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. Observation - elicitation






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






3. Goals - Execution - World - Evaluation






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






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






6. 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






7. Overload - Feedback - Recognition/Recall - Orientation






8. 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






9. 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






10. 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






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






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






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






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. 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






16. Unscientific - Partial - Unstable - Inconsistent - Personal






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






18. 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






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






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






21. 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






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






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






24. Primary - secondary - facilitator - indirect






25. 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


26. 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






27. 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






28. Physical - cultural - functional - informational






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






30. Location - Logical Grouping - Conventions - Redundancy






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






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






33. Time - finance - personnel - laboratory






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






35. 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






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






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






38. Progressive Disclosure - Constraints






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






40. 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






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






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






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






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






45. 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






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






47. 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






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






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






50. 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