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






2. Location - Logical Grouping - Conventions - Redundancy






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






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






5. Overload - Feedback - Recognition/Recall - Orientation






6. Comprehensibility and learnability






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






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






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






10. 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






11. 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






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






14. Time - finance - personnel - laboratory






15. Participants - design - tester






16. Physical - cultural - functional - informational






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






18. 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






19. 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


20. 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






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






22. 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






23. 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






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






25. 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






26. Observation - elicitation






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






28. 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






29. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






33. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






36. Menu options create small articulatory distance






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






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






39. Goals - Execution - World - Evaluation






40. 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






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






42. 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






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






44. 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






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






46. 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






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






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






49. 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






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