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.can gather a great deal of information in little space 4.present a context for input information






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






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






4. 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


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






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






7. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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. Overload - Feedback - Recognition/Recall - Orientation






13. 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






14. 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






15. Comprehensibility and learnability






16. 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






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. Observation - elicitation






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






20. 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






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






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






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






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






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






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






27. 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






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






29. Progressive Disclosure - Constraints






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






31. 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






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






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






34. Goals - Execution - World - Evaluation






35. 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






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






37. 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






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






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






40. Primary - secondary - facilitator - indirect






41. Physical - cultural - functional - informational






42. Time - finance - personnel - laboratory






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






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






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






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






48. 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






49. 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






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