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






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






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






4. 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






5. 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






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






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






8. 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






9. Participants - design - tester






10. 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






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






12. Menu options create small articulatory distance






13. 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






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






15. 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






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






17. 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






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. Unscientific - Partial - Unstable - Inconsistent - Personal






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






21. 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






22. 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


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






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






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






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. Comprehensibility and learnability






28. Time - finance - personnel - laboratory






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






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






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






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






33. 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






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






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






36. 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






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






38. 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






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






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






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






42. Direct - indirect - ethnographic observation - distributed cognition






43. 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






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






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






46. 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






47. Goals - Execution - World - Evaluation






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






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






50. 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