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






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






3. 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






4. 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






5. 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






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






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






8. 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






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






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






11. Physical - cultural - functional - informational






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






13. 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






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






15. 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






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






17. Progressive Disclosure - Constraints






18. 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


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






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






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






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






23. 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






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






25. Goals - Execution - World - Evaluation






26. 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






27. Unscientific - Partial - Unstable - Inconsistent - Personal






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






29. Comprehensibility and learnability






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 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






32. 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






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






34. Participants - design - tester






35. Location - Logical Grouping - Conventions - Redundancy






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






37. Overload - Feedback - Recognition/Recall - Orientation






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






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






40. Observation - elicitation






41. Direct - indirect - ethnographic observation - distributed cognition






42. Primary - secondary - facilitator - indirect






43. 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






44. 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






45. 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






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






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






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






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






50. 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