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. Time - finance - personnel - laboratory






2. 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






3. 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


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






5. Comprehensibility and learnability






6. Primary - secondary - facilitator - indirect






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






8. 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






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






10. Direct - indirect - ethnographic observation - distributed cognition






11. 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






12. 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






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






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






15. Participants - design - tester






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






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






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






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






20. Progressive Disclosure - Constraints






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






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






23. 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






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






25. 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






26. 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






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






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






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






30. Location - Logical Grouping - Conventions - Redundancy






31. 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






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






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






34. 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






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






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. 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






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






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






40. Menu options create small articulatory distance






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






42. 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






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






44. 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


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






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






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






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






49. Goals - Execution - World - Evaluation






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






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