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. Observation - elicitation






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






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






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






5. 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






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






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






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






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






11. Location - Logical Grouping - Conventions - Redundancy






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






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






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






15. 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






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






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






18. Unscientific - Partial - Unstable - Inconsistent - Personal






19. 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






20. Comprehensibility and learnability






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. 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






23. Goals - Execution - World - Evaluation






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






25. 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






26. 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






27. 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






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






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






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






31. Overload - Feedback - Recognition/Recall - Orientation






32. Primary - secondary - facilitator - indirect






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






34. Progressive Disclosure - Constraints






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






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






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






38. 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

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






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






41. 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






42. 1. speech recognition 2. semantic - grammar issues - vague meanings - contradictory statement






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






44. 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






45. 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






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






47. Time - finance - personnel - laboratory






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. 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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50. Participants - design - tester