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. 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






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






3. 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






4. Primary - secondary - facilitator - indirect






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






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






7. Direct - indirect - ethnographic observation - distributed cognition






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






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






10. Overload - Feedback - Recognition/Recall - Orientation






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






12. Progressive Disclosure - Constraints






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






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






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






16. Time - finance - personnel - laboratory






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






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






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






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






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






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






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






25. 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






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. Observation - elicitation






28. 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






29. 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






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






31. 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






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






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






34. 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






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






36. 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






37. 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






38. Location - Logical Grouping - Conventions - Redundancy






39. 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






40. 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






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






42. Physical - cultural - functional - informational






43. Comprehensibility and learnability






44. 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






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






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






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






48. 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






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






50. Participants - design - tester