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






2. 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






3. Goals - Execution - World - Evaluation






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






5. 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






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






7. Physical - cultural - functional - informational






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






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






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






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






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






13. Direct - indirect - ethnographic observation - distributed cognition






14. 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






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






16. 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






17. 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






18. Menu options create small articulatory distance






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






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






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






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






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






25. 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






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






27. 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






28. Primary - secondary - facilitator - indirect






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






30. 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






31. Time - finance - personnel - laboratory






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






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






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






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






36. Location - Logical Grouping - Conventions - Redundancy






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






38. Comprehensibility and learnability






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






40. 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






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






42. 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






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






44. 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


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






46. Participants - design - tester






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






48. Unscientific - Partial - Unstable - Inconsistent - Personal






49. 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






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