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






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






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






5. Overload - Feedback - Recognition/Recall - Orientation






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






7. 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






8. Direct - indirect - ethnographic observation - distributed cognition






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






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






11. Goals - Execution - World - Evaluation






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






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






14. 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






15. 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






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






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






18. 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






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






20. 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


21. 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


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






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






24. 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






25. Progressive Disclosure - Constraints






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






27. 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






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






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






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






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






32. Participants - design - tester






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






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






35. Primary - secondary - facilitator - indirect






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






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






38. 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






39. 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






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






41. 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






42. Time - finance - personnel - laboratory






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






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






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






46. 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






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






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






49. 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






50. Observation - elicitation