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. 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






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






3. 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






4. Physical - cultural - functional - informational






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






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






7. 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






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






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






10. Time - finance - personnel - laboratory






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






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






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






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






15. Overload - Feedback - Recognition/Recall - Orientation






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






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






18. Comprehensibility and learnability






19. 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






20. 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






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






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






23. Direct - indirect - ethnographic observation - distributed cognition






24. 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


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. Primary - secondary - facilitator - indirect






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






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






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






30. 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






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






32. 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






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






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






35. 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






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






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






38. Goals - Execution - World - Evaluation






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






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






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






42. Participants - design - tester






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






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






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






46. 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


47. Location - Logical Grouping - Conventions - Redundancy






48. 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






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






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