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. Time - finance - personnel - laboratory






2. 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






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






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






5. 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






6. Participants - design - tester






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






8. Primary - secondary - facilitator - indirect






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






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. 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






13. 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






14. 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






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






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






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






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






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






20. Overload - Feedback - Recognition/Recall - Orientation






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






22. 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






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






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






25. Direct - indirect - ethnographic observation - distributed cognition






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






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






28. 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






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






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






31. Observation - elicitation






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






33. 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






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






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






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






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






38. Comprehensibility and learnability






39. 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






40. 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






41. 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






42. 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


43. 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






44. 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






45. 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






46. Goals - Execution - World - Evaluation






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






48. 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






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






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