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






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






3. Comprehensibility and learnability






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






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






6. Primary - secondary - facilitator - indirect






7. 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






8. Participants - design - tester






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






10. 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






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






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






13. 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


14. Menu options create small articulatory distance






15. Goals - Execution - World - Evaluation






16. 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






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






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. Progressive Disclosure - Constraints






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






21. 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






22. Overload - Feedback - Recognition/Recall - Orientation






23. 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






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






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






26. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






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






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






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






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






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






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






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






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






40. 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






41. Location - Logical Grouping - Conventions - Redundancy






42. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






46. 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






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






48. 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






49. 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






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