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






3. Primary - secondary - facilitator - indirect






4. 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






5. 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






6. 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






7. 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






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. Observation - elicitation






10. 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






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






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






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






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






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






16. Location - Logical Grouping - Conventions - Redundancy






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






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






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






20. Direct - indirect - ethnographic observation - distributed cognition






21. Unscientific - Partial - Unstable - Inconsistent - Personal






22. 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






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






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






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






27. Comprehensibility and learnability






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






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






30. Time - finance - personnel - laboratory






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






32. 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






33. Menu options create small articulatory distance






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






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






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






37. 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


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






39. 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






40. 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






41. Progressive Disclosure - Constraints






42. Goals - Execution - World - Evaluation






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






44. 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






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






46. 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






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






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






49. 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


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