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






2. 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






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






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






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






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






8. 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






9. 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






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






12. 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






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






14. 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






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






16. 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






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






18. 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






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






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






21. Goals - Execution - World - Evaluation






22. Progressive Disclosure - Constraints






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






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






25. Direct - indirect - ethnographic observation - distributed cognition






26. Overload - Feedback - Recognition/Recall - Orientation






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






28. 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






29. Observation - elicitation






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






31. Participants - design - tester






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






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






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






35. 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






36. 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


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






38. Location - Logical Grouping - Conventions - Redundancy






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






40. Physical - cultural - functional - informational






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






42. 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






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






44. 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






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






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






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






48. 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






49. Comprehensibility and learnability






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