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






2. Participants - design - tester






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






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






5. 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






6. Comprehensibility and learnability






7. 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






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






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






10. 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






11. Location - Logical Grouping - Conventions - Redundancy






12. 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






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






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






15. 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






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






17. 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






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






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






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






23. Primary - secondary - facilitator - indirect






24. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






28. Menu options create small articulatory distance






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






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






31. 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






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






33. 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






34. 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






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






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






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






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






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






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






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






42. 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






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






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






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






46. Goals - Execution - World - Evaluation






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






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






49. 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


50. Progressive Disclosure - Constraints