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






2. 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


3. 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


4. 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






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






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






7. Comprehensibility and learnability






8. Overload - Feedback - Recognition/Recall - Orientation






9. Observation - elicitation






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






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






12. Location - Logical Grouping - Conventions - Redundancy






13. 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






14. Progressive Disclosure - Constraints






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






16. 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






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






18. 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






19. 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






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






21. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






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






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






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






28. 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






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






30. 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






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






32. 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






33. Physical - cultural - functional - informational






34. 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






35. Participants - design - tester






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






37. Translating the user's task language into the input language requires knowledge of the core language - The output language can be confusing for inexperienced users - there is very little feedback






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






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






40. 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






41. Time - finance - personnel - laboratory






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






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






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






45. Unscientific - Partial - Unstable - Inconsistent - Personal






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






47. 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






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






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






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