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






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






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






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






5. Observation - elicitation






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






7. Comprehensibility and learnability






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






9. 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






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






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






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






13. Physical - cultural - functional - informational






14. Participants - design - tester






15. 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






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






17. Menu options create small articulatory distance






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






19. 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






20. 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






21. 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






22. 1. speech recognition 2. semantic - grammar issues - vague meanings - contradictory statement






23. Primary - secondary - facilitator - indirect






24. 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






25. 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






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






27. Time - finance - personnel - laboratory






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






30. Unscientific - Partial - Unstable - Inconsistent - Personal






31. 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






32. Goals - Execution - World - Evaluation






33. Overload - Feedback - Recognition/Recall - Orientation






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






35. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






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






40. Location - Logical Grouping - Conventions - Redundancy






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






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






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






44. 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






45. 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


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






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






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






50. 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