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






4. 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






5. 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






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






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






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






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






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






11. Unscientific - Partial - Unstable - Inconsistent - Personal






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






13. Location - Logical Grouping - Conventions - Redundancy






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






15. Overload - Feedback - Recognition/Recall - Orientation






16. 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






17. 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






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






19. Observation - elicitation






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






21. Progressive Disclosure - Constraints






22. 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

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23. Comprehensibility and learnability






24. 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






25. 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






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






27. 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






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






29. 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






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






31. 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






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






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






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






35. Goals - Execution - World - Evaluation






36. Direct - indirect - ethnographic observation - distributed cognition






37. Physical - cultural - functional - informational






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






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






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






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






42. Participants - design - tester






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






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






45. 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






46. 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






47. 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






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






49. Time - finance - personnel - laboratory






50. 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







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