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






2. 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






3. 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






4. Primary - secondary - facilitator - indirect






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






6. 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






7. 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






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






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






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






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






12. 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


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






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






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






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






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






18. 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






19. Overload - Feedback - Recognition/Recall - Orientation






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. Physical - cultural - functional - informational






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






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






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






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






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






27. Comprehensibility and learnability






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






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






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






31. 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






32. Time - finance - personnel - laboratory






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






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






35. Participants - design - tester






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






37. Menu options create small articulatory distance






38. Direct - indirect - ethnographic observation - distributed cognition






39. 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






40. 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






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






42. Progressive Disclosure - Constraints






43. 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






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






45. 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






46. 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






47. 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






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






49. Goals - Execution - World - Evaluation






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