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. Participants - design - tester






2. 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






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






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






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






6. 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






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






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






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






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






11. 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






12. Comprehensibility and learnability






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






14. Unscientific - Partial - Unstable - Inconsistent - Personal






15. 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






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






17. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






21. Observation - elicitation






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






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






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






25. Primary - secondary - facilitator - indirect






26. 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






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






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






29. Menu options create small articulatory distance






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






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






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






33. 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

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34. 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






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






36. 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






37. 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






38. 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






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






40. 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






41. 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






42. Overload - Feedback - Recognition/Recall - Orientation






43. Progressive Disclosure - Constraints






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






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






46. 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






47. 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






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






49. Time - finance - personnel - laboratory






50. 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