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. Progressive Disclosure - Constraints






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






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






4. 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






5. 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






6. 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






7. 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






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






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






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






11. 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






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






13. Overload - Feedback - Recognition/Recall - Orientation






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






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






16. Location - Logical Grouping - Conventions - Redundancy






17. 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






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






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






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






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






22. 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






23. 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






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






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






26. Unscientific - Partial - Unstable - Inconsistent - Personal






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






28. Physical - cultural - functional - informational






29. 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


30. Direct - indirect - ethnographic observation - distributed cognition






31. 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






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






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






34. Menu options create small articulatory distance






35. Time - finance - personnel - laboratory






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






37. 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






38. 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






39. 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






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






41. Observation - elicitation






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






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






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






45. Goals - Execution - World - Evaluation






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. 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






48. Comprehensibility and learnability






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






50. 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