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. 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






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






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






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






5. 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






6. 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






7. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






10. Comprehensibility and learnability






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






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






13. 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






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.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






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. 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


18. Progressive Disclosure - Constraints






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






20. 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






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






22. 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






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






24. Direct - indirect - ethnographic observation - distributed cognition






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






26. Observation - elicitation






27. Overload - Feedback - Recognition/Recall - Orientation






28. 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






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. 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






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






32. Primary - secondary - facilitator - indirect






33. 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






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






35. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






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






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






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






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






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






45. Time - finance - personnel - laboratory






46. 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






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






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






49. 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






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