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






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






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






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






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






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






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






8. Location - Logical Grouping - Conventions - Redundancy






9. Comprehensibility and learnability






10. 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






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






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






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






14. 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






15. 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






16. 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






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






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






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






20. Progressive Disclosure - Constraints






21. Menu options create small articulatory distance






22. Unscientific - Partial - Unstable - Inconsistent - Personal






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






24. 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






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






26. Primary - secondary - facilitator - indirect






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






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






29. 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






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






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






32. 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






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






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






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






36. Participants - design - tester






37. Observation - elicitation






38. 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






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






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






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






42. Direct - indirect - ethnographic observation - distributed cognition






43. 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






44. Goals - Execution - World - Evaluation






45. Overload - Feedback - Recognition/Recall - Orientation






46. 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






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






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






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






50. 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