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






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






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






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






5. Comprehensibility and learnability






6. Physical - cultural - functional - informational






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






8. 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






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






10. 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






11. 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


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






13. Participants - design - tester






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






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






16. 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






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






18. 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






19. 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






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






21. Overload - Feedback - Recognition/Recall - Orientation






22. Direct - indirect - ethnographic observation - distributed cognition






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






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






25. 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






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






28. 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






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






30. Unscientific - Partial - Unstable - Inconsistent - Personal






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






32. 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






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






34. Primary - secondary - facilitator - indirect






35. 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






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






37. Time - finance - personnel - laboratory






38. 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






39. Menu options create small articulatory distance






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






41. Observation - elicitation






42. 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






43. Location - Logical Grouping - Conventions - Redundancy






44. 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






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






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






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






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






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






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