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Human Computer Interaction

Subject : engineering
Instructions:
  • Answer 50 questions in 15 minutes.
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  • 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 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






2. 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






3. 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






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






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






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






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






9. 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






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






11. 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






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






13. Location - Logical Grouping - Conventions - Redundancy






14. 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






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






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






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






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






19. Physical - cultural - functional - informational






20. 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






21. 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






22. 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

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






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






25. 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






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






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






28. 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






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






30. Goals - Execution - World - Evaluation






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






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






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






34. Direct - indirect - ethnographic observation - distributed cognition






35. Participants - design - tester






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






37. Progressive Disclosure - Constraints






38. Time - finance - personnel - laboratory






39. 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






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. Primary - secondary - facilitator - indirect






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






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






44. Unscientific - Partial - Unstable - Inconsistent - Personal






45. 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






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






47. 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






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






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






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







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