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






2. 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






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






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






5. 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






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






7. Observation - elicitation






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






9. 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






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






11. 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






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. Overload - Feedback - Recognition/Recall - Orientation






15. 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






16. Goals - Execution - World - Evaluation






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






18. Direct - indirect - ethnographic observation - distributed cognition






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






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






21. 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






22. 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






23. Primary - secondary - facilitator - indirect






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






25. Location - Logical Grouping - Conventions - Redundancy






26. Time - finance - personnel - laboratory






27. Comprehensibility and learnability






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






29. Participants - design - tester






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






31. Unscientific - Partial - Unstable - Inconsistent - Personal






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






33. Progressive Disclosure - Constraints






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






35. 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






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






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






39. Menu options create small articulatory distance






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






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






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






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






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






45. 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


46. 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






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






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






49. Physical - cultural - functional - informational






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