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. 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


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






4. 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






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






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






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






8. 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






9. Direct - indirect - ethnographic observation - distributed cognition






10. 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






11. 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






12. Progressive Disclosure - Constraints






13. 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






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






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






16. Physical - cultural - functional - informational






17. Location - Logical Grouping - Conventions - Redundancy






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






19. 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






20. 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






21. 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






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






23. 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






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






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






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






27. 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






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






29. Comprehensibility and learnability






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






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






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






33. Primary - secondary - facilitator - indirect






34. Overload - Feedback - Recognition/Recall - Orientation






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






36. Goals - Execution - World - Evaluation






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






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






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






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






41. Menu options create small articulatory distance






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






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






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






45. 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






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






47. 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






48. 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






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






50. Unscientific - Partial - Unstable - Inconsistent - Personal