6. 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






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






8. 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






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






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






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






12. Menu options create small articulatory distance






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






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






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






17. 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






18. 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






19. Location - Logical Grouping - Conventions - Redundancy






20. 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






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






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






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






24. 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






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






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






27. Observation - elicitation






28. 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






29. Progressive Disclosure - Constraints






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






31. Unscientific - Partial - Unstable - Inconsistent - Personal






32. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






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






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






39. Direct - indirect - ethnographic observation - distributed cognition






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






41. They are not interactive - They cannot be used to calculate response timings - They do not deal with interface issues such as color or font size






42. 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






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






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






45. 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






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






47. Time - finance - personnel - laboratory






48. 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


49. 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






50. Goals - Execution - World - Evaluation