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 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






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






3. Unscientific - Partial - Unstable - Inconsistent - Personal






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






5. Progressive Disclosure - Constraints






6. 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






7. 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






8. 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






9. 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






10. 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






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






12. 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






13. Physical - cultural - functional - informational






14. 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






15. Location - Logical Grouping - Conventions - Redundancy






16. 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






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






18. Primary - secondary - facilitator - indirect






19. Overload - Feedback - Recognition/Recall - Orientation






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






21. Participants - design - tester






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






23. 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






24. Goals - Execution - World - Evaluation






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






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






27. 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


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






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






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






31. 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






32. 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






33. Observation - elicitation






34. 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






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






36. Time - finance - personnel - laboratory






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






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






39. 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






40. 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


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






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






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






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






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






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






47. Menu options create small articulatory distance






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






49. Direct - indirect - ethnographic observation - distributed cognition






50. 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