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






2. Menu options create small articulatory distance






3. 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






4. 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






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






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






7. Direct - indirect - ethnographic observation - distributed cognition






8. Unscientific - Partial - Unstable - Inconsistent - Personal






9. 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






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






11. 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






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






13. 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






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






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






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






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






19. 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






20. 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






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






22. 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






23. 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






24. 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






25. Goals - Execution - World - Evaluation






26. 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






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






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






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






30. Time - finance - personnel - laboratory






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






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






33. 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






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






35. Progressive Disclosure - Constraints






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






38. Physical - cultural - functional - informational






39. 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


40. Comprehensibility and learnability






41. 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






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






43. 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






44. Participants - design - tester






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






46. 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


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






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






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






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