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






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






3. Primary - secondary - facilitator - indirect






4. 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






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






6. 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






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






8. 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






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






10. 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






11. 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






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






13. Observation - elicitation






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






15. Physical - cultural - functional - informational






16. Direct - indirect - ethnographic observation - distributed cognition






17. 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


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






19. Menu options create small articulatory distance






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






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






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






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






24. Progressive Disclosure - Constraints






25. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






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






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






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






34. 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






35. Comprehensibility and learnability






36. 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






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






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






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. Overload - Feedback - Recognition/Recall - Orientation






41. 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






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






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






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






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






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






47. 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






48. Participants - design - tester






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






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