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






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






3. 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






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






5. Direct - indirect - ethnographic observation - distributed cognition






6. 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


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






8. 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






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






10. Physical - cultural - functional - informational






11. Progressive Disclosure - Constraints






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






13. 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






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






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






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






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






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






19. Observation - elicitation






20. 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






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






22. Menu options create small articulatory distance






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






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. Overload - Feedback - Recognition/Recall - Orientation






26. 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






27. Unscientific - Partial - Unstable - Inconsistent - Personal






28. 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






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






30. Goals - Execution - World - Evaluation






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






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






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






34. 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






35. 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


36. 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






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






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






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






40. 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






41. 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






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






43. 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






44. Primary - secondary - facilitator - indirect






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






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






47. Location - Logical Grouping - Conventions - Redundancy






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






49. Time - finance - personnel - laboratory






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