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






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






3. 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






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






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






6. Progressive Disclosure - Constraints






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






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






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






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






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






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






13. Physical - cultural - functional - informational






14. Time - finance - personnel - laboratory






15. Participants - design - tester






16. 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






17. 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






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






19. 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






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






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






22. Overload - Feedback - Recognition/Recall - Orientation






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






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






25. Comprehensibility and learnability






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






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






28. Direct - indirect - ethnographic observation - distributed cognition






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






30. 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






31. 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






32. Location - Logical Grouping - Conventions - Redundancy






33. 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






34. Easy and inexpensive to make - Flexible enough to be constantly changed and rearranged - Complete enough to yield useful feedback about specific design questions






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






36. Observation - elicitation






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. 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






39. Goals - Execution - World - Evaluation






40. 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


41. 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






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






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






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






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






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






47. Primary - secondary - facilitator - indirect






48. 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






49. 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






50. 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