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. 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






2. Progressive Disclosure - Constraints






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






4. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






7. Goals - Execution - World - Evaluation






8. 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


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






10. 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






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






12. 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






13. 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






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






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






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






17. 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






18. Location - Logical Grouping - Conventions - Redundancy






19. 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


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






21. 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






22. 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






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






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. 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






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






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. 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






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






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






31. 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






32. 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






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






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






35. Menu options create small articulatory distance






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. Time - finance - personnel - laboratory






38. Direct - indirect - ethnographic observation - distributed cognition






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






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






41. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






45. 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






46. 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






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






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






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






50. Observation - elicitation