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. 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


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






3. 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






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






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.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






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






9. Observation - elicitation






10. 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






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






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






13. Direct - indirect - ethnographic observation - distributed cognition






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






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






16. 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






17. Time - finance - personnel - laboratory






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






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






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






21. 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






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






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






24. Primary - secondary - facilitator - indirect






25. Goals - Execution - World - Evaluation






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






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. Menu options create small articulatory distance






29. 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






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






31. 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


32. 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






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






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






35. Progressive Disclosure - Constraints






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






37. Participants - design - tester






38. Overload - Feedback - Recognition/Recall - Orientation






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






40. 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






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






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






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






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






45. Comprehensibility and learnability






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






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






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






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






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