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. Participants - design - tester






2. 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






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






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






5. Direct - indirect - ethnographic observation - distributed cognition






6. 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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7. 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






8. Goals - Execution - World - Evaluation






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






10. 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






11. 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






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






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






14. Observation - elicitation






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






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






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






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






19. 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






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






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






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






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






25. 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






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






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






28. Physical - cultural - functional - informational






29. 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






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






31. 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






32. Progressive Disclosure - Constraints






33. Primary - secondary - facilitator - indirect






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






35. Overload - Feedback - Recognition/Recall - Orientation






36. 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






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






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






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






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






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






42. 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






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






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






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






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






47. Unscientific - Partial - Unstable - Inconsistent - Personal






48. 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






49. 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






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