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. 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






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






3. Observation - elicitation






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






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






6. 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






7. Unscientific - Partial - Unstable - Inconsistent - Personal






8. Menu options create small articulatory distance






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






10. Participants - design - tester






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






12. 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






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






14. 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






15. 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






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






17. 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






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






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






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






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






22. Time - finance - personnel - laboratory






23. 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






24. Comprehensibility and learnability






25. 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






26. 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






27. Progressive Disclosure - Constraints






28. 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






29. Goals - Execution - World - Evaluation






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






31. Overload - Feedback - Recognition/Recall - Orientation






32. 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






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






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






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






36. 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

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37. 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






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






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






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






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






42. 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






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






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






45. 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






46. 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

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






48. Physical - cultural - functional - informational






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






50. Direct - indirect - ethnographic observation - distributed cognition