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






2. 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


3. 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






4. 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






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






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






7. 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






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






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






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






11. Unscientific - Partial - Unstable - Inconsistent - Personal






12. Participants - design - tester






13. 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






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






15. Physical - cultural - functional - informational






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






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






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






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






20. 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






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






22. 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






23. Direct - indirect - ethnographic observation - distributed cognition






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






25. 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






26. 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






27. Progressive Disclosure - Constraints






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






29. 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






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






31. 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






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






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






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






35. Articulatory distance is large because we are presented with the command prompt - no indication of functionality






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






37. Location - Logical Grouping - Conventions - Redundancy






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






39. 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






40. Primary - secondary - facilitator - indirect






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






42. Time - finance - personnel - laboratory






43. Observation - elicitation






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






45. 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






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






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






49. 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






50. Goals - Execution - World - Evaluation